Midgard Heroes Handbook Weapon Options
While we've covered some of the classes in the Midgard Heroes Handbook, one of the coolest features is the section on weapon options. When it comes to Kobold Press' Midgard campaign setting weapons are more than the damage it deals. In combat, skilled warriors use their weapons to confuse, disorient, and disadvantage their enemies before moving in for the kill. In this episode, we discuss some of what Midgard Heroes Handbook offers to give them a distinct impact on the battlefield. Plus some of our own thoughts on unique weapon options that you could add to your game. Below are just a few of the many samples found within this fantastic player resource. These really enhance combat and are the inspiration for our own Weapon Perks product.
Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your greatsword into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.
Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.
Crushing Blow. As an action, you can make a single attack roll with your maul against an armored or naturally armored creature. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your maul is also magical.
Snare. As part of your attack action, you may snap your whip around a creature or its weapon. If you target the weapon, the creature must make a Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the restrained condition is ended.
Hammer and Bludgeons
Improvised Clobber. If you are using an improvised weapon that counts as a club, you may choose to strike with such force that your weapon breaks. As an action, make a single club attack. On a hit, this attack is an automatic critical hit and your improvised club breaks.
Pinning Point. When you make a melee or ranged weapon attack with a dagger, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the knife’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the dagger is removed. The target can make another Strength saving throw as an action on its turn.
Concealed Sidearm. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your hand crossbow. As an action, you may make a weapon attack with a concealed crossbow against a creature that has not yet acted in combat. This attack has advantage.
Underdog Strike. As an action, you may make a single ranged weapon attack with your sling against a creature at least 1 size category larger than you. This attack deals normal weapon damage, and an extra 1d4 bludgeoning damage per size category difference.
Headcrack. As an action, you may make a single ranged weapon attack with your sling. If the attack hits, the target must make a Constitution saving throw or be stunned until the beginning of its next turn.
Get your copy of Midgard Heroes Handbook here!
Unearthed Tips and Tricks! We bring you new and creative content for you to bring with you on your next adventure.
You were raised by your aunt. Father passing at a young age. After his passing, your mother left to become an adventurer in order to acquire the wealth needed to give you the life you deserve. It's been many years now, she left so long ago, you’ve nearly have forgotten her face. The scent of her lavender perfume is the strongest memory of her. You know she is alive as your aunt continues to have gold coming in every few months. Enough that you are well taken care of, that you could choose any apprenticeship or other training you seek. All you really want to know though, is does she still love you? You’ve decided to become an adventurer. You’ve heard of the dangers, but it must be pretty great. An amazing experience, why else would mother not return to you? You set out in the hopes of experiencing the same amazing adventures your mother enjoys, in the hopes, that someday, you will find the lavender-scented women who is your mother.
Grinner (Modified Tanarukk Stat Block) by Patron Nathan Heard
Some orcs devote themselves to Gruumsh by ripping out one of their own eyes in exchange for power. Other orcs, however, fall away from Gruumsh and follow other destructive deities. Some orcs follow the Archdemon Dyntizt. These orcs gain their powers by ripping out their own teeth and carving a permanent smile onto their face with a knife.
In return for their devotion, Dyntizt (pronounced "dentist") grants them unspeakable powers.
STR 18 DEX 13 CON 20 INT 9 WIS 14 instead of 9 CHA 9
Skills Intimidation +2, Religion +2 instead of Perception +2
Damage Resistances none (instead of fire and poison resistance)
Called Shot. If the grinner scores a critical hit, it leaves a disfiguring scar on the victim. The scar curves up from its mouth in an evil grin, and might remove a tooth or two.
Innate Spellcasting. The grinner uses Wisdom for its spellcasting ability (attack +5; save DC 13). It knows the following spells, which it can cast with only verbal components:
- At will: Crushing Curse*, Word of Misfortune*, Vicious Mockery
- 3/day: Bane, Command
- 1/day: Maddening Whispers*
*These spells are from Kobold Press's Deep Magic series in the Void Magic booklet.
Multiattack. The grinner makes two knife attacks. (instead of bite/sword).
Knife. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft or range 20/60ft, one target. Hit: 6 (1d4+4) piercing damage.
Bellow (3/day). The grinner unhinges its jaw along its scars, opening its mouth impossibly wide. It emits an otherworldly bellow that is audible up to one mile away. All creatures within 30ft of the grinner must make a DC 15 WIS saving throw. All creatures that fail the save take 17 (5d6) thunder damage and are deafened. They can repeat the save at the end of each of their turns, ending the effects of being deafened on a successful save.
Creatures that succeed on their save take ½ damage and are only deafened until the start of their next turn.
Creatures adjacent to the grinner have disadvantage on the save, and must fall prone and drop any equipment they were holding if they fail the save.
Based off the yellow devil from the megaman games. You have a room with 9 magical node spaces around the room. Every round you roll a d10. If you roll a 10 or the number of the yellow devil is currently at, he stays put and shoots an eldritch blast at a random person in the room. If you roll a different number he then dismantles and “teleports” to the node rolled. If anyone is in the way he collides with them and deals damage as his body slams into you, no opportunity attacks allowed. You Can make a dex save for half damage(bludgeoning). You can scale the damage to different party levels using the DMs guide. There are two ways to get past the encounter. Make it a puzzle in the room that you have to activate different nodes in a certain order or you have the yellow devil be a creature they can attack and kill. DMs choice.
The Dagger of Fuckery (Shenanigans for the PG inclined) This weapon deals an extra 1d6 damage. Determined at random by rolling a d12. This finely crafted blade was left on the mortal plane by a Lord of the plane of Chaos. Before attacking roll a D6 for the bonus to hit and damage if successful roll a D12 for the damage type.
1 Acid. 2 Radiant 3 Cold. 4 Fire. 5 Force. 6 Lightning 7 Necrotic. 8 Piercing. 9 Poison. 10 Psychic. 11 Slashing 12 Thunder
Dungeon Master Tip:
Physical Props for NPCs: By Patron Nathan Heard
I attempt accents and physical posture, and I'm slowly improving but still not where I'd like to be with them. In a campaign with a lot of NPCs, this poses a bit of a problem, so my solution is physical props. When I'm role-playing the mysterious researcher that seems to want to help the PCs without wanting anything in return, I always hold a journal while I talk. When I'm role-playing the grizzled town guard captain, I'll wear a necklace with a dire wolf pendant. The halfling charlatan wears a backwards baseball cap, and the PCs' ally that wants to keep a low profile has the baseball cap facing forwards, down over his face to hide his identity. When I'm role-playing the lord of the city or any other important noble, I'll wear a Halloween crown. Props like this help my players visualize who they're talking to, and I've found that using props helps me get into character more easily and commit more fully to doing the accents, postures, etc. that make role-playing encounters so dynamic.
It also helps when I have to role-play multiple NPCs at once. Switching back and forth between wearing a baseball cap and wearing glasses ensures that the players know who is talking and helps the conversation flow more smoothly.
Player Tip: Don’t be a Dick
Don’t add your character to another player's backstory without talking to them about it first!
DND is a collaborative story, but, forcing yourself into someone else's history is a very douche thing to do. Likewise, don’t add them to your story backstory. Open up communication between each other and you can both build a fantastic collaborative story together.
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