• Justin Handlin

Weapon Perks

Updated: May 19, 2020

Watch Episode 170 - Weapon Perks Live! 7pm Est 5/10/20

Weapons are more than just objects that adventurers carry to stab, slice, or break enemies with. In the proper hands of a master, they can be powerful tools to gain the upper hand against an enemy. A weapon perk is a special skill or technique that can be used with a specific weapon. This allows each weapon to feel unique among all of the options the adventurers have, and hopefully give them their own identity.

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Crit Nation, thanks for joining us today here at the “Crit Academy” studios where everything is made up and your rolls don’t matter. Yup, that’s right; your rolls are like a weapon without a perk!

Segment: Crit Nation Feedback: Let’s talk about Blank!

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Give Away: Loresmyth: Modular Dungeon Tiles - Arcania

Modular dungeon tiles are an easy way to create your own beautiful digital maps. The Arcania lets you make dark, shadowy dungeon map, rich with the fumes of arcane secrets.


Didn’t win? Np, head to www.critacademy.com/loresmyth a free set of digital terrain and much more.

Segment: Main Topic: Weapon Perks!

Weapons are more than just objects that adventurers carry to stab, slice, or break enemies with. In the proper hands of a master, they can be powerful tools to gain the upper hand against an enemy. A weapon perk is a special skill or technique that can be used with a specific weapon. This allows each weapon to feel unique among all of the options the adventurers have, and hopefully give them their own identity.

All the weapon perks are part of the weapons, but requires that the creature be proficient with the weapon In order to execute the weapons perk. If a perk requires a creature to make a saving throw, the DC equals 8 + proficiency bonus + Strength or Dexterity modifier (your choice).


A dagger is a knife with a very sharp point and usually two sharp edges, typically designed or capable of being used as a thrusting weapon. This made them potent weapons for penetrating small gaps in armor. Daggers have been used throughout history for close combat confrontations for this reason, and a favorite of assassins. Many cultures have used adorned daggers in magical and non-magical rituals and ceremonial contexts. The distinctive shape and historic usage of the dagger have made it iconic and symbolic.

Hidden Weapon. As a bonus action, you may make a Dexterity (Sleight of Hand) check to conceal up to two daggers on a success. As an action, you can make a single weapon attack with a hidden dagger against a creature that hasn’t taken a turn in combat yet. Your attack can score a critical hit on a roll of 19 or 20.


The sickle is a single-handed agricultural tool used by many farmers. Their unique conclave hooked blade design was made for harvesting the grain crops or dense foliage to be used for livestock feed. These tools are weapons of choice for farmers as it is far more deadly than a traditional quarterstaff. Its hook design grants its offensive and defensive capabilities. Allowing a skillful wielder to defend and attack simultaneously.

Cutting Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in the hook of your sickle parrying their attack while the hook sinks into them. Make an attack roll with your sickle. If the result of this roll equals or exceeds their attack roll, their attack misses, and you roll your normal weapon damage.


The dart is a very unique weapon. It’s the only one to start off as a pastime of soldiers on duty. Guard duty can get dull, which is good, as it means everyone is safe. But sometimes the soldiers needed something to do. So when they were on duty they would set up an empty ale cask and throw spear heads at them. They even started using fire to sear the outside into a single target. The interesting thing is, the officials encouraged the soldiers to partake as it was an effective way to practice their aim and throwing skills. While not the most effective weapon in their arsenal, darts are easy to conceal and can be effective with precision.

Point Blank. Making a ranged weapon attack against a target within 5 feet of you doesn’t impose disadvantage on the attack.


The trident is a variant on the spear. Instead of a single point, it has three fork-like prongs. It was designed by a fisherman who had lost one of his eyes, with poor depth perception, he had a very difficult time with spear hunting and fishing. Since his aim was always off by just a little bit, he took additional spear tips and attached them to the end of a spear. This allowed him to compensate for his weakness. It wasn’t until a gang of bandits tried to rob him that he realized the potential of them in combat. The forks would allow a user to “catch” an oncoming weapon. He set out to sell his new creation.

Redirecting Parry. When a creature hits you with a melee weapon attack, you may use your reaction to attempt to parry and redirect their blow. Make an attack roll with your trident. If the result of this roll equals or exceeds their attack roll, their attack misses. You may choose a new target for the attack within reach. If the attack roll would hit their armor class, they take the weapons damage.

Give Away: Jeff Stevens: Encounters on the Savage Seas II!

Revolutionize your game with this collection 16 mini-adventures and includes NPCs, locations, new creatures, and magic items to add to your nautical adventures.

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Segment: Unearthed Tips and Tricks! (We give you creative content for your next adventure)

Character Concept:

Vigilante Crime Fighter - Nathan Heard

Got the idea while listening to Gabe’s actual play. A lawful good vampire that prowls the streets by night, only feeding on hardened criminals like murderers, high profile thieves, drug dealers, and crime lords. Could be difficult for the players to deal with because it’s a vampire, but it’s a good person at heart, but the players might at some point do something illegal, getting on the vampire’s bad side. The seedy underworld fears “the bat-man,” and law-abiding citizens herald the “dark knight” as the hero they deserve, but not the one they need.

Monster Variant:

Setessan Skirmisher (Theros)

“Bassara, the tower of the fox, houses the elite skirmishers who guard the Nessian Wood against trespassers.”

These warrior women are elite sentinels protecting their lands from outsiders utilizing swift hit and run tactics then fading back into the woods. Worshipers of the goddess Karametra whose symbol is a scythe representing the harvest and the cycle of life and death, they dispense the latter to those that cross them without hesitation.

Origin: Yuan-ti Pureblood

Remove immunities

New Features:

Mobile: When the skirmisher makes a melee attack against a creature, it doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.

New Spell List:

At will: booming blade, firebolt

3/day each: magic missile, shield, suggestion


Fear of the Night - 4e DD

A nest of vampires has claimed a dark forest and the surrounding human towns as its domain. Some of

the local residents revere the vampires and serve as daylight guardians and spies. However, most of the

townsfolk live in a state of dread. Those townsfolk have finally scavenged enough valuables to hire a

band of adventurers to destroy the nest. The villagers do not know that a powerful necromancer named

Borrit Crowfinger—aka the Bonemaster—recently usurped control of the nest.

Magic Item:

Gods Willing (Theros)

“ Honor the gods of Theros, and they will return the favor.”

Potion, Rare

This vial contains a golden liquid that swirls of sparkling silver within it. When imbibed the potion tastes a little like a sweet warm nectar. A sensation of warm fire fills the drinker as vitality and renewed vigor flood every fibre of their being. It lasts only a moment but afterwards the drinker is left feeling very restored.

When you drink this potion, you gain resistance to nonmagical piercing, slashing and bludgeoning damage and two types of magical damage for 1 hour. The DM chooses the type or determines it randomly.

Dungeon Master Tip:

Ship Damage and Monster Chase Tracker - Ballad of the Dark Maiden

Player Tip: Don’t be a Dick

Arcane Studies: Time Stop + Fireball + Delayed Blast Fireball

Time Stop: You briefly stop the flow o f time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one o f the actions you use during this period, or any effects that you create during this

period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Delayed blast fireball can trigger by choosing to drop concentration, thus allowing two spells simultaneously. Additionally, delayed blast gets stronger with each of your turns. The longer the time stop is in effect, the more powerful it becomes. Increasing from 12d6 upwards of 19d6.

Closing: Please join us on our next episode we will discuss Allies, Enemies and Quests!

If you have any feedback, unearthed tips and tricks or topics you would like us to discuss, please send them to us. You can email them to us at critacademy@gmail.com or find us on twitter and facebook @critacademy.

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