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Melee Abilities

Require a melee weapon to activate.

Infusion

Category

Any melee

Costs

1 action
Elemental boon

Timing

1 turn channel

The infused weapon deals an additional wound of the corresponding type for 1 minute.

Amplified Effect

The infused weapon deals an additional wound of the corresponding type for 10 minutes.

Elemental Discharge

Category

Any melee

Costs

1 action
2 stamina
Infusion

Timing

1d4 turn cooldown

Make a ranged attack with your melee weapon for 2 wounds, except the damage type is based on the consumed infusion.

Amplified Effect

Does not consume the infusion.

Bolster

Category

Any melee

Costs

1 action
1 stamina

Timing

1d6 turn cooldown

As you succeed an armor saving throw, you gain the discipline boon for 1 minute.

Amplified Effect

Knock the aggressor prone.

Perfect Strike

Category

Sword

Costs

1 action
2 stamina

Timing

1d6 turn cooldown

Make a melee attack. If you have the discipline boon, this attack ignores resistances.

Amplified Effect

If you have the discipline boon, this attack always hits.

Parry

Category

Sword

Costs

Quick action
1 stamina

Timing

1d6 turn cooldown

Roll an armor saving throw an additional time; keep the best result.

Amplified Effect

Then, make a melee attack against the aggressor.

Feral Strikes

Category

Axe

Costs

1 action
2 stamina

Timing

1d4 turn cooldown

If you have the rage boon, make two melee attacks. If both attacks hit the same target, they start bleeding.

Amplified Effect

You may step 5' before each attack.

Execution

Category

Axe

Costs

1 action
3 stamina

Timing

1d8 turn cooldown

Make a melee attack. If you have the rage boon, you gain an additional +2 penetration.

Amplified Effect

Hits from this ability always wound.

Moon-swipe

Category

Pole-arm

Costs

1 action
3 stamina

Timing

1d8 turn cooldown

Creates an opening. Make a melee attack against all targets in reach. If you have rage or discipline, do it a second time.

Amplified Effect

If you have both rage and discipline, do it a third time.

Splitter

Category

Pole-arm

Costs

1 action
1 stamina

Timing

1d4 turn cooldown

Make a melee attack against each target in reach in a straight line.

Amplified Effect

All targets are pinned to you until your next turn.

Exploit Weakness

Category

Precision

Costs

1 action
2 stamina

Timing

1d6 turn cooldown

Make an attack. For each status effect among prone, bleeding, burning, chilled, shocked, poisoned, and frightened; the attack deals an additional wound.

Amplified Effect

The attack also causes your choice of prone, bleeding, or frightened.

Sneak Attack

Category

Precision

Costs

1 action
1 stamina

Timing

1d4 turn cooldown

Make an attack. If you are hidden to the target or have discipline, you deal double damage.

Amplified Effect

If you are both hidden and disciplined, you deal triple damage instead.

Shield Charge

Category

Shield

Costs

1 action
2 stamina

Timing

1d4 turn cooldown

Move up to your speed, then you may make a melee attack with your shield for 1d4 damage. If this attack deals damage, the target is knocked prone.

Amplified Effect

If you spend no more than half your movement, the attack is a guaranteed hit.

Gong Strike

Category

Shield

Costs

1 action
2 stamina
Infusion

Timing

1d4 turn cooldown

Everything else within 5' gets hit in an explosion. The damage type and saving throw is based on the element of the consumed infusion.

Amplified Effect

Does not consume the infusion.