A weapon is 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. Beyond Damage Dice ties unique maneuvers to weapons from both the core rules and the Midgard Campaign Setting, giving them a distinct impact on the battlefield. This article examines weapons haphazardly cobbled together by the kobolds of Zobeck’s slums.

The following maneuvers can be used by any character as long as they are wielding and proficient with the appropriate weapon. If a maneuver requires a creature to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Unless specified, these maneuvers do not deal normal weapon damage.

Name Cost Damage Weight Properties
Martial Melee Weapon        
Catchpole 12 gp 1d4 piercing 8 lb. Heavy, reach, two-handed



The catchpole, also known as a man catcher, was once a popular tool of Zobeck’s constabulary for nonlethally apprehending criminals. This polearm has a circular two-pronged head instead of an axe or a spear tip. This pronged head allows the wielder to snap the loop shut around their target’s neck to entrap them or pull the target from a speeding horse, drag them to the ground, and pin them down. Versions of the man catcher were independently created in 18th century Europe, Edo-period Japan, and in pre-colonial Papua New Guinea.

The catchpole has fallen out of favor in recent years, and kobolds have seized upon massive stockpiles of the discarded weapons. As they were designed for human-sized gearforged police officers, catchpoles are too large for a single kobold to wield on its own. However, a group of two or three kobolds working in unison can use a catchpole to snatch unsuspecting passersby off the street—and then drop them in a back alley where dozens more of their warren wait with knives drawn.

Snag. When you hit a Medium or smaller creature with a catchpole attack, you can choose to grapple the target instead of dealing damage. While grappling a creature in this way, your speed is not reduced and you can make a Strength (Athletics) check to move the target a number of feet equal to the result of your check. This special grapple has an escape DC equal to your maneuver save DC.

Hurl. When you have a creature grappled in your catchpole (see “Snag”), you can end the grapple to throw the creature a number of feet equal to your Strength score. You can throw the first creature at another target as an improvised ranged weapon attack. On a hit, both the target and the hurled creature take 1d4 bludgeoning damage. On a miss, only the hurled creature takes damage.

Trip. As an attack while you are wielding a catchpole, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Medium or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.

Dropped Rock

All kobolds know how to drop rocks on an unsuspecting target, but the most expert of kobold rock-droppers know that there are special techniques to letting a stone plummet atop a stupid gnome’s head. Winged kobolds make particularly good use of this technique, as their gods-given gift of flight lets them reach heights other kobolds can only dream of.

Dropping a heavy rock is a ranged weapon attack that deals 1d4 bludgeoning damage, plus an extra 1d4 damage for every 30 feet it falls, up to a maximum of 5d4 bludgeoning damage. Dropped rock attacks have disadvantage if the rock is dropped from more than 60 feet above the target. A dropped rock can only target a creature directly below you.

Bounced Rock. If a rock hits the ground hard enough, it can bounce when it hits the ground and potentially strike another nearby creature. When you make a dropped rock attack, you can declare that you are trying to bounce the rock. This attack has disadvantage, but if the attack misses, another creature within 5 feet of the original target must make a Dexterity saving throw or take 1d4 bludgeoning damage.

Spin Drop. By putting a spin on the rock before dropping it, you can target a creature not directly below you. The target can be up to 10 feet away from the space directly beneath you for every 30 feet the rock falls. This attack deals 1d4 less damage than a normal dropped rock attack.

Hastily Assembled Explosive

If there’s one thing kobolds love, it’s jury-rigging explosives. If there’s one thing kobolds hate, it’s taking enough time to make sure they did it right. By using a small clay pot, 20 gp worth of black powder, a small fuse, and a strange assortment of other odds and ends, any kobold can make their own improvised explosive.

A bomb has a fuse that burns for 1 round. When it explodes, all creatures in a 5-foot radius of the bomb must make a DC 12 Dexterity saving throw, taking 1d6 fire damage on a failed save or half as much damage on a successful one. The bomb also has a random side effect, rolled on the table below.

1d4 Random Effect
1 The bomb is a dud. It doesn’t explode and deals no damage.
2 Kobold incense within the bomb spreads the thick scent of patchouli throughout the area instead of the smell of black powder.
3 Sticky kobold goop within the bomb makes the bomb’s radius difficult terrain.
4 Kobold dung within the bomb forces all creatures within the bomb’s radius to make a DC 12 Constitution saving throw, becoming poisoned for 1 minute on a failed save.


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