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.
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.
The following maneuvers also apply to similar bladed throwing weapons such as shuriken or kunai.
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 Blade. 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 dagger. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage.
Pinning Edge. When you make a melee or ranged weapon attack with a hand axe, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the axe’s edge. 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 axe is removed. The target can make another Strength saving throw as an action on its turn.
Dazing Blow. As an action, you may make a single ranged weapon attack with a light hammer. If the attack hits, the target must make a Constitution saving throw or be incapacitated until the end of its next turn.
Sunder Joints. When you make a melee weapon attack against a creature in medium or heavy armor with a light hammer, you may choose to damage the joints of their armor instead of dealing damage to the creature. If the attack hits, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative.
Fearsome Accuracy. As an attack, you may throw your javelin at a creature at the very limit of your range. Make an attack roll against a creature exactly 120 feet away. If the attack hits, the creature takes normal damage and must make a Wisdom saving throw. On a failure, the creature becomes frightened of you for 1 minute.
Trip. As a melee weapon attack while you are wielding a javelin, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.
Nets are weapons with a special property, as described below:
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Blinding Binds. Instead of restraining your foe, you may instead wrap the thick cords of your net around a single creature’s head. A Large or smaller creature hit by a net when you use this maneuver is blinded but is not restrained, until the net is removed.
Wing-Wrapping Net. Instead of restraining a flying creature, you may entangle its wings in your net. A Huge or smaller winged creature hit by a net when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the net is removed.
For more options for player characters, check out Midgard Heroes.