Weapons are tools of combat that all hold a variety of possibilities in the art of war.
The amount of Weapon Type proficiency for characters is determined by their starting Class. Players choose their Weapon Types at level 1, granting Weapon Level 1 and Proficiency with Level 1 Weapons with those chosen Weapon Types, along with a Fighting Style for each chosen Weapon Type. Determining and using your weapon are broken down by the following;
- Proficiency. Weapon proficiency grants the wielder their Ability modifier to hit when using a weapon from the Weapon Type they’re Proficient in.
- Weapon Type. Axes, Blunt Weapons, Flexible Weapons, Knives/Daggers, Long Blades, Pole-arms, Ranged Weapons, Sidearms, and Unarmed.
- Damage Types. There are three different damage types for each weapon. Bludgeoning (B), Piercing (P), and Slashing (S). Some weapons may be multi-functional in their damage type and therefore must be called before damage is rolled.
- Weapon Level. Players gain a weapon level depending on their Character’s Class. Some weapons require at least 2 weapon levels in order to wield with proficiency, otherwise they may use the weapon without gaining the Proficiency bonus and cannot use it’s Properties such as Versatile properties, or Combat Maneuvers.
- Fighting Styles. Fighting Styles are important in taking full advantage of a weapon, when you gain a weapon level, including level 1, you may choose one of the Fighting Styles of any proficient Weapon Type to learn. Weapon Styles are not considered Combat Maneuvers unless otherwise stated.
- Two-Weapon Fighting. The art of fighting with two weapons is a skill that needs to be fine tuned with proper training as well, and may only be used after learning a Fighting Style that allows such. Attacking with an off-hand weapon is a Minor Action and those who do not have Two-Weapon Fighting roll to hit without Proficiency regardless if they’re Proficient with the weapon, and roll damage with no ability modifier upon hit.
- Combat Maneuvers. Combat Maneuvers are actions such as Cleaving, Disarming, Dismounting, Dizzying, Grappling, Rending and Tripping. In order to make a Combat Maneuver the player must be Proficient with the weapon and call the Maneuver before rolling to hit. Upon being hit the target takes half of the damage roll and suffers the Condition of the Combat Maneuver, otherwise the attack is simply a miss.
Weapon Properties and Combat Maneuvers
- Cleaving (Combat Maneuver). Targets Armor Class. The weapon is able to continue its attack through adjacent squares within range equal to the user’s Strength or Dexterity modifier, whichever the weapon uses, damaging additional enemies that the original roll would hit within range of the weapon attack for half the damage of the original hit. The wielder must land the original blow in order to Cleave.
- Dizzying (Combat Maneuver). Targets Fortitude. The weapon is able to cause its target to be DizziedDizziedThe target may only take one Action per turn and loses concentration on any spell they’ve Sustained. The target may not take Reactions, including Attacks of Opportunity. upon being hit.
- Disarming (Combat Maneuver). Targets Fortitude. The weapon is able to maneuver in a manner to disarm your oppenent of one of it’s weapons. The disarmed target’s weapon is dropped and flung up to 10ft in a random direction.
- Dismounting (Combat Maneuver). Targets Armor Class. The user is able to maneuver the weapon to sweep riders off their mounts. Using their Reaction when a mounted opponent enters or leaves their weapon range to make an attack on the rider. Upon a hit, the rider is knocked off its mount and ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple..
- Exotic. The weapon requires the Exotic Fighting Style to wield.
- Grappling (Combat Maneuver). Targets Fortitude. The weapon may be used to Grapple the opponent. Upon hit, the target is GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple. by the wielder.
- Lacerating. The weapon is able to Lacerate the enemy. Upon hitting the enemy the target is LaceratedLaceratedThe target is bleeding profusely, dealing Lacerating damage at the start of the target’s turn equal to the average damage die of the source of Laceration., taking Bleeding damage at the beginning of their turn equal to the average die roll of the Bleeding source.
- Light. The weapon is light and may be used for Two-Weapon Fighting.
- Loading. The ranged weapon is one that takes some time loading and requires the user’s Move action to load for additional attacks.
- Heavy. The weapon requires two hands to wield and uses Strength for the damage bonus regardless of its Ability to hit.
- Martial. The weapon is one that requires the proper weapon level to wield proficiently.
- Range. How far a ranged weapon can attack. The first range is the short range with which the weapon can be efficiently and consistently used, whereas the second range is the long range which is at a DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls..
- Reach. The weapon is long and may be used to make a melee attack up to 10 ft away from the user.
- Rending (Combat Maneuver). Targets Armor Class. Upon a hit the attack will leave the opponent’s armor RendedRend ConditionThe target’s armor has been temporarily compromised, dropping the AC bonus to the armor..
- Returning. The weapon returns to the wielder after it is thrown. Returning weapons may be used for multiple attacks per turn.
- Throwing. The weapon is able to be Thrown for a range covered by the weapon’s Property.
- Tripping (Combat Maneuver). Targets Fortitude. The weapon may be used to Trip the opponent. Upon being hit the target is knocked ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple..
- Versatile. The weapon was made for more than just combat, or perhaps enchanted with magic, gaining an exclusive bonus labeled in parentheses.
Axes
Weapon | Damage | Properties | Level |
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Hatchet | 1d6 S | Martial (Str/Dex), Light, Versatile (+2 to Survival checks) | 1 |
Tomahawk | 1d6 S | Martial (Str/Dex), Light, Thrown (20/40 ft) | 1 |
Battle Ax | 1d8 S | Martial (Str), Disarming, Tripping, Versatile (May be used with Main hand for Two-Weapon Fighting) | 1 |
Greataxe | 2d6 S | Martial (Str) Heavy, Cleaving | 1 |
Double-Bit Ax | 2d6 S | Martial (Str), Heavy, Versatile (+4 to Survival checks) | 2 |
Viking Axe | 1d12 S | Martial (Str), Heavy, Reach, Tripping | 2 |
Ax w/ Maul | 2d6 S/B | Exotic (Str), Heavy, Cleaving, Versatile (+2 to Survival checks, May use the stats of a Maul for Bludgeoning Damage) | – |
Tabar w/ Dagger | 1d6/1d4 B/P/S | Exotic (Str),Disarm, Tripping, Versatile (Proficiency with hidden Dagger, may use your Reaction upon being Disarmed to draw the hidden Dagger. Uses the Dagger stats from Knives/Daggers.) | – |
Fighting Styles
- Dual Axe Fighting. The user is knowledgeable in fighting with two axes and may use a Battle Ax in their off-hand.
- Exotic Axes Weaponry. The user has trained in an exotic Axe weapon and is able to wield it effectively.
- Tomahawk Specialist: The user has trained extensively with the Tomahawk, learning how to successfully scoop for a Disarm with an attack, as well as learning to Trip the opponent with an attack. Additionally, the Thrown distance is increased by 20 ft.
- Reaver. The user may Lacerate a BloodiedBloodied ConditionThe target is at 50% health or below and now looks visibly worse for wear. enemy upon a hit. The Condition lasts until the end of the target’s next turn.
- Shield Rending. The user may use their Axes to use the Rending Combat Maneuver to an opponent’s shield provided they’re armed with a shield.
- Viking Throw (Axes). The user is able to use Throw on all Axes, giving them a 20/40 ft range and Tomahawks a Thrown range of 40/60 ft.
- Whirlwind. Allows the user to Cleave with their Axes.
Blunt Weapons
Weapon | Damage | Properties | Level |
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Club | 1d4 B | Martial (Str), Light, Dizzying | 1 |
Mace | 1d6 B | Martial (Str), Versatile (Double Ability modifier damage on armored opponents.) | 1 |
Warpick | 1d6 P | Martial (Str), Disarming, Rending | 1 |
Warhammer | 2d6 S | Martial (Str) Heavy, Tripping | 1 |
Spiked Mace | 1d6 B/P | Martial (Str), Versatile (Attacks count as both B and P damage, favoring the Weakness) | 2 |
Quarterstaff | 1d8 B | Martial (Str), Tripping, Disarming | 2 |
Maul | 2d6 B | Martial (Str), Heavy, Reach | 2 |
Nunchaku | 1d6 B | Exotic (Str/Dex), Light, Grappling, Dizzying | – |
Tonfa | 1d6 B | Exotic (Str/Dex), Light, Disarming, Tripping, Versatile (+1 AC when brandished) | – |
Fighting Styles
- Dizzying Strike. The user may use the Dizzying Combat Maneuver on an opponent with all Blunt Weapons.
- Forceful Strike. The user puts all of their might into a heavy swing as a Combat Maneuver, upon being hit the target is Pushed 5 ft back and Prone. (Only the first target of a Cleave attack is affected.)
- Heavy Dispatcher. The user has trained extensively in fighting armored opponents. The user is able to use the Rending Combat Maneuver with all Blunt Weapons.
- Knee-Shatter Strike. The user may use this as a Combat Maneuver to leave the target SlowedSlowed ConditionThe target’s maximum movement is cut in half and they may not benefit from bonuses to movement or take actions that grant additional movement. until the end of it’s next turn.
- Knockout Hit. The user has trained in using blunt weapons and when landing a critical hit the creature is StunnedStunned ConditionThe target cannot take Actions. Any attack against it yields Advantage, the target doesn’t count toward flanking, and if it is a target with natural flight it falls. until the end of the target’s next turn.
- Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.
Flexible Weapons
Weapon | Damage | Properties | Level |
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Bolas | 1d4 B | Martial (Dex), Throwing (20/40 ft), Grappling, Tripping, Advantage on attacks against Medium and Large sized Beasts. | 1 |
Whip | 1d6 S | Martial (Dex), Disarming, Grappling, Reach, Tripping | 1 |
Flail | 1d6 B | Martial (Dex), Rending | 1 |
Rope Dart | 1d6 P | Martial (Dex), Throwing (20/40 ft), Returning | 2 |
Tabak- Toyok | 1d8 B | Martial (Dex), Reach, Dizzying | 2 |
Kusari-Gama | 1d8 S | Martial (Dex), Reach, Throwing (15 ft), Returning | – |
Meteor Hammer | 2d8 B | Martial (Str), Heavy, Reach, Tripping | – |
Fighting Styles
- Improved Critical. The user’s Critical Hit range for Flexible Weapons increases by 1.
- Controlled Combat Maneuvers. The user has become effective with performing Combat Maneuvers with Flexible Weapons. Disarming, Grappling, or Tripping an opponent yields full damage upon a hit.
- Momentum Mastery. The user has learned to master the transfer of energy to their weapon, granting them AdvantageCombat AdvantageAdvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. against the next attack if the last attack missed. AdvantageCombat AdvantageAdvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. stacks for every time the weapon misses.
- Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.
- Pendulum Swing. The user may use a Flexible Weapon as if it had the Cleave property with enemies in adjacent or Reach range.
Knives/Daggers
Weapon | Damage | Properties | Level |
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Dagger | 1d4 P/S | Martial (Dex), Light, Thrown ( 20/40 ft) | 1 |
Parrying Dagger | 1d4 P | Martial (Dex), Versatile (halves the movement penalty for natural difficult terrain.) | 1 |
Kukri/Machete | 1d6 S | Martial (Dex), Versatile (halves the movement penalty for difficult terrain.) | 2 |
BC-41/Knuckleduster | 1d4 P/B | Martial (Dex), Light, Versatile (Attempts to Disarm user yields Disadvantage) | 2 |
Katar | 1d8 P | Exotic (Dex), Light, Versatile (Attempts to grapple the user yields an Attack of Opportunity) | – |
Karambit | 1d6 S | Exotic (Dex), Light, Disarming, Grappling | – |
Bagh Nakh | 1d4 S/P | Exotic (Dex), Light, Lacerating | – |
Fighting Styles
- Thousand Needles. While Two-Weapon Fighting with a Knives & Dagger in each hand, the user is able to attack with their off-hand for every Attack Action made. When performing Thousand Needles off-hand attacks do not provide Ability Modifier bonus damage.
- Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.
- Ice Pick Grip. The user is able to hold a Martial Knife & Dagger weapon with the blade aimed down from under their hand, increasing the damage die of the weapon when using Piercing attacks.
- Main Gauche (Two-Weapon Fighting). When the user wields a Knife & Daggers weapon in their off-hand they may add their Ability Modifier to damage while using their main hand for something such as another Light weapon, or for an Armor piece such as a gauntlet or a cloak.
- Throwing. The user is able to use the Thrown action for any Knives/Daggers as a ranged weapon (30ft/60ft).
Long Blades
Weapon | Damage | Properties | Level |
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Longsword | 1d8 S/P | Martial (Str), Disarming, Versatile (2-handed for 1d10) | 1 |
Sabre | 1d6 S/P | Martial (Dex), Light, Disarming | 1 |
Greatsword | 2d8 S/P | Martial (Str), Heavy, Disarming, Cleaving | 1 |
Two-Handed Flachion | 2d4 S | Martial (Dex), Heavy, Lacerating | 1 |
Hook Sword | 1d8 S | Martial (Dex), Light, Disarming, Tripping | 2 |
Claymore | 2d6 S/P | Martial (Str), Heavy, Cleaving | 2 |
Estoc | 1d8 S/P | Martial (Str/Dex), Disarming, Versatile (Advantage to hit Medium and Heavy armored opponents, 2-handed for 1d10) | 2 |
Scimitar | 1d8 S | Exotic (Dex), Light, Disarming, Lacerating | – |
Swordstaff | 1d8 S/P | Exotic (Str/Dex), Heavy, Reach, Versatile (Attacks with Minor Action apply ability modifier to damage rolls) | – |
Zweihander | 2d8 S/P | Exotic (Str), Heavy, Cleaving, Dismounting, Tripping | – |
Fighting Styles
- Binding. When attempting to be Disarmed with a weapon, the user may bind their weapons together with the sword’s cross guard or basket hilt as a Reaction, locking the opponent’s weapon with theirs, negating the Disarming attack and all other Attack Actions that would happen afterward unless the target Shifts, moves away, or until the beginning of the Binding user’s turn.
- Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.
- Half-swording. The user grips the blade of the sword for more control and leverage, gaining to hit with Piercing attacks and may use the Trip Combat Maneuver. Usable only with Heavy Long Blades or Long Blades with 2-handed Versatility.
- Mordhau. The user learns an altered version of half-swording, holding the blade with both hands and striking with the hilt of the blade. The sword’s damage type becomes Bludgeoning as long as the user is using this technique with Heavy Long Blades or Long Blades with 2-handed Versatility.
- Niten Ichi-Ryu (Two-Weapon Fighting): The user is proficient with Two-Weapon Fighting, able to comfortably wield a non-Heavy Long Blade in their hand and a Light weapon in the second hand.
- Riposte. The user counter attacks, using their Reaction in order to make an attack on a target that missed their attack against them.
Pole-arms
Weapon | Damage | Properties | Level |
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Short Spear | 1d6 P | Martial (Str/Dex), Throwing (20/40ft) | 1 |
Boar Spear | 1d6 P | Martial (Str), Reach | 1 |
Glaive | 2d4 S/P | Martial (Str), Heavy, Reach | 1 |
Guisarme | 2d6 S/P | Martial (Str), Heavy, Reach, Tripping | 2 |
Ranseur | 2d8 P | Martial (Str), Heavy, Reach,Disarming | 2 |
Halberd | 2d6 S/P | Martial (Str), Heavy, Reach, Cleaving | 2 |
Crow’s Beak | 2d8 S/B | Exotic (Str), Heavy, Reach, Dismounting, Tripping | – |
War Scythe | 2d8 S | Exotic (Str), Heavy, Reach, Disarming, Tripping, Versatile (Critical Hit Range +1, Laceration on Critical Hit) | – |
Lance | 2d6 P | Exotic (Str), Heavy, Reach, Versatile (Advantage on attacks with Lance whenever on a non-hostile Mount) | – |
Fighting Styles
- Bracing: The user may withhold their Move Action in order to brace their Piercing Pole-arm as a Prepared Action. A creature that moves within melee range of the user may be attacked as the Brace action. The user gains AdvantageCombat AdvantageAdvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. to hit, as well as gaining an increase in the weapon’s damage die.
- Dismounting: The user may use the Combat Maneuver Dismounting with any Pole-arm with Reach.
- Exotic Weaponry: The user has trained in an exotic weapon and is able to wield it effectively.
- Viking Throw (Polearms): The user is able to wield Short Spears as if they’re Light weapons and is able to throw two Short Spears on their Attack Action. The range of Short Spears increases to 40/60ft.
- Skewer: When using a Piercing attack with a Pole-arm your Critical Hit Range is increased by +1.
- Cleaving: The user is able to use the Cleaving Combat Maneuver with all Heavy Pole-arms.
- Thrust Through: The user is able to make a thrusting attack with a Reach weapon that hits the adjacent target and a target behind it within the Reach radius as if Cleaving, however this may be used as a basic melee attack and roll to hit and damage with both targets.
Ranged Weapons
Weapon | Damage | Properties | Level |
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Boomerang | 1d4 B | Martial (Dex), Light, Thrown (60ft/120ft) Advantage to hit Against Beasts | 1 |
Light Crossbow | 1d8 P | Martial (Str), Range (75ft/150ft), Loading, Versatile (No Disadvantage for shooting while Moving mounted on a Friendly creature) | 1 |
Recurve Bow | 1d6 P | Martial (Dex) Range (100ft/200ft), Versatile (No Disadvantage for shooting while Moving mountedon a Friendly creature) | 1 |
Sling/Kestros | 1d4 P/B | Martial (Dex), Range (60ft/120ft), Loading, Versatile (May use darts as ammo for Piercing damage, may be used as a melee weapon if loaded with Bludgeoning ammo) | 1 |
Longbow | 1d8 P | Martial (Dex), Range (200ft/400ft) | 2 |
Shuriken | 1d6 S | Martial (Dex), Thrown (30ft/60ft) Versatile (Hitting an enemy while in Stealth does not immediately break stealth) | 2 |
Heavy Crossbow | 2d8 P | Martial (Str), Range (125ft/250ft), Loading | 2 |
Repeating Crossbow | 1d10 P | Exotic (Str/Dex), Heavy, Range (100ft/200ft), Versatile (Holds 20 bolts, but requires a Move and Standard Action for a Loading Action) | – |
Chakram | 1d8 S | Exotic (Dex), Light, Thrown (60ft/120ft), Versatile (May use a Reaction to make a melee attack with Chakram’s when attempting to be Grappled) | – |
Hunga Munga | 1d10 P | Exotic (Dex), Light, Thrown (30ft/60ft), Lacerating | – |
Fighting Styles
- Called Shot: The user is able to take aim at a creature, targeting them in specific areas in order to deal various Conditions. Called Shot on the head has a chance of leaving the target BlindedBlinded The target cannot see, granting total concealment for all creatures against it. The target automatically fails checks that rely on sight. until the end of the target’s next turn, the arms to Disarm the target, and the legs to leave the target SlowedSlowed ConditionThe target’s maximum movement is cut in half and they may not benefit from bonuses to movement or take actions that grant additional movement. until the end of the target’s next turn.
- Cavalry Marksman: The user gains AdvantageCombat AdvantageAdvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. to hit with Ranged/Thrown attacks while Mounted on a Friendly creature.
- Exotic Weaponry: The user has trained in an exotic weapon and is able to wield it effectively.
- Prone Stability (Crossbows): When dropping ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple. to fire your crossbow, you ignore a DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. on your attack roll and the Loading property of the weapon (Repeating Crossbow’s Loading only requires a Minor Action.)
- Silent Killer: The user has learned to throw silently and effectively. All weapons with the Thrown property gain Versatile (All hits are Critical on Surprised enemies, on a hit on Surprised targets, the target and all opponents in sight of the hit target have disadvantage on their Initiative checks.)
- Sniper: When attacking at long range your Critical Hit Range is doubled.
Sidearms
Weapon | Damage | Properties | Level |
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Cavalry Sabre | 1d6 S/P | Martial (Str/Dex), Disarming, Versatile (Advantage on attacks with Cavalry Sabre while Mounted on a Friendly creature) | 1 |
Rapier | 1d8 P | Martial (Dex), Disarming | 1 |
Short Sword | 1d6 S/P | Martial (Dex) Range (100ft/200ft), Versatile (No Disadvantage for shooting while Moving Mounted on a Friendly creature) | 1 |
Gladiator Scissors | 1d8 S | Martial (Dex), Versatile (+1 to AC, may use Reaction upon being hit to deal damage to the enemy equal to the Average damage die of the Gladiator Scissors). | 2 |
Sai | 1d6 P | Martial (Dex), Light, Disarming, Grappling | 2 |
Urumi (Sword Whip) | 1d6 S | Exotic (Dex), Light, Disarming, Versatile (Negates Reactions that increase AC and ignores weapon and shield AC bonuses) | – |
Maduvu (Shield Dagger) | 1d4 P | Exotic (Dex), Versatile (+1 AC, may be use another Maduvu in off-hand without a Two-Weapon Fighting feature). | – |
Fighting Styles
- Off-Hand Efficiency: Combat Maneuvers against the user yield DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. as long as a Sidearm is equipped in the user’s off hand.
- Quick Draw: Upon being Disarmed, the user may draw a Sidearm on their person as a free action. Additionally, anytime an opponent tries to Disarm your Sidearm they yield a DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls..
- Exotic Weaponry: The user has trained in an exotic weapon and is able to wield it effectively.
- Backstab: If the user is attacking a FlankedFlanked ConditionThe creature has at least one enemy on the opposite side of each other, yielding a Disadvantage to their attack rolls and the creature may not take a Full Defense. enemy they may double their Ability Modifier to their attack rolls.
- Sidearm Specialist: The user is able to make an attack with their main hand Sidearm as a Minor Action as long as they’re wielding no weapon in their off-hand.
Unarmed
Weapon | Damage | Properties | Level |
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Unarmed/Cestus | 1d4 B | Martial (Str/Dex), Light, Grappling | 1 |
Gauntlet/Spiked Cestus | 1d4 B or P | Martial (Str/Dex), Light, Grappling | 1 |
Fighting Styles
- Improved Pugilism (I – III): The damage die for your Unarmed attacks increases and you may add your Ability Modifier to Minor Action Unarmed attacks. This Fighting Style may only be taken up to three times.
- Choke: The user may Choke a Grappled enemy, forcing them to make an Endurance check against the user’s Endurance check. When an enemy fails a check they have a DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. on all rolls while being choked. Upon a second failed check the target is SleepingSleeping The target is rendered unconscious and helpless, unable to take actions and is also most likely Prone..
- Disarm: The user has learned to Disarm their opponent while using Unarmed.
- Trip: The user has learned to Trip their opponent while using Unarmed.
- Killer Hook: The user’s unarmed melee attacks leave the opponent DizziedDizziedThe target may only take one Action per turn and loses concentration on any spell they’ve Sustained. The target may not take Reactions, including Attacks of Opportunity. until the end of their next turn on a Critical and Critical Hit Range increases by 1 for your basic unarmed attacks.
- Ki Break: The user may use this ability as a special Combat Maneuver in order to break the opponent out of Sustaining a spell.