1st Magnitude Techniques v1.0.0 #


Technique Execution

Universal #


Name Type Effect Enhancement Note
Amp Ability Your Allies within 20ft of you gain Advantage on their next Attack Roll until the start of your next turn. Rally. Advantage on all Attack Rolls until the start of your next turn.
Crumble Weapon Attack Upon hitting your target, they must succeed on a Strength Saving throw or be knocked Prone. Hinder. The target has disadvantage on the Saving Throw.
Power Attack Weapon Attack You suffer a penalty to your Attack Roll equal to your Proficiency Bonus, and on a successful hit you deal additional damage equal to twice your Proficiency Bonus. Target Thirst. You regain Hit Points equal to the extra damage dealt by your Power Attack. Your Power Attacks additional damage is doubled on a Critical Hit.
Pressure Ability Choose a target within 20ft of you who can see or hear you, and attempt to strike fear into them. The target must make a Charisma Saving Throw or be Frightened of you for 1 minute. At the end of their turns a Frightened Creature can repeat the Saving Throw. Terror. If the target can see AND hear you they have disadvantage on the Saving Throw.
Throttle Weapon Attack Upon hitting your target, their Speed is reduced by 15ft until the end of your next Turn. Siphon. Target’s Speed is reduced by 30ft (minimum of 0). Until this effect ends you gain half of their lost Speed.
Trample Weapon Attack Upon hitting your target, you can force push them 10ft back. Creatures 1 or more sizes larger than you can make a Strength Saving throw to ignore this effect. Colossus. Push distance increased to 40ft.

Melee Attack #


Name Type Effect Enhancement Note
Cleave Melee Weapon Attack Upon hitting your target can may choose an additional two Creatures within 5ft of your target (must be within your reach), if their AC is lower than the Attack Roll, they also take the Attack’s Damage. Sever. You can instead choose an additional three creatures within 5ft of your target. Requirements: Attack must use Strength Modifier.
Flex Melee Weapon Attack The effect of this technique depends on whether or not you are using the Versatile Property of your weapon. Standard: You gain +2 to your AC until the start of your next turn. Versatile: You can add your Proficiency Bonus to your Damage. Tactician. Standard: +4 AC instead. Versatile: Additional 2d4 Damage instead of Proficiency Bonus to Damage. Requirements: Weapon Possesses Versatile.
Momentum Gyro Melee Weapon Attack You let fly a storm of spinning swings forcing Creatures within your Weapon’s Reach to make Dexterity Saving Throws, taking damage equal to half your Weapon’s Damage Roll on a failure. Once you begin this effect you can repeat it by forgoing additional Weapon Attacks. Dervish. Dexterity Saving Throw, taking damage equal to your Weapon’s Damage Roll on a failure, or half as much on a successful save. Requirements: Weapon Possesses Heavy.
Suplex Piledriver Effect If you have a Creature Grappled that you can lift, you can high jump into the air landing your weight on the target. The Target takes 1d6 Bludgeoning Damage per 5ft you jump (minimum of 1d6). Titan. You can attempt to Grapple an additional target for use in this effect. Requirements: Minimum Strength Score of 10. Target must be within reach. Must have the ability to move.
Whirlwind Melee Weapon Attack Upon hitting your target, Creature’s of your choice within your reach (whose AC is lower than the Attack Roll) take damage equal to half of the damage roll. Cyclone. Your reach for this attack is increased by 5ft, and the Weapon may posses Reach. Requirements: Weapon Lacks Reach.
Manic Leap Effect If a target you’ve damaged within 1 minute lands a Melee Attack against you, you can lash out at the target making an Attack as a Reaction. Fang & Claw. If this Attack hits you regain your Reaction. Requirements: Attack used Dexterity Modifier. Target must be within reach.
Flurry Melee Weapon Attack You make a rapid series of thrusts with your off-handed weapon against the target, forcing them to make a Dexterity Saving Throw taking damage equal to two rolls of the Weapon’s Damage Dice on a failed save, or half as much on a success. Rapid. The damage the target takes is equal to four rolls of the Weapon’s Damage Dice. Requirements: Attack uses Light Weapon in Off-Hand.

Ranged Attack #


Name Type Effect Enhancement Note
Bounce Ranged Weapon Attack Upon hitting your target you can choose an additional Creature within 5ft of your target and if the result of the attack roll would beat their AC as well, the weapon bounces to that Creature and it takes the attack’s damage. Chain. You can choose an additional two Creatures within 15ft of your target. Requirements: Weapon Possesses Thrown.
Recall Ranged Weapon Attack Immediately after hitting your target your weapon ricochets off, returning to your hand. Shatter. Creatures of your choice within 10ft of the target take the Damage of the Attack. Requirements: Weapon Possesses Thrown and Attack uses Strength.
Torrent Ranged Weapon Attack You loose a storm of arrows upon your target from above. The target Creature must succeed on a Dexterity Saving Throw or become Dazed until the start of your next turn. Flood. Affects enemies in a 5ft radius of the target. Requirements: Weapon Lacks Thrown.
Rain Ranged Weapon Attack You loose a storm of arrows which land in a 10 foot radius cylinder centered on a point you can see within your Weapon’s Range. Targets in the area must make a Dexterity Saving Throw or take damage equal to three rolls of the Weapon’s Damage Dice. Barrage. The size of the cylinder increase to a 20ft radius, and targets take half as much damage on a failed save. Requirements: Weapon Lacks Loading, Thrown, and is not a Sling.