Brutality
A weapon is most brutal when an attack roll scores a critical hit. This is
where Brutality may trigger. There are two categories of Brutality:
Low, and High. Low is easier to achieve with lesser effects,
while High is more difficult and improves or adds more effects.
Brutality triggers based on chance when a critical hit is scored. The chance
dictates whether there is a Brutality effect and if it is Low or High. The
Brutality effect is dependent on the weapon and the results of the chance
roll. When rolling critical weapon damage dice, if the rolled numbers are
equal to or higher than a specific number, a Brutality effect is triggered.
Extra static damage, rerolls, or other dice do not count towards determining
Brutality effects.
Many spells do not have attack rolls, instead forcing the creature(s) to make
a saving throw. To allow spellcasters some added variety in their tool of
choice, a slightly different Brutality trigger is added to the spellcasting
foci. When a character holds a focus and casts a spell, they roll a d100 and
add 5 for each level of spell slot that was used. If the total is 93 or
higher, Low Brutality triggers. If it is 98 or higher, High Brutality triggers
as well.
VARIANT RULES below the entry! (CLICK HERE)
New Properties
-
Bone Breaking: A weapon with this property deals 2 extra damage on unarmored targets, 1
extra damage on lightly armored targets but 2 less damage on medium/heavy
armored targets. Natural armor has no bonuses or penalties.
-
Concealed: A weapon with this property is easy to hide. You have advantage on
Stealth or Sleight of Hand checks to conceal this weapon.
-
Anti-Shield:
A weapon with this property deals extra damage equal to half the
attacker's Strength modifier (rounded up) against targets that use a
shield.
-
Shield Bypass: A weapon with this property, ignored the AC of a shield on the
target.
-
Rendering: Attacking with two weapons that have this property adds +1 to each
damage instance after the first (resets at end of the round).
-
Haphazard: A weapon with this property cannot be used together with a
shield.
-
Parrying: While holding a weapon with this property, your AC against melee
attacks increases by 1. It doesn't stack from multiple weapons.
-
Pairing / Unpairing:
When dual wielding weapons with these properties you get +1 to attack
rolls if you have two same/different weapons.
Name
|
Damage Die
|
Damage Type
|
Cost
|
Weight
|
Properties
|
Brass Knuckles
|
--
|
--
|
3 sp
|
0.5 lb
|
Special
|
Club
|
d4
|
Bludgeoning
|
1 sp
|
2 lb
|
Bone Breaking, Light, One-Handed
|
Dagger, Normal
|
d4
|
Piercing
|
2 gp
|
1 lb
|
Concealed, Finesse, Light, Thrown (20/60), One-Handed
|
Dagger, Triblade
|
d4
|
Piercing
|
100 gp
|
1 lb
|
Finesse, Light, Special, Thrown (20/60), One-Handed
|
Greatclub
|
d10
|
Bludgeoning
|
2 sp
|
10 lb
|
Bone Breaking, Heavy, Two-Handed
|
Handaxe
|
d6
|
Slashing
|
5 gp
|
2 lb
|
Light, Thrown (20/60), One-Handed
|
Javelin
|
d6
|
Piercing
|
5 sp
|
2 lb
|
Thrown (30/120), One-Handed
|
Light Hammer
|
d6
|
Bludgeoning
|
2 gp
|
2 lb
|
Bone Breaking, Light, Thrown (20/60), One-Handed
|
Mace
|
d6
|
Bludgeoning
|
5 gp
|
4 lb
|
Anti-Shield, One-Handed
|
Quarterstaff/Staff
|
d4
|
Bludgeoning
|
2 sp
|
4 lb
|
Special, Versatile (d6)
|
Sickle
|
d4
|
Slashing
|
1 gp
|
2 lb
|
Light, Finesse, Shield Bypass, One-Handed
|
Spear
|
d6 |
Piercing
|
1 gp
|
3 lb
|
Versatile (d8)
|
Special: For all effects and purposes, the brass knuckles do not count as weapons. The
damage die and type are determined by your Unarmed Strike modifiers.
Low Trigger: At least one die has rolled it's maximum result.
Low Effect: The target is affected by the
Dazed
condition until the start of your next turn.
High Trigger: Both dice have rolled their maximum result.
High Effect: The target is affected by the Staggered,
Deafened, and
Blinded
conditions until the start of your next turn.
Low Trigger: At least one die has rolled a 4.
Low Effect: The target is affected by the
Dazed
condition until the start of your next turn.
High Trigger: Both dice have rolled a 4.
High Effect: The Dazed condition lasts for 1 minute.
Special (Triblade): Attacks score a critical hit on a roll of 19 or 20.
Low Trigger: At least one die has rolled a 4.
Low Effect: The target is affected by the
Hemorrhage
(10) condition until the start of your next turn.
High Trigger: Both dice have rolled a 4.
High Effect: The intensity of the Hemorrhage condition increases to 30.
Low Trigger: At least one die has rolled an 8 or higher.
Low Effect: The target is affected by the
Dazed
condition until the start of your next turn.
High Trigger: Both dice have rolled 9 or higher.
High Effect: The Dazed condition lasts for 5 rounds.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target suffers a -2 penalty to attack rolls until the start of your next
turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: The penalty increases by an amount equal to your proficiency bonus.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target has disadvantage on attack rolls until the start of your next
turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: The attack deals bonus damage equal to your Strength modifier.
Low Trigger: At least one die has rolled a 4.
Low Effect: The target is affected by the
Dazed
condition until the start of your next turn.
High Trigger: Both dice have rolled 4.
High Effect: The target can make only one attack until the start of your next turn.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target is affected by the
Staggered
condition until the start of your next turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: The target also becomes vulnerable to bludgeoning damage while under the
Staggered effect triggered by this weapon.
Special: When used one-handed, they gain the Reach property. When used
two-handed, they gain the Bone Breaking property.
Low Trigger: At least one die has rolled 4 or higher.
Low Effect: The target is affected by the
Staggered
condition until the start of your next turn.
High Trigger: Both dice have rolled 4 or higher.
High Effect: While Staggered by this effect, the target cannot take the Attack Action.
Low Trigger: At least one die has rolled a 4.
Low Effect: The target is affected by the
Frightened
condition until the start of your next turn.
High Trigger: Both dice have rolled a 4.
High Effect: You can make an additional attack against the target using the sickle.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target's speed is reduced by 15 until the start of your next turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: Apply your Strength modifier two (2) additional times to the damage total.
Name
|
Damage Die
|
Damage Type
|
Cost
|
Weight
|
Properties
|
Battleaxe
|
d8
|
Slashing
|
20 gp
|
4 lb
|
Rendering, Versatile (d10)
|
Chakram
|
d6
|
Slashing
|
75 gp
|
1 lb
|
Finesse, Light, Thrown (30/120), Special, One-Handed
|
Dagger, Parrying
|
d4
|
Piercing
|
60 gp
|
1 lb
|
Finesse, Light, Parrying, Thrown (20/60), One-Handed
|
Double-Blade Scimitar
|
2d4
|
Slashing
|
100 gp
|
5 lb
|
Haphazard, Special, Versatile (d4+d6)
|
Flail
|
d8
|
Bludgeoning
|
10 gp
|
2 lb
|
Heavy, Shield Bypass, One-Handed
|
Glaive
|
d10
|
Slashing
|
20 gp
|
6 lb
|
Heavy, Two-Handed
|
Greataxe
|
d12
|
Slashing
|
30 gp
|
7 lb
|
Heavy, Two-Handed
|
Greatsword
|
2d6
|
Slashing
|
50 gp
|
6 lb
|
Heavy, Two-Handed
|
Halberd
|
d10
|
Piercing
|
20 gp
|
6 lb
|
Heavy, Reach, Two-Handed
|
Heavy Flail
|
d10
|
Bludgeoning
|
20 gp
|
9 lb
|
Heavy, Reach, Shield Bypass, Two-Handed
|
Lance
|
d12
|
Piercing
|
10 gp
|
8 lb
|
Heavy, Reach, Special, Two-Handed
|
Longsword
|
d8
|
Slashing
|
15 gp
|
3 lb
|
Versatile (d10)
|
Maul
|
2d6
|
Bludgeoning
|
10 gp
|
10 lb
|
Anti-Shield, Heavy, Two-Handed
|
Morningstar
|
d8
|
Bludgeoning
|
15 gp
|
4 lb
|
Anti-Shield, One-Handed
|
Nodachi
|
3d4
|
Piercing
|
60 gp
|
9 lb
|
Heavy, Two-Handed
|
Orcish Cleaver
|
d6
|
Slashing
|
5 gp
|
4 lb
|
Finesse, Light, Rendering, One-Handed
|
Pike
|
d8
|
Piercing
|
10 gp
|
18 lb
|
Heavy, Reach, Special, Two-Handed
|
Rapier
|
d8
|
Piercing
|
25 gp
|
2 lb
|
Finesse, One-Handed
|
Scimitar
|
d6
|
Slashing
|
25 gp
|
1 lb
|
Finesse, Light, Pairing, One-Handed
|
Scythe
|
d8
|
Slashing
|
40 gp
|
4 lb
|
Finesse, Reach, Shield Bypass, Two-Handed
|
Shortsword
|
d6
|
Piercing
|
10 gp
|
1 lb
|
Finesse, Light, Special, Unpairing, One-Handed
|
Trident
|
d6
|
Piercing
|
10 gp
|
4 lb
|
Parrying, Thrown (30/90), Versatile (d8)
|
Warhammer
|
d8
|
Bludgeoning
|
15 gp
|
3 lb
|
Versatile (d10)
|
Whip
|
d4
|
Slashing
|
5 gp
|
3 lb
|
Finesse, Reach, Shield Bypass, One-Handed
|
Low Trigger: At least one die has rolled an 8 or higher.
Low Effect: The target suffers a penalty to attack rolls equal to your proficiency bonus,
until the start of your next turn
High Trigger: Both dice have rolled 7 or higher.
High Effect: The penalty increases by an amount equal to your Strength modifier, up to a
maximum of 10.
Special: When thrown, it can hit multiple targets (same attack roll) and returns, as
long as the total path between targets does not exceed 20 feet. The additional targets take
damage equal to your Dexterity modifier. On a fumble (1), the weapon does not
return.
Low Trigger: At least one die has rolled a 6.
Low Effect: You can take an additional Bonus Action this turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: Until the start of your next turn, your movement speed increases by 15 feet,
and Opportunity Attacks against you have disadvantage.
Low Trigger: At least one die has rolled a 4.
Low Effect: The target is affected by the
Hemorrhage
(10) condition until the start of your next turn.
High Trigger: Both dice have rolled a 4.
High Effect: The intensity of the Hemorrhage condition increases to 30.
Low Trigger: At least 2 dice have rolled a 4 or higher.
Low Effect: Increase the damage equal to your Proficiency Bonus.
High Trigger: At least 4 dice have rolled 4 or higher.
High Effect: Increase the damage equal to your Strength Modifier.
Low Trigger: At least one die has rolled a 7 or higher.
Low Effect: The target is affected by the
Dazed
condition until the start of your next turn.
High Trigger: Both dice have rolled 7 or higher.
High Effect: Up to two targets adjacent to you take damage equal to your highest class
level.
Low Trigger: At least one die has rolled a 10 or higher.
Low Effect: The target has disadvantage on all Strength Checks and Saving Throws until
the start of your next turn.
High Trigger: Both dice have rolled 8 or higher.
High Effect: Apply your Strength modifier two (2) additional times to the damage total.
Low Trigger: At least one die has rolled a 10 or higher.
Low Effect: The target suffers a penalty to their attack rolls equal to your proficiency
bonus, until the start of your next turn.
High Trigger: Both dice have rolled 10 or higher.
High Effect: The attack targets every creature within your reach. Each creature hit in
this way takes the same critical damage and penalty as the primary target.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target has a -1 to attack rolls until the start of your next turn.
High Trigger: Both dice have rolled a 6.
High Effect: The target suffers a level of Exhaustion until the start of your next turn.
Low Trigger: At least one die has rolled an 8 or higher.
Low Effect: The target's speed is reduced by 10 feet until the start of your next turn.
High Trigger: Both dice have rolled 8 or higher.
High Effect: The target is knocked
Prone
and it's speed is reduced to 0 until the start of your next turn.
Low Trigger: At least one die has rolled an 8 or higher.
Low Effect: The target cannot use a weapon and
suffers a -2 penalty to attack rolls until the start of your next turn.
High Trigger: Both dice have rolled 8 or higher.
High Effect: The target suffers a -1 penalty to AC and a -2 penalty to Strength,
Dexterity, and Constitution Saving Throws until the start of your next turn.
Special: You have disadvantage when you use a lance to attack a target within 5 feet
of you. Also, a lance requires two hands to wield when you aren't mounted.
Low Trigger: At least one die has rolled a 10 or higher.
Low Effect: The target is affected by the
Staggered
condition until the start of your next turn.
High Trigger: Both dice have rolled 10 or higher.
High Effect: The target is also knocked
Prone
and off their mount (if mounted). The target cannot stand up from prone until the start of your next turn, but they can still crawl.
Low Trigger: At least one die has rolled an 8 or higher.
Low Effect: The target's speed is halved, and you do not provoke Opportunity Attacks from
them until the start of your next turn.
High Trigger: Both dice have rolled 7 or higher.
High Effect: The target's speed becomes 0, and you do not provoke Opportunity attacks from
them until the start of your next turn.
Trigger: One or more die have rolled a 6.
Effect: For each 6 rolled, the target suffers a -1 penalty to AC until the start of
your next turn. Additionally, they are pushed 5 feet in any direction (targets
two sizes larger are pushed half the distance).
Low Trigger: At least one die has rolled an 8.
Low Effect: The target is affected by the
Dazed
condition until the start of your next turn.
High Trigger: Both dice have rolled 7 or higher.
High Effect: If the target is wielding a non-magical shield, the shield is destroyed.
Otherwise, the target takes an additional 2d8 damage.
Low Trigger: The total rolled damage is 18 or higher.
Low Effect: The target is affected by the
Staggered
condition until the start of your next turn.
High Trigger: The total rolled damage is 20 or higher.
High Effect: The target is instead affected by the Staggered condition at the start of every round for 5 rounds.. Creatures with legendary resistances can spend 2 uses to resist
the effect.
Low Trigger: At least one die has rolled a 6.
Low Effect: Choose one between Strength, Dexterity, or Constitution. The target suffers a
-3 penalty to the chosen attribute's Saving Throws until the start of your
next turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: The attack deals extra damage equal to your proficiency bonus.
Special: You have disadvantage when you use a pike to attack a target within 5 feet of
you. When you attack a target that is moving closer to you
(through a Ready Action), it deals 2d8 damage. The
Reach property of this weapon is 5 feet greater than normal (+10).
Low Trigger: At least one die has rolled a 7 or 8.
Low Effect: You push the target 5 feet opposite of you.
High Trigger: Both dice have rolled 7 or higher.
High Effect: The target's movement is reduced by half of their total. This could stop them if they have no movement left.
Low Trigger: At least one die has rolled a 7 or higher.
Low Effect: Until the start of your next turn, you do not provoke Opportunity Attacks
from the attack's target.
High Trigger: Both dice have rolled a 6 or higher.
High Effect: The attack deals extra damage equal to your highest class level.
Low Trigger: At least one die has rolled a 6.
Low Effect: Choose one between Strength, Dexterity, or Constitution. The target suffers a
-3 penalty to the chosen attribute's Saving Throws until the start of your
next turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: The target also has disadvantage on the chosen Saving Throws until the start
of your next turn.
Low Trigger: At least one die has rolled an 8.
Low Effect: The target is affected by the
Frightened
condition until the start of your next turn.
High Trigger: Both dice have rolled 7 or higher.
High Effect: The target must use it's reaction (if it has one available) to move away from
you, up to it's maximum speed.
Special: When determining the damage, you can choose between Piercing or
Slashing.
Low Trigger: At least one die has rolled a 6.
Low Effect: Choose one between Strength, Dexterity, or Constitution. The target suffers a
-3 penalty to the chosen attribute's Saving Throws until the start of your
next turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: Until the start of your next turn, the target provokes Opportunity Attacks
from you when taking the Attack or Cast a Spell actions.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target has disadvantage on Saving Throws to maintain concentration until
the start of your next turn.
High Trigger: Both dice have rolled 5 or higher.
High Effect: Until the start of your next turn, if the target provokes an Opportunity
Attack from you, you can make two attacks instead of one.
Low Trigger: At least one die has rolled an 8 or higher.
Low Effect: The target suffers a -2 penalty to AC until the start of your next turn.
High Trigger: Both dice have rolled 7 or higher.
High Effect: The target is also knocked Prone.
Low Trigger: At least one die has rolled a 4.
Low Effect: The target is
Grappled
by you until the start of your next turn.
High Trigger: Both dice have rolled a 4.
High Effect: The attack deals additional damage equal to your highest class level. If the
target is no more than 1 size larger than you, they are also pulled up to 10
feet toward you and is knocked Prone.
Name
|
Damage Die
|
Damage Type
|
Cost
|
Weight
|
Properties
|
Light Crossbow
|
d8
|
Piercing
|
25 gp
|
5 lb
|
Ammunition (80/320), Loading, Two-Handed
|
Shortbow
|
d6
|
Piercing
|
25 gp
|
2 lb
|
Ammunition (80/320), Two-Handed
|
Sling
|
d4
|
Bludgeoning
|
1 sp
|
1/4 lb
|
Ammunition (30/120), One-Handed
|
Low Trigger: One or more dice have rolled an 8.
Low Effect: The target is affected by the
Staggered
condition until the start of your next turn.
High Trigger: Both dice have rolled a 7 or higher.
High Effect: The attack deals an additional 5 points of damage, and the target cannot make
Opportunity Attacks until the start of your next turn.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target is affected by the
Hemorrhage
12 condition.
High Trigger: Both dice have rolled a 5 or higher.
High Effect: Until the start of your next turn, if the target moves away from you, you can
make an attack against them as a reaction.
Low Trigger: At least one die has rolled a 4.
Low Effect: The attack deals additional damage equal to your proficiency bonus.
High Trigger: Both dice have rolled a 4.
High Effect: The attack deals additional damage equal to your level.
Name
|
Damage Die
|
Damage Type
|
Cost
|
Weight
|
Properties
|
Blowgun
|
d2
|
Piercing
|
10 gp
|
1 lb
|
Ammunition (25+5*CON mod/50+10*CON mod), Special
|
Greatbow
|
d10
|
Piercing
|
100 gp
|
10 lb
|
Ammunition (200/800), Heavy, Two-Handed
|
Hand Crossbow
|
d6
|
Piercing
|
75 gp
|
3 lb
|
Ammunition (30/120), Loading, Two-Handed
|
Heavy Crossbow
|
d10
|
Piercing
|
50 gp
|
18 lb
|
Ammunition (100/400), Heavy, Loading, Two-Handed
|
Longbow
|
d8 |
Piercing
|
50 gp
|
2 lb
|
Ammunition (150/600), Heavy, Two-Handed
|
Special: You can use either Dexterity or Intelligence for attack rolls made with this
weapon. The reliable range is 25 + 5x CON modifer (feet). Unreliable range is
double the reliable range. Upon a hit, the dart deals damage and applies the
effects of any applied venom/poison. If the attacker is hidden and misses
their attack, they remain hidden.
Trigger: Both dice have rolled a 2.
Effect: The target has disadvantage on the Saving Throw to resist the dart's effects.
Special: Due to it's size, this bow requires a Strength score of 13 or higher in order to be used.
Low Trigger: At least one die has rolled a 10.
Low Effect: The target is affected by the
Hemorrhage
24 condition.
High Trigger: Both dice have rolled a 9 or higher.
High Effect: The target is knocked Prone, and you have
advantage on your attacks against the target as opposed to disadvantage due to
the prone condition, while it remains prone.
Low Trigger: At least one die has rolled a 6.
Low Effect: The target is affected by the Staggered condition until the start of your next turn.
High Trigger: Both dice have rolled a 5 or higher.
High Effect: The target has disadvantage on Ability Checks until the start of your next
turn.
Low Trigger: At least one die has rolled a 10.
Low Effect: The target is affected by the
Staggered
condition until the start of your next turn.
High Trigger: Both dice have rolled a 9 or higher.
High Effect: The target takes double the damage and the bolt pierces through, continuing
in a straight line, up to 60 feet. The next creature in it's path takes 2d10
piercing damage.
Low Trigger: At least one die has rolled an 8.
Low Effect: The target is affected by the
Hemorrhage 18 condition.
High Trigger: Both dice have rolled a 7 or higher.
High Effect: Until the start of your next turn, all attacks against the target that
originate from the opposite side of you (the target being the center), have
advantage.
Name
|
Cost
|
Weight
|
Classes
|
Amulet
|
5 gp
|
1 lb
|
Cleric, Paladin
|
Animal Part
|
1 cp
|
2 lb
|
Druid, Ranger
|
Crystal
|
10 gp
|
1 lb
|
Sorcerer, Warlock, Wizard
|
Emblem
|
5 gp
|
0-1 lb
|
Cleric, Paladin
|
Orb
|
20 gp
|
3 lb
|
Sorcerer, Warlock, Wizard
|
Ornate Staff
|
10 gp
|
4 lb
|
Sorcerer, Warlock, Wizard
|
Percussion Instrument
|
2-50 gp
|
6-18 lb
|
Bard
|
Plant Part
|
1 cp
|
0-1 lb
|
Druid, Ranger
|
Reliquary
|
5 gp
|
5-10 lb
|
Cleric, Paladin
|
Rod
|
10 gp
|
3 lb
|
Sorcerer, Warlock, Wizard
|
String Instrument
|
2-50 gp
|
4-10 lb
|
Bard
|
Wand
|
19 gp
|
3 lb
|
Sorcerer, Warlock, Wizard
|
Wind Instrument
|
2-35 gp
|
2-10 lb
|
Bard
|
Brutality Effects
For every spellcasting focus, the chance to trigger Brutality is the same. A
d100 is rolled when a spell is cast and a bonus is added based on the spell
slot level used (+5 per level).
Low Trigger: 93 or higher.
High Trigger: 98 or higher.
Low Effect: Until the start of your next turn, Opportunity Attacks against you have
disadvantage.
High Effect: Until the start of your next turn, missed Opportunity Attacks against you
give you 10 feet more movement.
Low Effect: Until the start of your next turn, you gain a +2 bonus to Saving Throws to
maintain Concentration.
High Effect: You gain an additional Action this turn.
Low Effect: Your maximum hit points increase by 2 + 2x your level. This effect lasts for 1 minute..
High Effect: You gain temporary hit points equal to 2 + 2x your level
Low Effect: You gain temporary hit points equal to 1 + the level of spell slot used.
High Effect: Until the end of this turn, your Channel Divinity requires a Bonus Action
instead of an Action.
Low Effect: Until the end of your turn, you can take one of the following actions as a
free action: Dash, Disengage, Hide, Search, or Object Interaction.
High Effect: At the end of your turn, you may reroll your Initiative for this combat.
Low Effect: Until the start of your next turn, you gain a +2 bonus to your AC.
High Effect: Each creature of your choice within 5 feet of you can be pushed 10 feet away.
Low Effect: Until the start of your next turn, you and any allies that can hear you gain
a +1 bonus to Saving Throws.
High Effect: The bonus increases to +3.
Low Effect: During this turn, you can reroll up to 2 of the spell's damage or healing
dice.
High Effect: Treat any of those dice that rolled average or higher as if you rolled the
maximum on the die.
Low Effect: You regain a use of your Channel Divinity.
High Effect: At the end of your turn, Sanctuary is cast on you as if you had cast it
yourself, without expending any spell slot. If you already have Sanctuary on
yourself, then Spiritual Weapon is cast instead. You do not need to have these
spells prepared to gain this benefit.
Low Effect: You can reroll up to 2 dice of the spell's initial damage.
High Effect: The spell's initial damage is increased by 20%.
Low Effect: Until the start of your next turn, treat any Bardic Inspiration roll of 3 or
lower as a 4.
High Effect: Regain one use of Bardic Inspiration. If you have 0 uses left, you regain 2
instead.
Low Effect: Until the start of your next turn, you gain a +2 bonus to Saving Throws to
maintain Concentration.
High Effect: If the cast of a Concentration spell triggered this Brutality effect, Saving
Throws to maintain it have advantage until you lose Concentration. If you
already have advantage, roll a third d20 and keep the highest roll.
Low Effect: Until the start of your next turn, you may have the targets of the spell
suffer a -1 penalty to Saving Throws.
High Effect: The penalty increases to -3.
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