Exotic Style

Exotic Style has four techniques that can only be executed with one specific weapon. Wielding any of the following weapons grants relevant bonus(es):

  • Dagger. Functions as a Shield, granting +DEX Armor (works with Deflect!).
  • Sickle. Damage becomes 2d4+DEX when Dual Wielding.
  • Sling. +1 Advantage for every size larger your target is than you.
  • Improvised Weapon. Improvised Weapon die is Incremented +1, or +2 if 2-handed.

Reach 0 = Weapon's Reach.

Swordbreaker (Dagger)

Tier 1, Self
1 Action
Reaction:

When taking the Defend action, +1d4 Armor. Rolled 2’s recover Tier Stamina, 3’s recover Tier Stamina + DEX Stamina, and 4’s recover Tier Stamina + DEX Stamina + attacker is Grappled.

Upcast:
+3 Armor.

Doppleplünderer (Sickle)

Tier 2, Special
2 Actions
Reach:
0.

Attack and move 2 spaces. For each space moved, deal damage to all creatures within Reach. +DEX Temp HP for each creature killed or crit, this stacks up to 5xDEX Temp HP.

Upcast:
+1 space moved.

Pelletstorm (Sling)

Tier 3, AoE
3 Actions
Range:
0.

Create a storm of rocks on the target for 3 rounds, Reach DEX. Any creature entering this area or ending their turn there takes rolled damage. On hit: Prone. On crit (or hitting a Prone creature): Incapacitated.

Upcast:
+3 damage, +1 round.

Junken Warrior (Improvised Weapon)

Tier 4, Self
1 Action
Concentration:
Until you crit, or up to 1 minute.

Your Improvised Weapon has 4 damage dice instead of 1. When you miss, you can drop the missed die and roll again. On hit: +3 damage with this weapon. On crit: your Improvised Weapon explodes, dealing the average of all its damage dice (+2 for d4s, +3 for d6s, etc.) and additional damage x 2. If this kills the target, excess damage MUST affect another creature within Reach DEX of the target. Repeat until a creature survives this damage or no other creatures are within Reach.

Upcast:
+1 damage dice, +1 damage on hit.