Melee (Rimworld Supplement)

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Hitting someone with a stick is harder than you think.

The melee trade gives you new abilities to improve your melee combat.

Level 1[edit]

Get one proficiency in any melee weapon.

Level 2[edit]

Fighting style.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Level 3[edit]

Improved Critical. Beginning at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Level 4[edit]

Extra Attack Beginning at 4th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At level 10 this increases to 3.

Level 5[edit]

Melee Style- Starting at Level 5 you get to pick a melee combat style that will determine the feats you gain at level 5, 8, 12, 15, and 19.


Blademaster : Those who specialize in sharp weapons like swords.

Martial Artist: A master of hand to hand combat.

Bludgeoner: The master of hitting people with sticks.

Level 6[edit]

Improve your Strength or Dexterity by 1.

Level 7[edit]

Failing Upwards. If you get a nat 1 on an attack roll you can make it into a nat 20. Can be used every long rest.

Level 9[edit]

Point Blank. You can use ranged weapons as melee without having to use them as improvised weapons. They will do the exact same damage they do if they were being used as ranged.

Level 10[edit]

Extra attack increases to 3.

Level 11[edit]

Battlecry When doing a melee attack you can let out a battle cry which will make you do a charisma (Intimidation) check to gain advantage on your attack roll. Costs a superiority die, ki, or wrath die depending on your subclass.

Level 13[edit]

Get a melee weapon proficiency of your choice.

Level 14[edit]

Advanced Technique. You can use two handed weapons in one hands, and duel wield every melee weapon.

Level 16[edit]

Increase your strength or dexterity by 1.

Level 17[edit]

Disarm. You can use your action to knock one item of your choice is in your targets hands onto the floor, the enemy will make a saving throw to resist. You expend either a superiority die, ki, or wrath die to perform this attack depending on your subclass.

Level 18[edit]

Increase your strength or dexterity by 1.

Level 20[edit]

Breaker. You can deal damage with melee attacks that don’t go over your target’s AC at the expense of breaking your weapon. You can do this once per long rest. If you do a breaker with your bare hands you will take 2d12 damage instead.

Once a weapon is broken it cannot be repaired and is gone forever.

Blademaster[edit]

Those who specialize in combat with swords and other bladed weapons.

Level 5[edit]

Maneuvers: Blademasters now have 4 “Superiority Die” that they can spend on maneuvers. They are restored on long and short rests.

They only get one at first before being able to get another at level 12.

The available maneuvers are as follows.

Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Level 8[edit]

Gain another superiority die.

Level 12[edit]

Gain a new maneuver.

Level 15[edit]

Improved Combat Superiority Your superiority die become d10s.

Level 19[edit]

Get 2 new maneuvers.

Martial Artist[edit]

Masters of hand to hand combat, this subclass allows you to dish out damage without a weapon.

Level 5[edit]

Ki You have Ki points that you can spend on abilities. Those abilities are as follows. You get Flurry of Blows and Patient Defense at level 5. Stunning strike at 8, and Grappling strike at 12. Your amount of ki points starts at 4 before increasing by one every level put into melee.

Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Stunning Strike You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can expend one ki and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). You add one d4 to the roll as well.

Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Level 8[edit]

Unlock Stunning Strike

Unarmored Movement Starting at 8th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 12th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Level 12[edit]

Unlock Grappling Strike

Level 15[edit]

Purity of Body At 15th level, your mastery of the ki flowing through you makes you immune to disease and poison.

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

Level 19[edit]

Unarmored Movement At 18th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

Bludgeoner[edit]

You got a formal education in smashing people’s skulls in.

You prioritize using bludgeoning weapons in combat like clubs or hammers.

Level 5[edit]

You get wrath die, which are d8s which can be added to your attack rolls when holding any bludgeoning melee weapon your proficient in. You start with one and gain another for every kill you get in a battle. After the battle ends the bonus wrath die are converted into 10 HP times the number of die.

Level 8[edit]

You can now stack wrath die on attack rolls. Have fun.

Level 12[edit]

Speak Softly and Carry a Big Stick When failing a charisma check, you can roll a wrath die to try and negate the failure if your holding a bludgeoning weapon.

Level 15[edit]

Blast Off By spending a wrath die you can launch 20ft away with your bludgeoning melee attacks.

Level 19[edit]

Compromise You can now turn bladed weapons into bludgeoning weapons. Don’t ask me how. This ability can be used once per short rest.