Musou Techniques (Optional Rule)
Musou Techniques introduce a new layer of martial combat, allowing weapon users to strike multiple foes at once through sweeping, piercing, or explosive attacks inspired by battlefield combat and wuxia martial arts.
This system is designed to give martial characters greater presence in multi-target scenarios without relying on magic.
Learning a Musou Technique
When a feat or class feature grants you a Weapon Mastery, you may instead choose to gain access to a Musou Technique property of your choice. The Musou Technique must be one associated with a weapon with which you have proficiency.
Performing a Musou Technique
Action Economy. Starting at level 5, once per turn when you take the Attack action, you can replace one of your weapon attacks with a Musou Technique. You must be one of the following classes to be able to perform a Musou Technique: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue.
Weapon Associations. Each weapon has an associated weapon mastery and Musou Technique, as shown in the Weapons Table. When you wield a weapon and use a weapon mastery or Musou Technique with it, you use the mastery and Musou Technique associated with that weapon. If a feat allows you to use Unarmed Strikes as weapon attacks for the purposes of weapon mastery or Musou Techniques, your Unarmed Strikes use the Rapid Strike Musou Technique and have no weapon mastery by default unless the feat says otherwise.
Range. Each technique affects multiple creatures within a defined area. Unless a technique states otherwise, make one weapon attack roll and compare the result against the AC of each creature in the area. On a hit, a creature takes damage equal to the weapon die. Some techniques require a saving throw or multiple separate attacks instead. A Musou Technique counts as a weapon attack for all features and effects unless it requires a saving throw instead of an attack roll.
Damage Rolls. If a Musou Technique uses one attack roll or one saving throw to affect multiple creatures, roll damage once and apply the same result to each affected creature, halving it on a successful save if the technique says so. If a Musou Technique has you make multiple separate attacks, roll damage separately for each hit.
Weapon Masteries. When performing a Musou Technique, you do not apply weapon masteries as part of the attack.
On-hit Effects. If a Musou Technique uses one attack roll against multiple creatures and the attack would trigger an on-hit effect that targets a creature, such as Divine Smite, you choose one creature hit by the technique to receive the effect. If a feature or effect modifies the damage roll itself, it modifies the shared damage roll normally. If a Musou Technique has you make multiple attacks, on-hit effects apply to each hit as normal, expending any required resources separately for each one.
Save DC. If a Musou Technique requires a saving throw, the save DC is 8 + your proficiency bonus + your Strength or Dexterity modifier, which you use for the weapon attack and damage rolls.
Limited Uses. You can use Musou techniques a number of times equal to your proficiency bonus, regaining all expended uses on a Short or Long rest.
Musou Technique Properties
Sweep
You strike in a wide arc, hitting multiple enemies in front of you. Each creature in a 15-foot-wide, 10-foot-long area in front of you is affected. If the weapon used for this technique has Reach, the area is 15 feet wide and 15 feet long instead. Make one weapon attack roll and compare the result against the AC of each creature in the area. On a hit, a creature takes damage equal to the weapon die, and it must succeed on a Strength saving throw or fall prone.
Pierce
You launch a penetrating strike, hitting multiple enemies in a straight line. Each creature in a 5-foot-wide line is affected. The line extends a number of feet equal to 5 times the Strength or Dexterity modifier used for the attack. Make one weapon attack roll and compare the result against the AC of each creature in the area. On a hit, a creature takes damage equal to the weapon die. If your attack roll exceeds a creature’s AC by 5 or more, that creature takes one additional weapon die of damage.
Crush
You strike the ground or your surroundings with force, creating a shockwave that impacts nearby creatures. Each other creature in a 10-foot-radius area centered on a point within your reach must make a Dexterity saving throw. Creatures of your choice in the area have advantage on this save. On a failed save, a creature takes damage equal to the weapon die. On a success, a creature takes half as much damage.
Volley
You fire or throw projectiles in rapid succession at multiple targets. Choose up to a number of creatures equal to your proficiency bonus within your weapon’s range. Each chosen creature must be within 15 feet of at least one other chosen creature. Make a number of weapon attacks equal to your Strength or Dexterity modifier, up to a maximum of 5. You can divide these attacks among the chosen creatures as you wish. Each hit deals damage equal to the weapon die.
Spin
You whirl your weapon in a tight arc, striking every creature around you. Each creature of your choice within your weapon’s reach is affected. Make one weapon attack roll and compare the result against the AC of each affected creature. On a hit, a creature takes damage equal to the weapon die + your ability modifier.
Rapid Strike
You unleash a flurry of fast, precise blows. Choose one creature within your reach. Make a number of weapon attacks against that creature equal to 1 + half your proficiency bonus, rounded up. You gain a +2 bonus to attack rolls made for these attacks. Each hit deals damage equal to the weapon die. On-hit effects and additional damage triggered by a hit apply to each hit as normal, expending any required resources separately for each one.
Bounce
You hurl or loose your weapon so that it ricochets between multiple foes. Choose one creature within the weapon’s normal range. On a hit, the attack can bounce to another creature of your choice within 15 feet of the previous target. The attack can bounce a maximum number of times equal to half your proficiency bonus, rounded up. The bounce continues in this manner until the end of your turn, until there are no valid targets remaining, or until the attack misses, at which point it falls to the ground within 5 feet of the last target. Use the same attack roll for each target after the first. On a hit, a creature takes damage equal to the weapon die + your ability modifier. You roll damage once and apply it to each creature hit.
You can choose yourself as the target of a bounce. When you are the next target, the weapon returns to your hand and you catch it automatically instead of taking damage.
Displace
You strike in a sweeping arc. Choose a number of creatures up to your proficiency bonus within your weapon’s reach. Make one weapon attack roll and compare the result against the AC of each chosen creature. On a hit, a creature takes damage equal to the weapon die. A creature hit by this technique must then succeed on a Strength saving throw or you move it to another space within your weapon’s reach of you.
Example in Play
A fighter wielding a glaive is surrounded by several enemies and uses the Sweep technique. The player rolls one attack and compares the result against each creature’s AC in the area. Three creatures are hit and one is missed. The fighter rolls the weapon damage once and applies the result to each creature hit. Each creature hit must also make a Strength saving throw or fall prone.
A ranger using a spear lines up multiple enemies in a corridor and uses Pierce. The player rolls one attack and compares the result against each creature in the line. Each creature hit takes damage equal to the spear’s weapon die, and creatures whose AC is exceeded by 5 or more take one additional weapon die of damage.
A barbarian wielding a warhammer uses Crush, forcing nearby enemies to make Dexterity saving throws. Two creatures fail and take damage equal to the weapon die, while another succeeds and takes half as much damage.
Weapons Table
| Name | Damage | Properties | Mastery | Musou Technique | Cost |
|---|---|---|---|---|---|
| Simple Melee Weapons | |||||
| Club | 1d4 Bludgeoning | Light | Slow | Crush | 1 sp |
| Dagger | 1d4 Piercing | Finesse, Light, Thrown (20/60) | Nick | Rapid Strike | 2 gp |
| Greatclub | 1d8 Bludgeoning | Two-Handed | Push | Crush | 2 sp |
| Handaxe | 1d6 Slashing | Light, Thrown (20/60) | Vex | Spin | 5 gp |
| Javelin | 1d6 Piercing | Thrown (30/120) | Slow | Pierce | 5 sp |
| Light Hammer | 1d4 Bludgeoning | Light, Thrown (20/60) | Nick | Crush | 2 gp |
| Mace | 1d6 Bludgeoning | — | Sap | Crush | 5 gp |
| Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple | Displace | 2 sp |
| Sickle | 1d4 Slashing | Light | Nick | Spin | 1 gp |
| Spear | 1d6 Piercing | Thrown (20/60), Versatile (1d8) | Sap | Pierce | 1 gp |
| Simple Ranged Weapons | |||||
| Dart | 1d4 Piercing | Finesse, Thrown (20/60) | Vex | Volley | 5 cp |
| Light Crossbow | 1d8 Piercing | Ammunition (80/320), Loading, Two-Handed | Slow | Pierce | 25 gp |
| Shortbow | 1d6 Piercing | Ammunition (80/320), Two-Handed | Vex | Volley | 25 gp |
| Sling | 1d4 Bludgeoning | Ammunition (30/120) | Slow | Volley | 1 sp |
| Martial Melee Weapons | |||||
| Battleaxe | 1d8 Slashing | Versatile (1d10) | Topple | Sweep | 10 gp |
| Flail | 1d8 Bludgeoning | — | Sap | Spin | 10 gp |
| Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze | Sweep | 20 gp |
| Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave | Sweep | 30 gp |
| Greatsword | 2d6 Slashing | Heavy, Two-Handed | Graze | Sweep | 50 gp |
| Halberd | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave | Sweep | 20 gp |
| Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple | Pierce | 10 gp |
| Longsword | 1d8 Slashing | Versatile (1d10) | Sap | Sweep | 15 gp |
| Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple | Crush | 10 gp |
| Morningstar | 1d8 Piercing | — | Sap | Pierce | 15 gp |
| Pike | 1d10 Piercing | Heavy, Reach, Two-Handed | Push | Pierce | 5 gp |
| Rapier | 1d8 Piercing | Finesse | Vex | Rapid Strike | 25 gp |
| Scimitar | 1d6 Slashing | Finesse, Light | Nick | Spin | 25 gp |
| Shortsword | 1d6 Piercing | Finesse, Light | Vex | Spin | 10 gp |
| Trident | 1d8 Piercing | Thrown (20/60), Versatile (1d10) | Topple | Pierce | 5 gp |
| Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push | Crush | 15 gp |
| War Pick | 1d8 Piercing | Versatile (1d10) | Sap | Displace | 5 gp |
| Whip | 1d4 Slashing | Finesse, Reach | Slow | Rapid Strike | 2 gp |
| Martial Ranged Weapons | |||||
| Blowgun | 1 Piercing | Ammunition (25/100), Loading | Vex | Pierce | 10 gp |
| Hand Crossbow | 1d6 Piercing | Ammunition (30/120), Light, Loading | Vex | Pierce | 75 gp |
| Heavy Crossbow | 1d10 Piercing | Ammunition (100/400), Heavy, Loading, Two-Handed | Push | Pierce | 50 gp |
| Longbow | 1d8 Piercing | Ammunition (150/600), Heavy, Two-Handed | Slow | Volley | 50 gp |
Musou Feats
Unarmed Fighter
- Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
- Improved Unarmed Strikes. Your Unarmed Strikes are considered weapons for the purposes of weapon masteries and Musou Techniques, and they deal 1d6 bludgeoning damage unless they already deal higher damage.
- Unarmed Combatant. If a feature allows you to use a weapon mastery with your Unarmed Strikes, they use the Sap mastery.
- Unarmed Musou. You learn the Rapid Strike Musou Technique. If a feat allows you to use Unarmed Strikes as weapon attacks for the purposes of Musou Techniques, your Unarmed Strikes use the Rapid Strike Musou Technique.
Musou Apprentice
Requirement: Level 5+
- Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
- Musou Technique. You learn one Musou Technique of your choice. The technique must be one associated with a weapon with which you have proficiency.
- Once per Short or Long Rest, you can use a Musou Technique without expending one of your Musou Technique uses.
Musou Striker
Requirement: Level 5+, Musou Technique feature
- Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
- Precise Technique. You gain a +2 bonus to attack rolls made as part of a Musou Technique.
- Exploit Opening. When you roll damage for a Musou Technique, you can add your attack modifier to the damage roll.
Musou Breaker
Requirement: Level 5+, Musou Technique feature
- Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
- Overwhelming Technique. Your Musou save DC increases by 1.
- Relentless. When you use a Musou Technique that forces creatures to make a saving throw, you can choose a number of those creatures up to your proficiency bonus. Those creatures have disadvantage on the saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.
Musou Vanguard
Requirement: Level 5+, Musou Technique feature
- Ability Score Increase. Increase your Strength by 1, to a maximum of 20.
- Battlefield Technique. When you perform a Musou Technique while wielding a weapon with the Heavy and Two-Handed properties, you can replace that technique with Sweep, Spin, or Crush for that use.
Musou Marksman
Requirement: Level 5+, Musou Technique feature
- Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
- Extended Volley. When you use Volley or Bounce, the maximum number of affected creatures equals your proficiency bonus.
- Far Rebound. When you use Volley or Bounce, the maximum distance allowed between affected creatures increases to 30 feet.