Technique Powers (33)¶
Explore a collection of Technique Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.
Armor Master¶
Armor Master: The warrior reduces the amount of bludgeoning, piercing, and slashing damage it receives by 2.
Bait and Switch¶
Bait and Switch: The warrior switches places with a friendly creature within 5 feet, without triggering attacks of Opportunity. Until the end of its next turn, the friendly creature gains a +4 bonus to its AC.
Blinding Attack¶
Blinding Attack: On a hit, the target must make a DC 14 Constitution saving throw or be Blinded until the end of its next turn
Bleeding Attack¶
Bleeding Attack: On a hit, the target must make a DC 14 Constitution saving throw or gain Bleeding [7 (2d6) piercing]. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Burning Attack¶
Burning Attack: On a hit, the target gains Burning [5 (1d10) acid]. A burning creature suffers 5 (1d10) ongoing acid damage at the end of each of its turns. A creature may use an action to end the condition.
Charming Attack¶
Charming Attack: On a hit, the target must make a DC 12 Wisdom save or be Charmed for 1 minute (save ends at end of turn or when it takes damage).
Cleaving Attack¶
Cleaving Attack: If the attack hits and there is another hostile target within 10 ft then that target also takes 4 piercing damage
Disarming Attack¶
Disarming Attack: Immediately after hitting with an attack, the warrior forces the target to make a DC 12 Strength saving throw. On a failure, the target must drop one item of the warrior's choice that it is holding. The item lands at the target's feet.
Dueling¶
Expert Duelist: If the warrior makes a melee attack against a creature, then that creature can't make opportunity attacks against the warrior until the end of the warrior's turn.
Dazing Attack¶
Dazing Attack: On a hit, the target must make a DC 12 Constitution saving throw or be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed
Expert Brawler¶
Expert Brawler Hit: On a hit, the target is Grappled (escape DC 12)
Pin: The warrior pins a creature it is grappling. The creature is Restrained while grappled in this way and suffers 2 (1d4) ongoing bludgeoning damage at the end of each of its turns.
Freezing Attack¶
Freezing Attack: On a hit, the target must make a DC 12 Constitution save or be Frozen (escape DC 12). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 12 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage. A creature that is immune to being Restrained cannot be Frozen
Frightening Attack¶
Frightening Attack: On a hit, the target is Frightened until the end of its next turn
No Healing Attack¶
No Healing Attack: On a hit, the target cannot regain hitpoints until the end of its next turn.
Grappling Attack¶
Grappling Attack: On a hit, the target must make a DC 14 Strength saving throw or be Grappled (escape DC 14)
Grazing Attack¶
Grazing Attack: If the attack misses, the target still takes 4 piercing damage
Interception¶
Interception: If a friendly creature within 15 ft becomes the target of an attack, the warrior can move up to 15 ft and intercept the attack. The attack targets the warrior instead of the original target.
Great Weapon Fighting¶
Overpowering Strike: The warrior makes an overpowering strike against a creature within 5 feet. The target must make a DC 14 Strength saving throw. On a failure, it takes 19 (3d12) piercing damage and is knocked Prone. On a success, it instead takes half damage.
Parry and Riposte¶
Parry and Riposte: The warrior adds +3 to their Armor Class against one melee attack that would hit them. If the attack misses, this creature can immediately make a weapon attack against the creature making the parried attack.
Poisoned Attack¶
Poisoned Attack: On a hit, the target must make a DC 14 Constitution saving throw or become Poisoned until the end of its next turn.
Polearm Master¶
Polearm Master: Whenever a hostile creature enters the warrior's reach, it may make an attack of opportunity against that creature.
Pommel Strike¶
Pommel Strike: Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) bludgeoning damage. On a hit, the target must make a DC 12 Constitution saving throw or become Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.
Prone Attack¶
Prone Attack: On a hit, the target must make a DC 14 Strength saving throw or be knocked Prone
Pushing Attack¶
Pushing Attack: On a hit, the target is pushed up to 10 feet horizontally
Quick Toss¶
Quick Toss: The warrior makes a Spear attack as a bonus action
Sapping Attack¶
Sapping Attack: On a hit, the target has disadvantage on its next attack roll until the end of its next turn
Sharpshooter's Shot¶
Sharpshooter's Shot: The scout fires a deadly shot at a creature it can see within 600 ft. The target must make a DC 12 Dexterity saving throw. On a failure, it takes 5 (2d4) piercing damage and is Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.
Shield Master¶
Shield Slam: The warrior shoves a creature within 5 feet. It must make a DC 14 Strength save or be pushed up to 5 feet and fall Prone.
Slowing Attack¶
Slowing Attack: On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn
Shocking Attack¶
Shocking Attack: On a hit, the target must make a DC 14 Constitution saving throw or be Shocked. A Shocked creature is Dazed and drops whatever it is carrying. A creature that is immune to being Stunned cannot be Shocked
Vexing Attack¶
Vexing Attack: On a hit, the next attack against the target has advantage until the end of the warrior's next turn.
Weakening Attack¶
Weakening Attack: On a hit, the target must make a DC 12 Constitution saving throw or become Weakened (save ends at end of turn) until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Whirlwind of Steel¶
Whirlwind of Steel: The warrior makes a lightning-fast flurry of strikes at a creature within 5 feet. The target must make a DC 14 Dexterity saving throw. On a failure, it takes 14 (4d6) piercing damage and is Bleeding [7 (2d6) piercing]. On a success, it instead takes half damage. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.