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
Traits
Armor Master. The warrior reduces the amount of bludgeoning, piercing, and slashing damage it receives by 2.
Used by Priest, Knight, Warrior, Orc, Skeleton
Bait and Switch
Bonus Actions
Bait and Switch (1/day). 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.
Used by Guard, Knight, Kobold, Warrior, Skeleton
Blinding Attack
Traits
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.
Used by Priest, Kobold, Mage, Simulacrum
Bleeding Attack
Traits
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.
Used by Basilisk, Cultist, Golem, Orc, Owlbear
Burning Attack
Traits
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.
Used by Skeleton, Cultist, Golem, Kobold
Charming Attack
Traits
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).
Used by Enchanter Archmage (CR 12), Enchanter Mage (CR 6), Enchanter Mage Adept (CR 4), Enchanter Primagus (CR 16)
Cleaving Attack
Traits
Cleaving Attack. If the attack hits and there is another hostile target within 10 ft then that target also takes 4 piercing damage.
Used by Balor, Berserker, Thug, Cultist, Goblin, Knight, Kobold, Warrior, Ogre, Orc
Disarming Attack
Bonus Actions
Disarming Attack (Recharge 5-6). 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.
Used by Guard, Knight, Warrior, Orc, Skeleton
Dueling
Traits
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.
Used by Line Infantry (CR 1/8), Line Infantry Veteran (CR 3), Skeletal Grave Guard (CR 4), Skeleton (CR 1/4)
Dazing Attack
Traits
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
Used by Mage, Lich, Balor, Kobold, Ogre
Expert Brawler
Traits
Expert Brawler Hit. On a hit, the target is Grappled (escape DC 12).
Bonus Actions
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.
Used by Brawler (CR 1)
Freezing Attack
Traits
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
Used by Freezing Skeletal Champion (CR 6), Freezing Skeleton (CR 3), Frost Giant Rimepriest (CR 12), Ice Golem (CR 7)
Frightening Attack
Traits
Frightening Attack. On a hit, the target is Frightened until the end of its next turn.
Used by Cultist, Lich, Spirit, Mage, Ogre
No Healing Attack
Traits
No Healing Attack. On a hit, the target cannot regain hitpoints until the end of its next turn.
Grappling Attack
Traits
Grappling Attack. On a hit, the target must make a DC 14 Strength saving throw or be Grappled (escape DC 14).
Used by Cultist, Animated Armor, Bugbear, Golem, Mimic, Zombie
Grazing Attack
Traits
Grazing Attack. If the attack misses, the target still takes 4 piercing damage.
Used by Thug, Cultist, Knight, Kobold, Warrior, Ogre, Orc, Owlbear, Skeleton
Interception
Reactions
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.
Used by Knight, Warrior, Orc, Skeleton
Great Weapon Fighting
Actions
Overpowering Strike (Recharge 5-6). 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.
Used by Balor, Knight, Kobold, Warrior, Orc
Parry and Riposte
Reactions
Parry and Riposte (Recharge 5-6). 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.
Used by Knight, Warrior, Orc, Skeleton
Poisoned Attack
Traits
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.
Used by Assassin, Basilisk, Spy, Hydra, Medusa, Merrow, Orc, Mage
Polearm Master
Reactions
Polearm Master. Whenever a hostile creature enters the warrior's reach, it may make an attack of opportunity against that creature.
Used by Kobold Ascendant (CR 1), Line Infantry (CR 1/8), Line Infantry Veteran (CR 3)
Pommel Strike
Attacks
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
Traits
Prone Attack. On a hit, the target must make a DC 14 Strength saving throw or be knocked Prone
Used by Mage, Animated Armor, Lich, Basilisk, Berserker, Golem, Thug, Frost Giant, Goblin, Gorgon, Warrior, Ogre, Orc, Owlbear, Zombie
Pushing Attack
Traits
Pushing Attack. On a hit, the target is pushed up to 10 feet horizontally.
Used by Mage, Animated Armor, Lich, Berserker, Golem, Frost Giant, Goblin, Warrior, Ogre, Orc, Owlbear, Zombie
Quick Toss
Bonus Actions
Quick Toss (1/day). The warrior makes a Spear attack as a bonus action.
Sapping Attack
Traits
Sapping Attack. On a hit, the target has disadvantage on its next attack roll until the end of its next turn.
Used by Mage, Lich, Orc, Golem, Simulacrum
Sharpshooter's Shot
Actions
Sharpshooter's Shot (Recharge 5-6). 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
Bonus Actions
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.
Used by Priest, Warrior, Skeleton
Slowing Attack
Traits
Slowing Attack. On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn.
Used by Mage, Lich, Scout, Frost Giant, Guard, Kobold, Medusa, Ogre
Shocking Attack
Traits
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
Traits
Vexing Attack. On a hit, the next attack against the target has advantage until the end of the warrior's next turn.
Used by Bandit, Mage, Goblin, Kobold, Orc, Simulacrum, Skeleton
Weakening Attack
Traits
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
Actions
Whirlwind of Steel (Recharge 5-6). 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.