Mighty deeds of arms

A mighty deed is a special combat maneuver that lets fighters perform heroic feats of martial prowess during their attacks.

Core rules

  1. Declare your deed before attacking
  2. Roll 2d6 + your level for the deed
  3. Succeed if you roll 9 or higher and your attack hits
  4. Deed roll is separate from attack and damage

Example deeds

Blinding attacks: Sand in eyes, stabbing through visors, targeting weak spots
Disarming attacks: Knock away weapons, break claws, shatter blades
Pushbacks: Shield bashes, tackles, bull rushes, forcing back enemies
Trips and throws: Leg sweeps, throws, knock prone, pin down
Precision shots: Target specific objects, called shots for extra damage
Rallying maneuvers: War cries, heroic charges, inspire allies
Defensive maneuvers: Shield walls, fighting withdrawals, protect allies

Tips

  • Be creative! Any situationally appropriate action can be a deed
  • Consider environment and enemy type
  • Combine deeds with tactical positioning
  • Describe your action for maximum effect

At the referee’s discretion, other classes may attempt deeds as if they were a level 0 fighter.

Also, at the referee’s discretion, a roll of 6–8 counts as a partial success, and a roll of 12+ counts as a critical success. Snake eyes counts as a particularly bad failure.


Adapted from Dungeon Crawl Classics. Created with help from Claude.