Hack and Slash (2 SP)

Perform (Action): You use one of the following techniques:

  • Flourish: You wield an axe, greataxe, greatsword, polearm, scythe, sickle, or sword to make a melee attack, then you whirl the weapon around your body. You have advantage on the next Fighting test you make with that weapon before the end of your next turn.

  • Hamstring: You wield an axe, greataxe, greatsword, polearm, scythe, sickle, or sword to make a melee attack against a creature. If you succeed, the target suffers the attack's usual effects, and -- if the target lost hit points from the attack -- your result is opposed by the target's Agility test. The target fails automatically if it is incapacitated. If the target fails, its movement speed drops to 0 (and can't change) until the start of your next turn.

  • Sever: You wield an axe, greataxe, greatsword, polearm, scythe, sickle, or sword to make a melee attack against a creature no more than one size larger than you. If you succeed, the target suffers the attack's usual effects, and -- if the target lost hit points from the attack -- your result is opposed by the target's Agility test. The target fails automatically if it is incapacitated. If the target fails, it drops an object or grabbed creature of your choice that it is holding, and the target loses its hand or other appendage (at the GM's discretion).

You can perform Hack & Slash twice. You regain expended performances when you finish a short or long rest. Alternatively, you can spend 1 spirit point to perform the feat again.