Ye Olde Shoppe of Magicks – ACTION: Elven Nerve Lock

Among the elder enclaves of the deepwood elves, rangers were taught that not every threat required an arrow, nor every enemy a corpse. During the long border wars—when steel rang too loudly and blood called worse things from the dark—elven sentinels studied the silent weaknesses of the humanoid form. Through patient observation, anatomical study, and generations of disciplined practice, they learned to still a foe with a single, precise touch: a momentary suppression of vital nerve clusters at the base of the skull. This technique, passed only to those who demonstrated exceptional restraint and control, became a hallmark of elven ranger training—valued not for its lethality, but for its efficiency. As the elders say, “The truest victory is the one that leaves the forest undisturbed.”

Oberon demonstrating an Elven Nerve Lock on Tiberius a town guard.

Elven Nerve Lock

Custom Ranger Action: Elven Nerve Lock
Martial Technique (Special Action)
Action Type: Action (or replaces one attack in the Attack action—see Balance Note)
Range: Touch (DM determines if it needs a roll for success or is automatic)
Target: One humanoid creature, or any creature that has a discernible nervous system at a disadvantage.
Requirements: The target is not immune to being stunned or paralyzed and the target has a discernible nervous system (DM discretion)

Effect:

  • You apply precise pressure to a vulnerable nerve cluster at the base of the neck.
  • The target must succeed on a Constitution saving throw or suffer the following effects:

On a failed save:

  • The target is Stunned until the end of your next turn.
  • If the target fails the save by 5 or more, it instead falls Unconscious for 1 minute.

On a successful save:
The target is Slowed until the start of its next turn (speed reduced to 0 and disadvantage on its next attack roll).

Saving Throw DC:
8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice when you gain this ability)

Limitations:

  • You can use this feature a number of times equal to your proficiency bonus, and you regain all uses on a long rest.
  • Once a creature succeeds on its save against this ability, it has advantage on further saves against it for 24 hours.

Scaling (Recommended)

  • Level 5+: You may use Elven Nerve Lock in place of one attack when you take the Attack action.
  • Level 11+: Creatures that fail by 5 or more are Unconscious for the full duration even if they take damage (they still wake if shaken or healed).
  • Level 17+: On a failed save, the target is Stunned for 1 minute, repeating the save at the end of each of its turns.

DM Balance Notes (so this passes table scrutiny)

  • Touch range + humanoid-only keeps it from overshadowing spells
  • Con save is intentionally strong-target resistant
  • Limited uses prevent stun-lock abuse
  • Advantage on repeat saves stops spam tactics

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Elven Nerve Lock base images were built using ChatGPT using prompts by Alien Graphics ©2025 Alien Graphics

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