Great Weapon Duelist

by Desmon Arnold

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Great Weapon Duelist

Prerequisite: A Strength score of 15 or higher
You have learned to use great weapons with one handing. Properly positioning their weight and size in a way that makes it possible to do so without losing their balance.

If you are a medium sized creature or larger, you gain the following list of features. If you are a size of small, you instead are able to use heavy weapons without any disadvantage.

  • This feat allows you to carry two-handed, and heavy melee weapons with just one hand. When wielding a weapon of this kind with one hand, you are also considered to be wielding it with two for the purposes of other features.
  • When wielding heavy weapons in one hand, the damage dice they were previously is changed to the dice depicted in the following chart.
Previous Weapon Dice New Weapon Dice
1d6 1d4
1d8/2d4 1d6
1d10 1d8
1d12/2d6/3d4 1d10
  • When you make an attack that does not
    already have disadvantage with a heavy
    weapon that you are wielding in one hand,
    you can choose to give the attack disadvan-
    -tage. If you hit with the attack, if the creatu-
    -re is of one size category larger than you or
    smaller you can choose to as part of that
    attack attempt to knock the creature back. Make
    A Strength (athletics) check contested by a check
    of the same type by the target. If you win, they are
    knocked back 5ft, plus an additional 5ft for every
    size category smaller than you they are. If they
    win, nothing happens.

Titan's Grip

Prerequisite: You must have the Great Weapon Duelist feat
You have become rather talented at wielding great weapons on their own. Even more so, you have managed to grow skilled enough to wield two at once. This training has granted you the following features.

  • While wielding two heavy melee weapons in either hand, you are able to use two-weapon fighting.
  • You have learned to master using your weapons weight to your advantage, striking in quick succession, knocking people off guard. Every time you hit a creature with a heavy melee weapon, gain a stack of Overwhelm. You deal an additional 2 points of damage on all attacks made with heavy melee weapons for every stack of Overwhelm you have at the time of making the attack. You lose all of your stacks of Overwhelm at the beginning of your turns, or when you miss an attack.
  • You can draw or stow two heavy weapons when you
    would normally be able to draw or stow only one.































































Written by: Desmon Arnold
Art stolen from: League of Legends

Sword Juggler

Prerequisite: A Dexterity score of 15 or higher
You learned how to properly maneuver lighter weapons in ways most find inconvenient or ridiculous. This training grants you the following list of features.

  • Any light weapons you wield are considered to the thrown property as well, with a range of 30/60. If the weapon already had the thrown property, it's range is doubled.
  • When you make a thrown weapon attack within the weapons normal range, the attack is considered to be a melee attack as well as a ranged attack for the purposes of other features.
  • When you use two-weapon fighting with light or thrown weapons, you may add your dexterity time to the damage rolls on top of any other bonuses you would normally add.

Jesters Bladework

Prerequisite: You must have the Sword Juggler feat
Using light weapons has become your passion. When in combat with weapons of this sort you are a flurry of bouncy yet precise blades. This training grants you the following list of features.

  • Any non-two handed weapons you wield are considered to have the thrown property, with a range of 30/60. Light weapons that gain the thrown property in this way have a thrown range of 45/90.
  • When you make a thrown weapon attack within the normal range of the weapon bring thrown, you may throw it in a way where it will bounce back. Upon making a thrown weapon attack you may use your reaction to throw a bouncing attack. If you hit, make a Acrobatics check with a DC of 15 to see if you catch the weapon. If you fail, the weapon instead lands at your feet.
 

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