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# Weapon Mastery Feats ### Blowgun Master Your mastery of the blowgun has given you the following benefits: * When you use a Blowgun it uses a d4 for damage. * When you are hidden making an attack with the blow gun does not reveal your position. * When you make an attack with a blowgun you can choose to forgo the weapon damage of the blowgun to double your proficiency bonus added to the attack roll. * You can apply a poison to three blowgun needles as a bonus action. ### Net Master You have learned how take advantage of the net and use it to the best of its abilities gaining the following benefits: * Both the short and long range of your net double. * You gain a bonus to damage against creatures restrained by a net. This bonus is equal to your proficiency bonus. * You add your proficiency bonus to the DC of escaping the net. ### Whip Master You have become an expert with the Whip gaining the following benefits: * When you critically strike a large or smaller creature with a whip you can choose to knock the creature prone or pull the creature 5 feet closer to you. * You can use a bonus action on your turn to pick up an object within 10 feet of you that weighs less than 5 lbs and isn’t being worn or carried. * While wielding a whip, other creatures provoke an opportunity attack when they expend any movement with in the reach of your whip. ### Sling Master While wielding the Sling you gain the following benefits: * You are always ready to fire and can use almost anything appropriately sized as ammo. Being surprised doesn’t stop you from taking the attack action using your Sling, You ignore the loading property of Slings, and you never run out of ammo for a Sling. * You are more able to pinpoint weak spots on larger creatures. You critically strike on a roll of 18-20 with a Sling against creatures that are 1 or more sizes larger than you. * When you hit a creature with a critical strike with a Sling the creature must make a Constitution saving throw DC equal to 8 + your proficiency bonus + your dexterity modifier or be Stunned until the start of your next turn. ### Thrown Weapon Master You have a particular knack and general fondness for chucking stuff at hostile creatures. This mantra has granted you the following benefits: * You ignore half and three-quarters cover with your thrown weapon attacks. * Any improvised weapon that weighs 5 lbs or less gains the thrown property for you and you are proficient when you make a ranged attack with it. * When you make a ranged attack with a weapon that has the thrown property, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add a bonus to the attack’s damage equal to twice your proficiency bonus. * You have advantage of Charisma(Performance) and Dexterity(Sleight of Hand) checks using thrown weapons. ### Bash Master While wielding a Bash weapon(Club, Flail, Greatclub, Light Hammer, Mace, Maul, Morningstar, or Warhammer) you gain the following benefits: * You strike critically on a 19 or 20 when attacking a prone, grappled, or restrained creature you are within 5 feet of with a bash weapon. * When you hit a creature wielding a shield with a melee weapon attacking using a bash weapon you can choose to forgo dealing damage with the attack and attempt to knock the shield out of their hands. They make a Strength saving throw DC equal to 8 + your proficiency bonus + your Strength modifier. On failure they drop the shield into an unoccupied space within 5 feet of them. You can only do this once on each of your turns. * Creatures that you strike critically with bash weapons have to wind knocked out of them. On their next turn they must make a constitution check DC 8 + your proficiency bonus + your strength modifier. On failure, until the end of their turn, they are unable to make more than one attack and they can take either an action or a bonus action but not both. * When attacking unheld objects or structures with bash weapons you automatically critically strike if you hit. \pagebreak ### Large Weapon Master You have mastered the use of two-handed weapons. While wielding a melee weapon with two hands you gain the following benefits: * Once per turn, If you expend at least 10 feet of movement right before making an attack you gain an extra 5 feet of range for that weapon attack. * When you critically strike you cause creatures to fear for their lives. Any creature you hit with a critical strike from the weapon you are holding is frightened of you until the end of their next turn. * When you hit with a weapon attack on your turn and there are more creatures in the range of the weapon you can choose to deal damage to a number of creatures equal to your proficiency bonus within the range of the weapon. This damage is equal to one of the weapon’s damage die + your strength modifier. They take this damage only if your attack roll also beats their AC. You can gain this feature’s benefit only once per turn. ### Bow Mastery While wielding a Bow(Longbow or Shortbow) you gain the following benefits: * You can use an action to steady yourself in a location. You must concentrate on being steady as if you were concentrating on a spell. While steadied both your short and long Bow range double and you gain a bonus to your attack roll with Bows equal to your proficiency bonus. This effect ends if you are moved from this location at all, you become prone, or you lose concentration. * When you are holding an arrow in your hand, you can use it to make a special ranged attack with a range of 10 feet. You are proficient with this weapon, it deals 1d4 + your dexterity modifier piercing damage on a hit, and being within 5 feet of an enemy creature does not impose disadvantage on this special attack. In addition, this special attack benefits from any feature, ability, or magic item that benefits attacks with a Bow. * When you hit a creature with a critical hit using an arrow that creature is impaled by the arrow. They must subtract 1d4 from all attack rolls and ability checks that use Strength or Dexterity while they are impaled by an arrow. The arrow can be removed by any creature within 5 feet as an action. When removed the creature takes 1d4 + your dexterity modifier piercing damage. ### Chop Master While wielding a Chopping Weapon(Battleaxe, Greataxe, Handaxe. Sickle, or Warpick) you gain the following benefits: * If you hit a creature with two attacks with your chopping weapon on the same turn, that creature must make a Strength saving throw DC equal to 8 + your proficiency modifier + your Strength modifier, or be knocked prone and have their speed reduced to 0 until the end of their next turn. * When you critically strike a creature wearing armor or using a shield using a chopping weapon, their AC is lowered by your proficiency bonus until the start of your next turn. * You can use your bonus action on your turn to assume a wide stance. Until the start of your next turn you can target creatures 5 additional feet away with your melee weapon attacks. ### Sword Mastery While wielding a Sword(Dagger, Greatsword, Longsword, Rapier, Scimitar, or Shortsword) you gain the following benefits: * When you parry an attack you gain the upper hand on your enemy. Whenever a creature misses you with a melee weapon attack, your next weapon attack with a Sword against the creature gains a bonus to the attack roll equal to your proficiency bonus. * Your quick sword movements and faints can stagger a target. When you hit a creature with an attack using a Sword you can forgo dealing damage to instead stagger them. The creature must make a Constitution saving throw DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier, on failure the creature is unable to take reactions and attacks against the creature have advantage until the end of your turn. * When you strike an enemy perfectly you flourish to bolster your defense. After striking a creature with a critical hit you gain the benefits of the dodge action until the start of your next turn.