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## Weapon Master Features **Hit Dice:** 1d10 per ***Weapon Master*** level #### 1st Level Choose a simple or martial weapon to master, such as Longsword, battleaxe, Dagger, Longbow, or spear etc. When using a weapon of that type, if it is not already magical, it is considered magical when you use it, and it now functions as a +1 weapon. In addition, the damage die of that weapon is upgraded by one step according to the flow chart: d4 -> d6 -> d8 -> d10 -> d12 -> 2d6 -> 3d4 Depending on the damage type of the weapon that you choose to master, gain one of the following benefits: __Bludgeoning__: Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you __Piercing:__ Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll. __Slashing:__ Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. #### 2nd Level When you miss with an attack using your chosen weapon, you can choose to add your proficiency bonus to the attack roll again, potentially causing the attack to hit. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a long rest. Gain an ability depending on the damage type of the weapon you chose at first level. * __Bludgeoning:__ As an action, you jump into the air and slam your weapon into the ground, causing reverberations in a 10 ft. radius. Any creatures other than you within the radius make a Dexterity saving throw (DC 8+ your proficiency + your str or Dex modifier, whichever is higher). On a fail, the creature is pushed 10 feet back and takes 2d12 damage. You may use this feature a number of times equal to your strength or dexterity modifier, whichever is higher. You regain any expended uses on a long rest. * __Piercing:__ _Ranged weapon:_ As an action, you ready a shot with extreme precision and power. Your projectile follows a line 5 ft wide, 100 ft long or the closer range of your weapon (whichever is longer) emanating from you. Any creature in the line must make a Dexterity saving throw (DC 8+ your proficiency + your str or Dex modifier, whichever is higher). On a fail, the creature takes damage equal to a weapon attack with your weapon plus an additional 1d10 force damage. On a success they are pushed to one side of the line, of their choice. A creature can choose to fail this saving throw if they wish. You may use this feature a number of times equal to your strength or dexterity modifier, whichever is higher. You regain any expended uses on a long rest. * _Melee weapon:_ As an action, you charge forward with unearthly speed. You follow a line 5 ft. wide, ending 50 ft in a straight line away from your current position. Any creature in the line must make a Dexterity saving throw (DC 8+ your proficiency + your str or Dex modifier, whichever is higher). On a fail, the creature takes damage equal to a weapon attack with your weapon plus an additional 1d10 force damage, and are pushed with you to the end of the 50 ft line. On a success they are pushed to one side of the line, of their choice. A creature can choose to fail this saving throw if they wish. * __Slashing:__ As an action, you unleash an unstoppable horizontal slash. Every creature in a 15 ft. cube in front of you must make a Dexterity saving throw. (DC 8+ your proficiency + your str or Dex modifier, whichever is higher). On a fail, they take 3d12 damage. On a success, they go prone to avoid the blow. A creature may choose to ail this saving throw if they wish. #### 3rd Level When you score a critical hit, the following affects also occur based on the damage type of the weapon you chose: __Bludgeoning:__ All attack rolls against that creature are made with advantage until the end of your next turn. __Piercing:__ You can roll one additional damage die when determining the extra piercing damage the target takes. __Slashing:__ Until the start of your next turn, the target has disadvantage on all attack rolls. In addition, your weapon attack rolls with your chosen weapon now score a critical hit on a roll of 19 or 20. #### 4th Level _Improved Ability Score Improvement:_ When you reach 4th level in this class, you can increase one ability score of your choice by 2, and a different ability score by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You can forfeit this feature, and instead choose two feats to take. At least one of these feats must be one of the following: Athlete, Charger, Durable, Grappler, Heavy Armor Master, Mage Slayer, Martial Adept, Mounted Combatant, Savage Attacker, or Tavern Brawler. #### 5th Level Choose two of the following spells: Steel Wind Strike, Swift Quiver, Conjure volley, or Haste (self only). You also learn Freedom of Movement (self only)*. You can cast each of these spells once per long rest.