Martial Combat Feats
Dueling Master
You've learned to be quick and precise with your weapons. You gain the following benefits:
- When another creature damages you with a melee attack while you are wielding a melee weapon, you can use your reaction to reduce the damage by a number equal to your proficiency bonus.
- Before you make a melee attack with a one-handed weapon weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Opportunist
You to take advantage of openings in your opponent's defenses. You gain the following benefits:
- When you take the Attack action to attack with a melee weapon, you can use a bonus action to make a weapon attack treating the weapon as an improvised weapon. This attack uses the same ability modifier as the primary attack. You are proficient with the weapon for this attack.
- When a creature within 5 feet of you makes an attack roll at disadvantage, you can use your reaction to make a melee weapon attack against that creature.
Pugilist
You're practiced at fighting rough-and-tumble with nothing but your fists. You gain the following benefits:
- Your unarmed strike uses a d4 for damage.
- When you take the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
- While you aren’t wearing armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.
Whip Master
Prerequisite: Requires a Dexterity score of 13 or higher and proficiency with whips
Having mastered the whip through dedicated practice, you gain the following benefits:
- When you use a whip, its damage die changes from a d4 to a d6.
- While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
- When you hit a creature no more than one size larger than you with a whip on your turn, you can use a bonus action to make a special melee attack against the target. You make an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. A creature can willingly lose this contest and you succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone, pull it 5 feet toward you, or it drops one item of your choice that it’s holding.



