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# 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.