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## Weapon Feats ### Dagger Expert You are a well versed expert on daggers, able to use them fluidly in any situation. * **Dagger Tricks.** You can draw or stow any number of daggers during your turn. You have advantage on any check to conceal your daggers. * **Improved Critical.** Your attacks with daggers score a critical hit on a roll of 19 or 20. * **Swift Stabbing.** When you use two-weapon fighting using a dagger in both hands, you can take both attacks as part of the Attack action on your turn (without expending your bonus action). You can only make this attack once per turn. ### Harpoon Expert You are resourceful and skilled when it comes the use of harpoons, gaining the following benefits: * **Ability Score Increase.** Increase your Strength or Constitution ability score by 1, to a maximum of 20. * **Throwing Arm.**. The normal range of your thrown weapons is doubled. * **Harpoon**. As an action, you can use 40 feet of rope to turn any javelin, spear, or trident into a harpoon. When you throw that harpoon at a target 40 feet or less from you, you can pull it back to your hand as a bonus action. If the attack hit the target, when you pull the harpoon back to you, you can force the target to make a Strength saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On failure, you drag the target up to 20 feet toward you. ### Flail Expert Your expertise with a flail gives you the following gain the following benefits: * **Dangerous Swings.** When you miss a weapon attack made with a flail, you can make a new attack roll against another creature you of your choice within the weapon's range. You cannot attack the same creature twice this way. * **Wind Up.** As a bonus action, you can whirl the flail building momentum. The next attack you make with it before the end of your turns an additional 1d8 damage on hit. ### Morning Star Expert You have mastered the use of a morning star, and are able to leverage greater effectiveness from it. You gain the following features: * **Ability Score Increase.** Increase your Strength or Constitution ability score by 1, to a maximum of 20. * **Improved Critical.** Your attacks with morning stars score a critical hit on a roll of 19 or 20. * **Rend.** Your critical strikes wound the target. The target loses 1d10 hit points at the end of each of their turns until the wound is healed. The target or any creature within 5 feet of it can make a DC 10 Wisdom (Medicine) check as an action to heal the wound. ### Swordmaster *Prerequisite: Ability to take more than one attack with the Attack action*. You gain the following abilities while wielding a sword. * **Feint.** You take the attack action and miss two attacks in a row, you can add a d8 to your next attack roll. * **Deflect.** If you take the attack action, and hit two attacks in row, you can subtract a d8 from the next time you take damage from an attack before the start of your next turn. You can only have one deflection die at a time. If you make an attack with a weapon other than a sword, you lose any benefits and cannot gain them until the start of your next turn. ### Natural Weapon Master *Prerequisite: Have one or more natural weapons* You master the use of your natural weapons, granting you the following benefits: * **Ferocity.** As a bonus action, you can make an additional weapon attack with your natural weapon. * **Natural Perfection.** Your natural weapon damage die becomes a d6 (if not already higher). At 6th level, the damage die becomes a d8 (if not already higher) and your natural weapons are considered magical for overcoming resistance to nonmagical damage. At 12th level the damage die becomes a d10 (if not already higher). ### Warhammer Expert Your blows with a warhammer never fail to wear down the enemy. You gain the following benefit: * **Ability Score Increase.** Increase your Strength or Constitution ability score by 1, to a maximum of 20. * **Battering Blows.** When you miss a melee weapon attack with the warhammer, the target takes half the weapon damage the attack would have dealt. This damage does not trigger on hit effects or spells that hitting the attack may have triggered. ### War Pick Expert You have mastered the use of a war pick, and are able to tear down the most formidable foes. * **Siege Pick.** Attacks you make with the war pick against objects deal double damage. * **Sunder.** When you hit a target that is wearing armor or benefiting from natural armor, you can use your bonus action to sunder the target, temporarily leaving them vulnerable. The next attack roll against that creature has advantage. \pagebreakNum ### Whip Expert You master using a whip, gaining the following benefits: * **Ability Score Bonus.** Increase your Strength, Dexterity or Constitution ability score by 1, to a maximum of 20. * **Precise Blows.** When you wield a whip, increase the damage die size of whips by one size (for example, from a d4 to a d6). ##### Whip Tricks When you make an attack with a whip and hit, you can replace the damage roll of the attack with one of the of the following effects: * **Sudden Yank.** You wrap the whip around a Medium or smaller target, and yank them 5 feet towards you. * **Tangle Weapon.** You tangle one weapon the target is wielding, giving them disadvantage on attacks with that weapon until the start of your next turn, or until they miss an attack. You cannot make attacks with the whip used to make the attack until they free the weapon. * **Whip Trip.** You tangle a Large or smaller creature's feet, causing them to fall prone. ### Lance Master You use maximize the effectiveness of a lance, gaining the following benefits: * **Impaled Movement.** While you are mounted, if you strike a creature smaller than your mount with a lance, you can push that creature until the end of your turn, you make another attack, or you move in something other than a straight line. * **Impaling Rush.** When you hit an attack with a lance after traveling at least 10 feet, you can make an additional attack at another creature behind the target hit with disadvantage, as long as they are in reach of your weapon (you can move between attacks, but only in a straight line) with disadvantage. You can continue to repeat this until you miss, run out of movement, or run out of creatures in a line to hit. * **Expert Handling.** A lance no longer requires two-hands when you aren't mounted. ### Bow Expert Your relentless practice with a bow grants you the following benefits while using one: * **Ranging Shots.** When you miss a ranged weapon attack with a bow, your next ranged weapon attack roll with a bow has advantage. * **Snap Shot.** As a bonus action, ready a shot. If a creature moves within 30 feet of you, you can use your reaction to make a ranged weapon attack against that creature with a -5 to the attack roll. \columnbreak ### Axe Expert You gain the following benefits: * **Ability Score Bonus.** Increase your Strength or Constitution ability score by 1, to a maximum of 20. * **Slaughter Rush.** While wielding a handaxe, battleaxe, or greataxe, you can use a bonus action to move up to 5 feet and add 1d6 to your next attack and damage roll with an axe. ### Stinger You specialize in the quiet and agonizing kill with subtle weapons. You gain the following benefits related to blowguns and darts: * **Ability Score Bonus.** Increase your Dexterity, Wisdom, or Constitution ability score by 1, to a maximum of 20. * **Efficient Poisons.** When you apply a poison blowgun needle or dart, you can apply it to twice as many pieces of ammunition. * **Hidden Death.** If you attack while hidden from a target with a blowgun or dart, you can make Dexterity (Stealth) ability check with a -5 for each time you've hit the target this turn against their passive Perception (no action required). On a success, you remain hidden from that target, though the target will know which general direction you are in. > ##### Poison Availability > If you find yourself lacking good poisons to make use of this feat, I recommend the Poison Crafting rules of Kibbles' Compendium of Craft and Creation. ### Pike Master You master the effective use of a pike, making the most of its extreme range. * **Extended Reach.** Your reach with a pike increases by 5 feet on your turn. * **Set for Charge.** You can use your bonus action to set for charge, reducing your movement speed to 0 and gaining a second reaction that can only be used to make attacks of opportunity until the start of your next turn. * **Zone Control.** While wielding a pike, creatures provoke an attack of opportunity when they enter the reach of the pike. > ##### Polearm Feats > This feat is intended to be equivalent to other polearm feats, but all of its features work with pikes, making them a viable option. \pagebreakNum ### Trident Master? ### Maul Master? ## Style Feats ### Versatile Weapon Master You are an expert on the fluid use of versatile weapons, changing stances to fit any situation. When you draw a versatile weapon you are proficient with, or start your turn while wielding one, you can enter a special stance as long as you aren't wielding other weapons or a shield. This lasts until the start of your next turn, drop or sheath your weapon, or equip a shield. Each stance provides modifiers to your melee weapon attacks made with the versatile weapon while in that stance: * **Neutral Stance:** You add +1 to your attack rolls, damage rolls, and armor class. * **Power Stance:** You don't add your Proficiency bonus to attack rolls, but add twice your Proficiency bonus to your damage rolls. * **Accuracy Stance:** You add twice your Proficiency bonus to attack rolls, but don't add your Strength modifier to damage rolls. * **Defensive Stance:** You don't add your Proficiency bonus to attack rolls, but if you hit at least one attack against a hostile creature, you can add your proficiency bonus to your AC until the start of your next turn. ### Lightning Striker You have mastered wielding weapons with lightning speed, granting the following benefits: * **Quick Draw.** Whenever you make an attack, you can draw a light melee weapon as part of taking the attack. * **Twin Strike.** When you make an attack while wielding more than one light melee weapon and make an attack with one of them, you can subtract the damage dice of another light melee weapon you are carrying from the attack roll to add twice its damage dice to the damage roll of that attack on hit. \columnbreak ## General Feats ### Martial Expert You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: * Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. * **Combat Maneuvers.** You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). * **Superiority Dice.** You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. You can select this feat multiple times. Each time you do so, you must choose different maneuvers. ### Relentless *Prerequisite: 1 or more active martial feats.* Your active martial feats that refresh on a short or long rest gain a chance to refresh every round. At the start of your turn while you don't have a remaining use of one or more of your active martial feats, roll a d6 for each. On a 5 or 6, you regain the use of that feat. ## Notes > ##### Improved Critical > If a player has multiple sources of improved critical effects that reduce the critical strike range, it's generally okay to allow them to stack, but it is up to the GM if they do, and they may decide they do not in the case of specific builds or when combined with other homebrew options. \pagebreakNum ## Graveyard ### Rote Mastery You have dedicated yourself to perfecting simplicity. When you make a melee weapon attack as part of the attack action, on hit you add your proficiency bonus to the damage rolls. You lose this benefit when using any other feat that modifies your attack rolls. > ##### Why does this feat exist? > All other martial feats complicate martial characters quite a bit. This provides a fairly statistically equivalent benefit while not doing that, allowing folks that wish their character to be effective without additional complexity a straightforward option that is roughly equivalent to other options.