Feats of Mastery
New feats are presented here for groups that use them.
Two Weapon Master
Your continuous experience fighting with two weapons at once grants you the following benefits:
- When you engage in two-weapon fighting, you make the additional attack as part of the Attack action, instead of as a bonus action
- Once per turn, before you make a weapon attack while holding a light melee weapon in each hand, you can choose to strike with both weapons instead of one. If you do, you replace the attack with two attacks, once from each weapon, with a -5 penalty to their attack rolls.
Swift Weapon Master
You have learned to turn the swift strikes of your weapon into an unrelenting assault. You gain the following benefits:
- You gain a +1 to your attack rolls with non-heavy melee weapon attacks and unarmed strikes.
- Once on each of your turns, when you hit with two or more melee weapon attacks with non-heavy weapons or unarmed strikes, you gain an additional action until the end of your turn. That action can be used only to take the Attack (one weapon Attack only), Dash, or Disengage action.
Versatile Weapon Master
You master the use of versatile weapons. When you take the Attack action while wielding a versatile weapon, you can enter an offensive or defensive stance which lasts until the start of your next turn while the weapon is in your hand and you aren’t incapacitated.
- Offensive Stance. When you hit with an attack while wielding your weapon in two hands, you can use your bonus action to immediately make one attack wielding your weapon in one hand. When you miss an attack while wielding your weapon in one hand, the target takes damage equal to your Strength of Dexterity modifier (your choice).
- Defensive Stance For each attack you make while wielding your weapon in two hands, you gain a +1 to your AC until the start of your next turn. Your reach for attacks made while wielding the weapon in one hand is 5 feet greater than normal.
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Art: Blood Moon Akali (Zeen Chin)
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Gladiatorial Fighting
You are adept at the tricks and tactics commonly found in an arena. You gain the following benefits.
- Attacking with a net no longer restricts you to one attack if you can normally make multiple. Additionally, you can use a net to make melee weapon attacks. You cannot attack with a net while it is restraining a target.
- Nets you wield have a DC of 8 + your proficiency bonus (PB) + your Strength or Dexterity modifier and AC equal 10 + PB.
- Once per turn, when you hit a creature that is restrained, prone, blinded or frightened, you can add an additional 1d6 to the damage roll.
Spell Breaker
Prerequisite: Extra Attack feature
You have mastered the means to turn aside a spell with just the weapon you wield.
- When you are targeted by a spell or within the area of a spell that is cast, you can use your reaction to attempt to strike the spell and disrupt it. Make an attack roll contested by the caster's Spell Save DC. On a success, the spell fails. You can successfully counter a spell this way twice. You regain all expended uses of it when you finish a long rest.
Whip Master
Whips you wield are not just a weapon to you, but an extension of yourself.
Whips you attack with deal an additional 1d4 slashing damage. You can use your whip to interact with objects within 15 feet of you as if you were using your hands.
Once per turn when you hit an enemy with an whip you can force them to make a Strength (Atheletics) or Dexterity (Acrobatics) Check contested by the attack roll you hit them with. On a failure they suffer one of the following effects.
- You trip the target, knocking them prone.
- Your force the target to drop one item of your choice that it's holding.
- You wrap your whip around the target, preventing them from moving away from you. Until the start of your next turn, or until you attack with the whip again, the target cannot be moved away from you.