Weapon Specialization Image
Prerequisite: Player must already be proficient with the chosen weapon, must have used the weapon in battle 5 separate times, and used a short/long rest to practice with their weapon at least once.
 

After many battles with your weapon and practicing in your off time you've become extra proficient with your weapon of choice. Choose a weapon that meets the prerequisites (ex. "greatsword", "club", "crossbow")

With your chosen weapon you gain +1 to attack and damage (this is different from simply being a +1 weapon as you do not deal magic damage) and your weapon gains a special ability as listed below:

Battleaxe: your battleaxe now has the helm splitter property, when you score a critical hit on your opponent their AC drops by 2 (if they're wearing a helm it splits off their head) until the battle ends or if they equip a new helm.

Blowgun: your blowgun loses the loading property and your normal ammunition now does 1d4 poison damage with a 10 + (your proficiency) DC CON save to be poisoned.

Boomerang: your boomerang now comes back when you hit as well as when you miss and has a chance to stun your opponents (10 + your proficiency DC DEX save).

Club: you may now use a reaction to hit back projectiles with a range of 15-30 ft for 1d4 (whatever the projectiles' damage type was).

Crossbows: your crossbows now lose the loading property and gain the piercing property (your bolts can pierce through 1 wall/enemy/obstacle).

Dagger: your dagger gains the precise striking property making it ignore resistances and immunities.

Dart: your dart gains the bullseye property making its critical hits do quadruple damage.

Double-Bladed Scimitar: the special property now allows you to do 2 bonus attacks instead of 1.

Flail: your flail may not be parried now.

Glaive: your glaive now does 2d8 damage and loses the heavy property.

Greataxe: your greataxe now loses the heavy property and gains the sweeping edge property (your attack now ALWAYS attacks 3 squares, 2 to the sides of the creature you're attacking).

Greatclub: your greatclub now has the versatile property (1d8 one-handed and 1d10 two-handed).

Greatsword: your greatsword loses the heavy property and gains the versatile property (1d10 one-handed and 2d6 two-handed)

Halberd: your halberd loses the heavy property and does double damage to mounted enemies.

Handaxe: your handaxe gains the shield splitter property (if the target has a shield and blocks your attack the target's shield is split and becomes unusable).

Javelin: your javelin gains the piercing property and gains +2 attack.

Lance: your lance loses its special property and you effectively has the charger feat when you're mounted. 

Light Hammer: your light hammer gains the returner property (it comes back after you throw it).

Longbow: your longbow loses its heavy property and gains the bullseye property making its critical hits do quadruple damage.

Longsword: your longsword may now be used two-handed while using a shield and you still reap the benefits of the shield.

Mace: when you roll a 6 for your damage roll the target must make a 15 + (your proficiency) DC CON save or be knocked unconscious.

Maul: your maul loses its heavy property and gains the stumble property making anything you successfully hit not able to move until the end of your next turn.

Morningstar: your morningstar gains the pushback property making anything you successfully hit get pushed back 5 ft.

Net: your net's special ability is completely revamped "A huge or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are gargantuan or larger. A creature can use its action to make a DC 10 + (your proficiency) Strength check, freeing itself or another creature within its reach on a success. Dealing 20 slashing damage to the net (AC 10 + your proficiency) also frees the creature dealing the same damage to the creature, ending the effect and destroying the net." and is now considered a melee weapon.

 Pike: your pike loses the heavy property and gains a throwing range of 10/40.

Quarterstaff: your quarterstaff gains the thrower property (anything you successfully hit you can have a grapple check against them to throw them into any unoccupied space within 10 ft of you).

Rapier: your rapier may not be blocked by a shield.

Scimitar: your scimitar acts as a +1 scimitar.

Shortbow: if you roll a 6 for your damage a limb of your target is pinned by your arrow with a 10 + (your proficiency) DC STR save to free themselves per arrow.

Shortsword: your short sword acts as a +1 shortsword.

Sickle: your sickle gains the reaper property (if you could kill an enemy with max damage you may instantly kill them if you hit regardless of your damage roll).

Sling: your sling does double damage to creatures of large size and bigger.

Spear: your spear now has the reach property.

Trident: if you roll a 6 for a thrown tridents damage the target is pinned and must roll a 15 + (your proficiency) DC STR save to pull the trident out and your trident acts as a +1 trident in rain or underwater.

War pick: your war pick does double damage to constructs.

Warhammer: your warhammer gains the stumble property making anything you successfully hit not able to move until the end of your next turn.

Whip: you may now use your whip to grapple enemies you hit and swing across gaps.

Yklwa: your yklwa now has the piercing property and pinning property (if you roll an 8 for thrown damage your target is pinned and must make a 10 + (your proficiency) STR save to remove the yklwa).

Weapon Specialization Image

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