Weapon Mastery Image

You have mastered a weapon of your choice. Gain one of the following weapon masteries.

(You must be already proficient with the weapon to be able to use its mastery feature.)

Practice breeds Improvement, Improvement Breeds Perfection, and Perfection Breeds Mastery.

 

Battleaxe Mastery (Whirl)
You can use Whirl as a bonus action with a longsword to attack all creatures within your melee range.

Club Mastery (Bash)
When you attack a creature with a mace of your size or less, you can also push them back 10 feet.

Crossbow, any Mastery (Wound)
Once per round, When successfully landing a hit with a Crossbow you reduce the speed of the target by half until the end of your next turn.

Dagger Mastery (Backstab)
If you are hidden from the target and are out of sight. When you attack with a dagger you can treat your opponent as if they have 10AC (This function also works with a Rogue's sneak attack as long as it's with a Dagger.)

Dart Mastery (Backstab)
If you are hidden from the target and are out of sight. When you attack with a dart you can treat your opponent as if they have 10AC (This function also works with a Rogue's sneak attack as long as it's with a Dart.)

Double-Bladed Scimitar Mastery (Quick Swing)
After you miss an attack with a Double-Bladed Scimitar Mastery you can roll for the attack again and have to use the new score.

Flail Mastery (Quick Swing)
After you miss an attack with a flail you can roll for the attack again and have to use the new score.

Glaive Mastery (Longer Reach)
Your melee range with a Glaive extends an additional 5ft.

Greataxe Mastery (Ready Stance)
While you are wielding a Greataxe, a target provokes an opportunity attack from you when they enter your reach.

Greatsword Mastery (Ready Stance)
While you are wielding a Greatsword, a target provokes an opportunity attack from you when they enter your reach.

Greatclub Mastery (Heavy Hitter)
When successfully landing a critical hit on a creature one size larger than you or less, the target must make a DC12 Constitution saving throw or be knocked Unconscious.

Halberd Mastery (Ready Stance)
While you are wielding a Halberd, a target provokes an opportunity attack from you when they enter your reach.

Handaxe Mastery (Remarkable Aim)
When throwing a Handaxe at a target in range you have advantage, and at long range you don't have disadvantage.

Javelin Mastery (Remarkable Aim)
When throwing a javelin at a target in range you have advantage, and at long range you don't have disadvantage.

Lance Mastery (Refined Stance)
You no longer have disadvantage on attacks against targets within 5ft of you, and you also gain advantage on attacks against targets 10ft away from you.

Light Hammer Mastery (Remarkable Aim)
When throwing a Light Hammer at a target in range you have advantage, and at long range you don't have disadvantage.

Longbow Mastery (Precision Shot)
As a bonus action before attacking with a shortbow, you can choose one target for a 17-20 to count as a critical until the end of your turn.

Longsword Mastery (Whirl)
You can use Whirl as a bonus action with a longsword to attack all creatures within your melee range.

Mace Mastery (Bash)
When you attack a creature with a mace of your size or less, you can also push them back 10 feet.

Maul Mastery (Heavy Hitter)
When successfully landing a critical hit on a creature one size larger than you or less, the target must make a DC12 Constitution saving throw or be knocked Unconscious.

Morningstar Mastery (Armor Break)
Once per round, when you successfully attack with a morningstar, reduce the opponent's AC by 2 until the end of your next turn.

Net Mastery (stronger Knots)
When a target is restrained by your Net they must succeed on a DC15 Strength check inorder to break free.

Pike Mastery (Longer Reach)
Your melee range with a Pike extends an additional 5ft.

Quarterstaff Mastery (Full Sweep)
as a bonus action with a quarterstaff you deal all adjacent creatures 1d4 damage and knock them prone if they are one size smaller than you or less.

Rapier Mastery (Disarm)
As an action on your turn you can disarm a target creature with your rapier.

Scimitar Mastery (Dismember)
When you successfully land a critical with a scimitar you can permanently disarm the target creature.

Shortbow Mastery (Quick Draw)
As a bonus action with a shortbow you can fire one more shot as if you took the attack action.

Shortsword Mastery (Control)
While a shortsword is used in your offhand, you can use it to attack twice with your bonus action instead of once.

Sickle Mastery (Dismember)
When you successfully land a critical with a scimitar you can permanently disarm the target creature.

Sling Mastery (Knock Giants)
When successfully landing a critical hit on a creature one size larger than you or more, the target is knocked Unconscious.

Spear Mastery (Longer Reach)
Your melee range with a Spear extends an additional 5ft.

Trident Mastery (Pin)
When you successfully throw the trident at a creature they cannot move until the trident is retrieved or they succeed on a DC14 Strength check to remove the Trident.

Warhammer Mastery (Heavy Hitter)
When successfully landing a critical hit on a creature one size larger than you or less, the target must make a DC12 Constitution saving throw or be knocked Unconscious.

Warpick Mastery (Wound)
Once per round, When successfully landing a hit with a Warpick you reduce the speed of the target by half until the end of your next turn.

Whip Mastery (Longer Reach)
Your melee range with a whip extends an additional 5ft.

Yklwa Mastery (Remarkable Aim)
When throwing a Yklwa at a target in range you have advantage, and at long range you don't have disadvantage.

Previous Versions

Name Date Modified Views Adds Version Actions
10/8/2022 1:54:40 AM
3
1
--
Coming Soon
10/8/2022 2:09:20 AM
2
1
--
Coming Soon
Weapon Mastery Image

Comments

Posts Quoted:
Reply
Clear All Quotes