
Warriors Precision
Prerequisite: Strength or Dexterity 13 or higher
Your unarmed strikes and thrown weapons are imbued with power, allowing you to control your enemies with both precision and overwhelming force. You gain the following benefits:
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Unarmed Strike Enhancement: When you make an unarmed strike, you add your Strength or Dexterity modifier (your choice) to the damage roll in addition to the normal damage.
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Thrown Weapon Mastery: When you throw a weapon (such as a dagger, handaxe, or any weapon with the thrown property), you can add your Strength or Dexterity modifier to the damage of the attack, even if it normally doesn’t.
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Unyielding Assault: When you hit with an unarmed strike or a thrown weapon attack, you can choose to deal extra force damage equal to your proficiency bonus once per turn. You must finish a short or long rest before you can use this ability again.
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Knockdown Strike: When you hit a creature with an unarmed strike or a thrown weapon, you can use your bonus action to attempt to knock the target prone. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone.
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Stunning Impact: When you score a critical hit with an unarmed strike or thrown weapon attack, you can use your bonus action to attempt to stun the target. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be stunned until the end of your next turn.
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Forceful Disarm: When you hit a creature with an unarmed strike or thrown weapon, you can use your reaction to attempt to disarm the target. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or drop one item it is holding.
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Weakening Strike: Once per turn, when you hit a creature with an unarmed strike or thrown weapon, you can choose to weaken the creature’s defenses. The target’s AC is reduced by 2 until the end of its next turn. If the target is already suffering a penalty to its AC, the penalty lasts until the end of its next two turns instead.

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