You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with 2 weapons of your choice. Each one must be a simple or a martial weapon.
- Weapon Mastery Properties.
Cleave If you hit a creature with a melee weapon attack, you can make a second attack against a creature within 5 feet that is also within your reach. When you hit with the second attack, you can roll your weapon’s damage, but you don’t add your ability modifier unless it’s negative. Greataxe, Halberd Graze If you miss a creature with your weapon, you deal damage equal to the ability modifier you used to make the roll. Glaive, Greatsword Nick You can make an additional attack against a target creature if your first attack was made while wielding two Light weapons. Dagger, Light Hammer, Scimitar, Sickle Push You can launch a creature you hit (up to a Large size) 10 feet away from you. Greatclub, Heavy Crossbow, Pike, Shotgun, Warhammer Sap An enemy you hit has Disadvantage on their next attack roll before the start of your next turn. Antimatter Rifle, Flail, Longsword, Mace, Morningstar, Revolver, Spear, War Pick Slow When you hit a creature and deal damage, you can reduce its Speed by 10 feet until the start of your next turn. Automatic Rifle, Club, Hunting Rifle, Javelin, Laser Rifle, Light Crossbow, Longbow, Musket, Sling, Whip Topple When you hit a creature, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency Bonus. Battleaxe, Lance, Maul, Quarterstaff, Trident Vex When you hit a creature and deal damage, you gain Advantage on your next attack roll before the end of your next turn. Blowgun, Dart, Hand Crossbow, Handaxe, Laser Pistol, Pistol, Rapier, Semiautomatic Pistol, Shortbow, Shortsword







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