Weapon Master II Image

This feat replaces the Weapon Master feat.

You have practiced extensively with a variety of weapons, and learned special techniques that give you an edge in battle. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose three simple or martial weapons. You gain proficiency with these weapons.

Additionally, you gain a special weapon maneuver, chosen from the list below.

  • Wide Arc. When you make an attack roll with a slashing weapon, you may choose to target two creatures within your reach instead of one. This attack uses the same attack roll for both targets and deals half damage to each target.
  • Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the tip of a piercing weapon you are holding into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer. Additionally, while you are holding a piercing weapon you have advantage on saving throws to catch yourself while falling if there is a wall within your reach.
  • Sunder Armor. As an action or bonus action, you can make a single attack roll with a bludgeoning weapon against an armored or naturally armored creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor, unless your weapon is also magical.
  • Repel Charge. As an action while you are holding a weapon with the reach property, you can set this weapon against a charge. If a creature moves at least 20 feet in a straight line towards you and attacks you, you may use your reaction to make an attack with this weapon. If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone.
  • Mounted Charge. While you are mounted and wielding a lance, if you move at least 20 feet in a straight line immediately before hitting a creature with an attack with this weapon, the target takes an extra 1d12 piercing damage and must make a Strength saving throw. On a failure, you do not provoke opportunity attacks from the target until the end of this turn and the target falls prone.

You can select this feat multiple times. Each time you do so, you must choose different weapons and a different maneuver.

Weapon Master II Image

Comments

Posts Quoted:
Reply
Clear All Quotes