Your skill with a particular set of weaponry has granted you access to special types of maneuvers, called Weapon Arts. These arts allow you to perform special actions in combat while wielding your weapon of choice. When you choose this feat, select two of the weapon specialties below as long as your are proficient with them:
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Battle-axe |
Warcry: As an action, inspire a number of targets equal to your Strength modifier within 30ft, granting them a +2 melee attack bonus on their next attack. |
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Flail |
Sheild-Breaker: As an action, make a strength check against the AC of a target who is wearing armor, on a success their AC decreases by 2 until the armor is repaired or replaced. On a failure, the target takes half as much weapon damage. This effect can only occur on the same target once. |
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Glaive |
Whirlwind: As an action make an attack against a number of targets within range equal to your Strength modifier, taking 1d6 slashing damage on a successful roll. |
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Great Axe |
Warcry: As an action, inspire a number of targets equal to your Strength modifier within 30ft, granting them a +2 melee attack bonus on their next attack.
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Great Sword |
Stomp: Each creature on the ground other than you within 5ft must make a Constitution saving throw DC 8+Proficiency modifier+your Strength modifier. On a failed save they are Stunned until the end of their next turn. After a failure, they are immune to this ability for the next minute. |
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Halberd |
Charge: If you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target takes an additional 1d10 slashing damage on that hit. |
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Lance |
Charge: If you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target takes an additional 1d12 piercing damage on that hit. |
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Longword |
Battle Stance: As a bonus action, increase your AC by 1 until the start of your next turn. |
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Maul |
Crush: As an action, make a strength check against the AC of a target who is wearing armor, on a success their AC decreases by 2 until the armor is repaired or replaced. On a failure, the target takes half as much weapon damage. This effect can only occur on the same target once |
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Morningstar |
Bleed: Targets take an additional 1d4 piercing damage at the start of their next turn after a successful attack. This bleed effect only occurs once per turn. Undead and Constructs are immune to this effect. |
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Pike |
Charge: If you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target takes an additional 1d10 slashing damage on that hit. |
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Rapier |
Piercethrough: Whenever you make an attack against a creature with this weapon you may instead choose to attack two creatures in a 10ft line. Make a separate attack roll for each, rolling a d6 instead of a d8 on a successful attack roll.
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Scimitar |
Blade Dance: As a bonus action, after making an attack with this weapon you may choose to move to another creature within 10ft of you and make another attack without provoking an attack of opportunity from your original target. |
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Short Sword |
Battle Stance: As a bonus action, increase your AC by 1 until the start of your next turn. |
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Trident |
Lunge: Move forwards 5ft and make an attack against 3 creatures in a 10ft cone, rolling a d4 instead of a d6 for damage. |
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War Pick |
Sheild-Breaker: As an action, make a strength check against the AC of a target who is wearing armor, on a success their AC decreases by 2 until the armor is repaired or replaced. On a failure, the target takes half as much weapon damage. This effect can only occur on the same target once. |
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Warhammer |
Crush: Creatures of a size category smaller than yours take an additional 1d8 bludgeoning damage. |
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Whip |
Bleed: Targets take an additional 1d6 slashing damage at the start of their next turn after a successful attack. This bleed effect only occurs once per turn. Undead and Constructs are immune to this effect. |
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