Weapon Specialization Image

You focus your training on mastering certain types of weapons. Understanding their designs and form optimizing their efficiency and how best to use them. Pick a type of weapon as listed below, each weapon is listed according to their types:

Unarmed, Dagger, Club, Spear, Sword, Axe, Flail, Polearm, Hammer, Pick, Dart, Sling, Bow

When you use a weapon of the type chosen you get two benefits:

  • +1 to attack and damage with said weapon
  • When you roll a natural 20 while attacking with one of these types you gain an additional effect on top of doubling its damage depending on the type. Any DC’s need are equal to 8 + prof. + Dex or STR mod. Depending on the modifier the weapon uses.

Types

Weapons

Critical hit

Unarmed

Unarmed strike

The target must succeed on a Con saving throw or lose their reaction intel their next turn.

Dagger

Dagger, sickle

The target begins to bleed taking 1d4 damage at the start of each of its turns, making a DC Con saving throw to end the effect at the end of its turn. (doesn’t effect creatures that don’t bleed)

Club

Club, Greatclub, mace, quarterstaff

The target must make a Str saving throw or be pushed back 10ft.

Spear

Javelin, spear, Lance, trident

The target must make a Con saving throw or the next attack or Str/Dex related ability check the target makes is made with disadvantage.

Sword

Greatsword, longsword , Rapier, scimitar, shortsword

The target must make a Dex saving throw or the next attack made against the creature has advantage.

Axe

Hand axe, battleaxe, Great axe

Choose a creature adjacent to the target. Roll a d20 + Str mod, if it hits the AC of the creature it takes damage equal to your Str mod.

Flail

Flail, morning star, whip

The target must make a Str saving throw or be knocked prone.

Polearm

Glaive, Halberd, pike

The target makes a Str saving throw on a fail you can move it 5ft in any direction.

Hammer

Light hammer, maul, warhammer

The target must make a Str saving throw or be knocked prone.

Pick

War pick

When doubling damage dice also double your Str mod damage.

Dart

Dart, blow gun

The target begins to bleed taking 1d4 damage at the start of each of its turns, making a DC Con saving throw to end the effect at the end of its turn. (doesn’t effect creatures that don’t bleed)

Sling

Sling

The target must make a Con saving throw or become stunned intel then end of your next turn.

Bow

Crossbow, shortbow, hand crossbow, heavy crossbow, long bow

If the target is adjacent to a surface it gets stuck to the surface by the arrow/bolt. The creature is considered grappled and must use an action to attempt to free its self, making a DC Athletics (str) check .

Weapon Specialization Image

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