Hello everyone! I am Spyros K. and I am a third party publisher. For the last year I have been working on a DMs Guild project to create feats for every weapon on DnD 5e presented in Player's handbook. The aim of this book is to make each weapon feel uniqure with different abilities but with an easy way to import in any game. Here is the book that also has a **free** 15 page full size preview:
You have heightened the peculiar ability of knife throwing. You gain the following benefits:
* **Dagger adept.** When you use a dagger to make a ranged weapon attack, its damage die changes from a d4 to a d6. * **Increased range.** The thrown range of the dagger increases to 30 ft. for its short range and 90 ft. for its long range. * **Knife barrage.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. This only applies when you make ranged weapon attacks using daggers. * **Disruptive dagger.** You can toss a dagger to an attacking enemy throwing them off balance. When an enemy creature makes an attack within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Peltast
You can use javelins with abnormal focus and grace. You gain the following benefits:
* **Finesse.** When you make a range weapon attack with a javelin it gains the finesse property * **Increased range.** The thrown range of javelin increases to 60 ft. for its short range. * **Skirmisher.** When you use the Attack action to make a range weapon attack using a javelin you can move up to 10 feet before each attack. This movement doesn’t provoke opportunity attacks. * **Impailing shots** You can use your javelins to pin down your opponents. When you successfully hit a creature in contact with a surface (such as the ground, a wall, or a ceiling) with a thrown javelin you can force it to make it a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, that creature is restrained until the start of your next turn. A creature automatically succeeds if it is Huge or larger. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Shortbow
Point blank shooter
Even though the Shortbow lacks in force you can utilize its small size for close quarters combat. You gain the following benefits:
* **Firing in Melee.** Being within 5 feet of an enemy doesn’t impose disadvantage on your ranged Attack Rolls with a shortbow. * **Close target.** When you make a weapon attack using a shortbow against a creature within 30 feet it scores a critical hit on a roll of 19 or 20. * **Trip attack.** When a creature enters or moves within your reach you can use your reaction to force it to make it a Strength saving throw equal to 8 + your proficiency bonus + your Dexterity modifier. On a failure, that creature falls prone. * **Fatal Shot.** When you successfully hit a prone creature with within 5 feet of you with a shortbow you deal an additional 2d6 piercing damage. You can use this ability a number of times equal to your proficiency bonus, and you gain all expended uses back in a long rest.
Sling
Slingshot Expert
You master the sling weapon and you get the following benefits:
* **Sling adept.** When you use a sling to make weapon attack, its damage die changes from a d4 to a d6. * **Increased range.** When you use a sling, its normal and long range are doubled. * **Slinger's training.** If you are using a sling in one hand and a shield in the other, you can still reload your weapon, even if you don't have a free hand. * **Blinding shots.** During a long rest you can create a number of Mud Ball ammunition equal to your proficiency modifier. Using the attack action, you can make a special ranged attack. On a hit the creature is blinded until the start of your next turn. If you’re able to make multiple attacks with the attack action, this attack replaces one of them. The old Mud Balls lose their properties when you take a long rest to create new ones.
Flail
Flail Mastery
The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.
* **Bypass shield.** Your attack rolls with a flail gain a +2 bonus against any target using a shield or a foe that is protected by a *shield of faith* spell. Additionally, you gain +5 against a creature protected by a *shield* spell. * **Distracting presence.** While holding a flail you can use the Help action as a reaction in response to an ally making an attack roll against a creature withing 5 feet of you. * **Crushing blow.** You can crush the spirit of your opponents as well as their bones. When you successfully hit a creature with a flail you can force it to make it a Wisdom saving throw equal to 8 + your proficiency bonus + your Strength modifier. On a failure, that creature acts like it is affected by the *Slow* spell until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Morningstar
Morningstar specialist
You have mastered the morningstar weapon and can use it to create chaos on the battlefield. You gain the following benefits:
* **Dual nature.** When you make an attack with a morningstar, you can choose to deal bludgeoning or piercing damage instead of the weapon's usual piercing damage. You can make this choice for each attack you make with the weapon. * **Surprise attack.** If you surprise a creature and hit it with a morningstar attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. * **Groundbreaker.** When you miss with an attack using a morningstar attack, you can choose to create difficult terrain in a 15-foot cone starting from the tile the creature you attacked is standing. This terrain lasts until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. * **Demolishing hit.** You can deliver devastating blows with Morningstar, shattering shields, leaving foes defenseless. When you successfully hit a creature with a morningstar you can force it to make it a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength modifier or have its shield shattered. If the target is not holding a shield, it takes an additional 1d8 piercing damage instead. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Pike
Pikeman
You have cultivated your abilities through disciplined training with the pike, mastering its long reach and deadly potential. You gain the following benefits:
* **Assist from afar.** When you use the Help action to aid an ally in attacking a creature, the target can be within your reach instead of within 5 feet of you. Additionally, if you are able to make multiple attacks with the Attack action, you can replace one of them with the Help action. * **Brace.** You can set your pike to receive a charge. If any creature enters or moves within your pike’s reach, you can make an opportunity attack against it with your pike. If the target took the dash action it takes an extra 1d10 piercing damage. You can only take this reaction if you moved no more than half your speed on the previous turn. * **Skewer.** You can use the pike to pierce through multiple targets with a single thrust. When you make a melee attack with a pike against a creature, you can also choose to attack a creature behind your initial target as part of the same attack. The targets must be within your reach and you make a separate attack roll against each target. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest. * **Versatile reach.** As a bonus action on your turn, you can increase your reach with a pike by 5 feet until the start of your next turn. (This benefit has no effect if another feature has already improved your reach.) While this feature is in effect you have disadvantage when you use a pike to attack a target within 5 feet of you.
Trident
Tri-bladed Warrior
The trident is a rarely used weapon, but in your hand it becomes an object to be feared. You gain the following benefits:
* **Trident adept.** When you use a trident, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. * **Three prong stab.** You deal an additional 1d8 piercing damage to creatures that have their speed reduced to 0. * **Stand your ground.** You can pierce the ground with your trident prongs to maintain your balance. While holding a trident you have advantage on ability checks and saving throws against effects that would knock you prone or move you against your will. * **Redirect.** You can trap your foes' attack between your trident prongs directing it at your will. When a Large or smaller creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Crossbow, heavy
Heavy Bolter
You employ the heavy crossbow as a lethal and effective weapon, capable of dealing devastating damage to foes from a distance. You gain the following benefits:
* **Heavy bolts.** Your attacks deal an additional 1d10 + Dexterity modifier piercing damage for each additional attack you gain through the Extra Attack feature. You do not benefit from this feature if you make more than one attack with your action, excluding the *Pierce through* feature. * **Recoil shot.** When you make an attack with a heavy crossbow you can allow the recoil to push you 10 feet away from the attack's target. This movement does not provoke opportunity attacks. * **Blunt shot.** Once per turn, when you hit a medium or smaller creature with a heavy crossbow attack, you may move it five feet away from you in a straight line. * **Pierce through.** Once per turn, when you successfully make a heavy crossbow attack against a creature, you can make an attack roll against every creature in a line directly behind the target as part of the same attack. The line stops at your short range or it can be cut shortly by a large enough object to intercept the bolt (e.g. a column, a wall, a big boulder etc.). You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Weapon of choice just reached the 7th place in the category of Most popular under 5$ in DMs Guild! Thanks everyone that supported or took a look at this weapon filled booklet, your support means so much!
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Hello everyone! I am Spyros K. and I am a third party publisher. For the last year I have been working on a DMs Guild project to create feats for every weapon on DnD 5e presented in Player's handbook. The aim of this book is to make each weapon feel uniqure with different abilities but with an easy way to import in any game. Here is the book that also has a **free** 15 page full size preview:
https://www.dmsguild.com/m/product/430055
Here are some examples:
Knife thrower
You have heightened the peculiar ability of knife throwing. You gain the following benefits:
* **Dagger adept.** When you use a dagger to make a ranged weapon attack, its damage die changes from a d4 to a d6.
* **Increased range.** The thrown range of the dagger increases to 30 ft. for its short range and 90 ft. for its long range.
* **Knife barrage.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. This only applies when you make ranged weapon attacks using daggers.
* **Disruptive dagger.** You can toss a dagger to an attacking enemy throwing them off balance. When an enemy creature makes an attack within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Peltast
You can use javelins with abnormal focus and grace. You gain the following benefits:
* **Finesse.** When you make a range weapon attack with a javelin it gains the finesse property
* **Increased range.** The thrown range of javelin increases to 60 ft. for its short range.
* **Skirmisher.** When you use the Attack action to make a range weapon attack using a javelin you can move up to 10 feet before each attack. This movement doesn’t provoke opportunity attacks.
* **Impailing shots** You can use your javelins to pin down your opponents. When you successfully hit a creature in contact with a surface (such as the ground, a wall, or a ceiling) with a thrown javelin you can force it to make it a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, that creature is restrained until the start of your next turn. A creature automatically succeeds if it is Huge or larger. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Shortbow
Point blank shooter
Even though the Shortbow lacks in force you can utilize its small size for close quarters combat. You gain the following benefits:
* **Firing in Melee.** Being within 5 feet of an enemy doesn’t impose disadvantage on your ranged Attack Rolls with a shortbow.
* **Close target.** When you make a weapon attack using a shortbow against a creature within 30 feet it scores a critical hit on a roll of 19 or 20.
* **Trip attack.** When a creature enters or moves within your reach you can use your reaction to force it to make it a Strength saving throw equal to 8 + your proficiency bonus + your Dexterity modifier. On a failure, that creature falls prone.
* **Fatal Shot.** When you successfully hit a prone creature with within 5 feet of you with a shortbow you deal an additional 2d6 piercing damage. You can use this ability a number of times equal to your proficiency bonus, and you gain all expended uses back in a long rest.
Sling
Slingshot Expert
You master the sling weapon and you get the following benefits:
* **Sling adept.** When you use a sling to make weapon attack, its damage die changes from a d4 to a d6.
* **Increased range.** When you use a sling, its normal and long range are doubled.
* **Slinger's training.** If you are using a sling in one hand and a shield in the other, you can still reload your weapon, even if you don't have a free hand.
* **Blinding shots.** During a long rest you can create a number of Mud Ball ammunition equal to your proficiency modifier. Using the attack action, you can make a special ranged attack. On a hit the creature is blinded until the start of your next turn. If you’re able to make multiple attacks with the attack action, this attack replaces one of them. The old Mud Balls lose their properties when you take a long rest to create new ones.
Flail
Flail Mastery
The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.
* **Bypass shield.** Your attack rolls with a flail gain a +2 bonus against any target using a shield or a foe that is protected by a *shield of faith* spell. Additionally, you gain +5 against a creature protected by a *shield* spell.
* **Distracting presence.** While holding a flail you can use the Help action as a reaction in response to an ally making an attack roll against a creature withing 5 feet of you.
* **Crushing blow.** You can crush the spirit of your opponents as well as their bones. When you successfully hit a creature with a flail you can force it to make it a Wisdom saving throw equal to 8 + your proficiency bonus + your Strength modifier. On a failure, that creature acts like it is affected by the *Slow* spell until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Morningstar
Morningstar specialist
You have mastered the morningstar weapon and can use it to create chaos on the battlefield. You gain the following benefits:
* **Dual nature.** When you make an attack with a morningstar, you can choose to deal bludgeoning or piercing damage instead of the weapon's usual piercing damage. You can make this choice for each attack you make with the weapon.
* **Surprise attack.** If you surprise a creature and hit it with a morningstar attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
* **Groundbreaker.** When you miss with an attack using a morningstar attack, you can choose to create difficult terrain in a 15-foot cone starting from the tile the creature you attacked is standing. This terrain lasts until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
* **Demolishing hit.** You can deliver devastating blows with Morningstar, shattering shields, leaving foes defenseless. When you successfully hit a creature with a morningstar you can force it to make it a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength modifier or have its shield shattered. If the target is not holding a shield, it takes an additional 1d8 piercing damage instead. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Pike
Pikeman
You have cultivated your abilities through disciplined training with the pike, mastering its long reach and deadly potential. You gain the following benefits:
* **Assist from afar.** When you use the Help action to aid an ally in attacking a creature, the target can be within your reach instead of within 5 feet of you. Additionally, if you are able to make multiple attacks with the Attack action, you can replace one of them with the Help action.
* **Brace.** You can set your pike to receive a charge. If any creature enters or moves within your pike’s reach, you can make an opportunity attack against it with your pike. If the target took the dash action it takes an extra 1d10 piercing damage. You can only take this reaction if you moved no more than half your speed on the previous turn.
* **Skewer.** You can use the pike to pierce through multiple targets with a single thrust. When you make a melee attack with a pike against a creature, you can also choose to attack a creature behind your initial target as part of the same attack. The targets must be within your reach and you make a separate attack roll against each target. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
* **Versatile reach.** As a bonus action on your turn, you can increase your reach with a pike by 5 feet until the start of your next turn. (This benefit has no effect if another feature has already improved your reach.) While this feature is in effect you have disadvantage when you use a pike to attack a target within 5 feet of you.
Trident
Tri-bladed Warrior
The trident is a rarely used weapon, but in your hand it becomes an object to be feared. You gain the following benefits:
* **Trident adept.** When you use a trident, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
* **Three prong stab.** You deal an additional 1d8 piercing damage to creatures that have their speed reduced to 0.
* **Stand your ground.** You can pierce the ground with your trident prongs to maintain your balance. While holding a trident you have advantage on ability checks and saving throws against effects that would knock you prone or move you against your will.
* **Redirect.** You can trap your foes' attack between your trident prongs directing it at your will. When a Large or smaller creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Crossbow, heavy
Heavy Bolter
You employ the heavy crossbow as a lethal and effective weapon, capable of dealing devastating damage to foes from a distance. You gain the following benefits:
* **Heavy bolts.** Your attacks deal an additional 1d10 + Dexterity modifier piercing damage for each additional attack you gain through the Extra Attack feature. You do not benefit from this feature if you make more than one attack with your action, excluding the *Pierce through* feature.
* **Recoil shot.** When you make an attack with a heavy crossbow you can allow the recoil to push you 10 feet away from the attack's target. This movement does not provoke opportunity attacks.
* **Blunt shot.** Once per turn, when you hit a medium or smaller creature with a heavy crossbow attack, you may move it five feet away from you in a straight line.
* **Pierce through.** Once per turn, when you successfully make a heavy crossbow attack against a creature, you can make an attack roll against every creature in a line directly behind the target as part of the same attack. The line stops at your short range or it can be cut shortly by a large enough object to intercept the bolt (e.g. a column, a wall, a big boulder etc.). You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.
Weapon of choice just reached the 7th place in the category of Most popular under 5$ in DMs Guild! Thanks everyone that supported or took a look at this weapon filled booklet, your support means so much!