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Martial Feats

A collection of feats to allow a more diverse martial playstyle.

Enforcer
Prerequisite: 15 Str
As an enforcer, you've learned ways to apply your strength in unusual ways. You gain the following benefits.
‧ All simple bludgeoning weapons gain the finesse trait for you and their damage die changes to 1d8.
‧ You gain the ability to use your constitution score to determine light armor AC.
‧ Once per short rest, if one of your melee weapon attacks using a bludgeoning weapon deal more than half of
the target's hit point maximum, you can force them to perform a Constitution saving throw or be
incapacitated for one minute. Damaging the creature or using an action to wake him up ends this condition.
‧ Increase your Constitution Score by 1, up to a maximum of 20.
Ability save DC = 8 + your proficiency bonus
+ your Strength Modifier

Starting Out as an Enforcer


As a DM, you can allow a player to take the Enforcer feat at level one
without gaining the third benefit nor the Constitution Increase until they
reach their first Ability Score Improvement which is replaced by the third
benefit and the Constitution Increase of this feat.

Matter Over Mind


Prerequisite: 13 Str
You've learned to channel your physical might into mental prowess, allowing you shrug off will altering effects.
You gain the following benefits.
‧ Increase your Strength by 1, up to a maximum of 20.
‧ You gain the ability to add your Strength modifier to Wisdom saving throws.
‧ If you fail a Wisdom saving throw, you can use your reaction to mentally lash out at the attacker forcing them
to make a Strength saving throw. On a failure they suffer psychic damage equal to your Strength modifier and
you can choose to either make them fall prone or push them away up to 10 feet.
Ability save DC = 8 + your proficiency bonus
+ your Strength Modifier

Tactical Analysis
Prerequisite: 13 Int
You've learned to use your intellect to avoid incoming dangers and study your enemies’ technique. You gain the
following benefits.
‧ Increase your Intelligence by 1, up to a maximum of 20.
‧ You gain the ability to add your Intelligence modifier to Dexterity saving throws.
‧ If you fail a Dexterity saving throw, you can use your bonus action on your next turn to study the aftermath,
giving you advantage the next time you're forced to make a saving throw against the same effect. This benefit
lasts a minute.

Martial Scholar
Prerequisite: 15 Int
As a martial scholar, you've learned ways to study your enemies’ defences to strike more effectively. You gain
the following benefits.
‧ You gain proficiency in Arcana, History, Religion or Nature.
‧ You gain the ability to use your bonus action to find weak spots in your enemy. Make an ability check against
one creature’s AC. This check uses a certain skill according to the type of your target. On a success, you may
add half your Intelligence modifier (rounded up) on all damage rolls and attack rolls of your weapon attacks
against the target's type. This benefit lasts until you are incapacitated or use this feature again.

Skill Creature's Type


Arcana Elementals, Aberrations, Constructs, Oozes
History Humanoids, Giants, Dragons
Nature Beasts, Plants, Monstrosities, Fey
Religion Undead, Celestials, Fiends

Dagger Expert
You've learned all the tricks and techniques for using a dagger. You gain the following benefits.
‧ If you have advantage on an attack using a dagger, you may add an extra d4 on your damage roll.
‧ If you roll a 1 or 2 when rolling for damage while using a dagger you may add it to the damage and roll again.
You can only do this a number of times equal to your proficiency modifier for each attack.
‧ You can draw a dagger as part of making an attack with it.

Master Duelist
You've learned multiple stances to use while fighting without a shield. You may assume one of the following
stances as a bonus action if you aren't wearing a shield and you're wielding a non heavy melee weapon.
‧ Defensive Stance: Gain a +1 to your AC until the start of your next turn for each melee weapon attack you hit.
‧ Aggressive Stance: When you roll a 1, 2 or 3 on a melee weapon damage die you may add it to your damage
and roll again.
‧ Precise Stance: Gain a +2 to to all melee weapon attack rolls until the end of your turn.

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