Grod_The_Giant
2018-09-27, 08:44 PM
Agile Fistfighter
You are a master of fighting without armor or weapons.
You gain +1 Dex.
Your unarmed attacks gain the Finesse tag, and deal 1d4 damage
When not wearing armor or carrying a shield, your base AC becomes 13+Dex.
Blade Mastery
When wielding a shortsword, longsword, scimitar, greatsword, or rapier, you may take one of the following stances each turn:
Parrying Stance: When you are hit by a melee attack, you may use your reaction to roll 1d4 and add it to your AC against that attack, potentially turning the hit into a miss.
Aggressive Stance: Your first attack each round deals an extra 1d4 damage.
Opportunistic Stance: When making opportunity attacks, you may roll 1d4 and add it to your attack roll
Bowman
When wielding a long or shortbow, you may use your bow as an improvised melee weapon with the Finesse tag, dealing 1d4 damage (for a shortbow) or 1d6 (for a longbow). In addition, you may use the following abilities as bonus actions:
Far Shot: You may over-draw your bow. The next bow attack you make before the end of your turn ignores disadvantage for firing at long range.
Manyshot: You may notch an extra arrow. The next bow attack you make before the end of your turn deals an extra die of weapon damage.
Precise Shot: You may take an extra second to aim. The next bow attack you make before the end of your turn ignores half and three-quarters cover.
Cleave
You gain +1 Str or Dex
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
If you hit an opponent with a melee weapon, you may use a bonus action to make a second melee attack against a creature who is both within your reach and adjacent to the original target. If you hit, you deal damage equal to your Strength modifier.
Fell Handed
When wielding an axe or a bludgeoning weapon, you gain the following benefits:
If you reduce an enemy’s hit points to zero, you may make an additional melee attack as a bonus action.
Whenever you have Advantage on a melee attack roll and hit with both dice, you can knock the target prone if it is no more than one size larger than you.
Whenever you have Disadvantage on a melee attack roll and hit with just one die, the target takes damage equal to your Strength modifier.
Fighting Style
You've trained and practiced the combat arts extensively.
Increase your Str, Dex, or Con by 1
Choose one Fighting Style from the Fighter list
Flail Mastery
When wielding a flail or whip, you gain the following benefits:
As a bonus action, you may extend your reach by 5 feet until the start of your next turn.
If you use a Shove action and knock the target prone, you may immediate make a melee attack against them as a free action.
You may treat whips as though they were Light weapons dealing 1d6 damage, and flails as though they were Versatile weapons dealing 1d8 (1d10) damage.
Spear Mastery
When wielding a spear, glaive, or pike, you gain the following benefits
Your target provokes attacks of opportunity for entering your threatened range. If they took a Dash action or moved at least 20ft before doing so, they take an extra die of weapon damage
When wielding a spear, its damage die increases by one step-- 1d8 if being wielded in one hand, and 1d10 if being wielded in two.
As a bonus action, you may attack with the butt of your weapon, dealing 1d4+Str damage.
Throwing Mastery
You've mastered the art of throwing knives, axes, and anything else you can imagine. When using a thrown weapon, you gain the following benefits
Double the range of thrown weapons
Do not take Disadvantage for attacking with a thrown weapon when an enemy is within 5ft.
You may draw a thrown weapon as part of the same action you use to attack with it.
You may draw and throw a light thrown weapon as a bonus action, so long as you have at least one free hand
War Slinger
When wielding a sling, you gain the following benefits:
Increase the sling's damage die to 1d8
You may load and fire a sling without needing a free hand.
After successfully striking a target with your sling, you may cause the stone to ricochet. Make a second attack against a target within 10ft of the original; on a hit, you deal damage equal to your Dexterity modifier.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Pick four simple or martial weapons. You gain proficiency with them, if you were not proficient already. Twice per short rest, when attacking with one of your chosen weapons, you may roll 1d6 and add that value to the attack and damage roll.
You are a master of fighting without armor or weapons.
You gain +1 Dex.
Your unarmed attacks gain the Finesse tag, and deal 1d4 damage
When not wearing armor or carrying a shield, your base AC becomes 13+Dex.
Blade Mastery
When wielding a shortsword, longsword, scimitar, greatsword, or rapier, you may take one of the following stances each turn:
Parrying Stance: When you are hit by a melee attack, you may use your reaction to roll 1d4 and add it to your AC against that attack, potentially turning the hit into a miss.
Aggressive Stance: Your first attack each round deals an extra 1d4 damage.
Opportunistic Stance: When making opportunity attacks, you may roll 1d4 and add it to your attack roll
Bowman
When wielding a long or shortbow, you may use your bow as an improvised melee weapon with the Finesse tag, dealing 1d4 damage (for a shortbow) or 1d6 (for a longbow). In addition, you may use the following abilities as bonus actions:
Far Shot: You may over-draw your bow. The next bow attack you make before the end of your turn ignores disadvantage for firing at long range.
Manyshot: You may notch an extra arrow. The next bow attack you make before the end of your turn deals an extra die of weapon damage.
Precise Shot: You may take an extra second to aim. The next bow attack you make before the end of your turn ignores half and three-quarters cover.
Cleave
You gain +1 Str or Dex
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
If you hit an opponent with a melee weapon, you may use a bonus action to make a second melee attack against a creature who is both within your reach and adjacent to the original target. If you hit, you deal damage equal to your Strength modifier.
Fell Handed
When wielding an axe or a bludgeoning weapon, you gain the following benefits:
If you reduce an enemy’s hit points to zero, you may make an additional melee attack as a bonus action.
Whenever you have Advantage on a melee attack roll and hit with both dice, you can knock the target prone if it is no more than one size larger than you.
Whenever you have Disadvantage on a melee attack roll and hit with just one die, the target takes damage equal to your Strength modifier.
Fighting Style
You've trained and practiced the combat arts extensively.
Increase your Str, Dex, or Con by 1
Choose one Fighting Style from the Fighter list
Flail Mastery
When wielding a flail or whip, you gain the following benefits:
As a bonus action, you may extend your reach by 5 feet until the start of your next turn.
If you use a Shove action and knock the target prone, you may immediate make a melee attack against them as a free action.
You may treat whips as though they were Light weapons dealing 1d6 damage, and flails as though they were Versatile weapons dealing 1d8 (1d10) damage.
Spear Mastery
When wielding a spear, glaive, or pike, you gain the following benefits
Your target provokes attacks of opportunity for entering your threatened range. If they took a Dash action or moved at least 20ft before doing so, they take an extra die of weapon damage
When wielding a spear, its damage die increases by one step-- 1d8 if being wielded in one hand, and 1d10 if being wielded in two.
As a bonus action, you may attack with the butt of your weapon, dealing 1d4+Str damage.
Throwing Mastery
You've mastered the art of throwing knives, axes, and anything else you can imagine. When using a thrown weapon, you gain the following benefits
Double the range of thrown weapons
Do not take Disadvantage for attacking with a thrown weapon when an enemy is within 5ft.
You may draw a thrown weapon as part of the same action you use to attack with it.
You may draw and throw a light thrown weapon as a bonus action, so long as you have at least one free hand
War Slinger
When wielding a sling, you gain the following benefits:
Increase the sling's damage die to 1d8
You may load and fire a sling without needing a free hand.
After successfully striking a target with your sling, you may cause the stone to ricochet. Make a second attack against a target within 10ft of the original; on a hit, you deal damage equal to your Dexterity modifier.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Pick four simple or martial weapons. You gain proficiency with them, if you were not proficient already. Twice per short rest, when attacking with one of your chosen weapons, you may roll 1d6 and add that value to the attack and damage roll.