Weapon Expertise
When you get Expertise with a weapon, you can choose to gain one of the following benefits instead.
Crit: ignore the target's armor and permanently blind one of their eyes.
Crit: while doing nonlethal damage, the target must succeed a Constitution Save vs your Strength Score or be Dazed for one minute.
Crit: you can immediately Grapple the target. If they are already Grappled, you can pin them. If they are already pinned, you can begin to Lockdown or Strangle them.
Crit: against a Grappled opponent, they suffer one Withering. If they are Pinned, they instead take Withering equal to your Strength Bonus. If they are Locked Down, you can remove one of their limbs.
Crit: while wielding a shield, the Target has Disadvantage on attacks against you until they begin their turn out of range of this weapon.
Crit: the victim is knocked Prone as well.
Crit: while wielding a shield, the target subtracts half the damage dealt from the next attack roll it makes before the start of your next turn..
Crit: treat this weapon's damage dice as if they were one step larger. (For d12s, add 1d4 instead).
Crit: the target is dismembered. Roll a d%.
<= Your Level: major dismemberment.
<= Level x 2: minor dismemberment.
<= Level x 4: target Stunned until the bleeding wounds are removed.
More: target Staggered until the bleeding wounds are removed.
Crit: the victim is Staggered until they take a Short Rest.
Crit: one of the target's armor dice becomes a d1 until they repair it.
Crit: the target is considered Grappled by this weapon as they are impaled. At the beginning of each turn on which they are still impaled, they take damage from this weapon.
Crit: both targets suffer the full damage of your crit.
Crit: the target is knocked unconscious. They can succeed a Constitution Save against half the damage dealt (min DC is your level) to be Dazed instead.
Crit: the victim is impaled. They are Grappled by the weapon until it is removed with a Medicine Check of DC equal to the damage done. Removing it deals the same damage again, regardless of success. The victim can rip themselves free of the impalement as an Action, but doing so deals double the original damage.
Crit: the target's speed is halved until the end of your next turn.
Crit: both targets suffer the full damage of your crit.
Crit: the target has Disadvantage on the next Saving Throw they make against one of your spells before the end of your next turn.
Crit: in addition to the usual effects, you can immediately succeed a Grappling check against the target if they are within range.
Crit: your ray bounces off of your target toward another one within range that you can see, subjecting them to the same attack.
Crit: the damage is not halved.
Personal Weapons
Thrusting
Find the Gap
You are an expert at bypassing enemy armor. Standard: when you beat a target's AC by more than 3 with this weapon, you bypass all of their armor.Crit: ignore the target's armor and permanently blind one of their eyes.
Smashing
Keep the Peace
You are an expert at subduing opponents nonlethally. Standard: when you deal nonlethal damage with this weapon, it is maximized.Crit: while doing nonlethal damage, the target must succeed a Constitution Save vs your Strength Score or be Dazed for one minute.
Leverage
You are an expert at using your weapon as a lever in grappling. Standard: you have Advantage on Lockdown and Strangle Checks while you are wielding this weapon.Crit: you can immediately Grapple the target. If they are already Grappled, you can pin them. If they are already pinned, you can begin to Lockdown or Strangle them.
Slashing
Dismembering Lock
You are an expert at dismembering Pinned opponents. Standard: whenever you succeed a Grapple Check while wielding this weapon, the opponent takes damage as if struck by this weapon.Crit: against a Grappled opponent, they suffer one Withering. If they are Pinned, they instead take Withering equal to your Strength Bonus. If they are Locked Down, you can remove one of their limbs.
Side Weapons
Thrusting
Sword and Board
Your expertise lets you protect yourself while threatening your foes. Standard: your attacks with this weapon do not hinder your usage of a shield.Crit: while wielding a shield, the Target has Disadvantage on attacks against you until they begin their turn out of range of this weapon.
Slashing
Nimble Assault
Your expertise lets you maneuver into advantageous positions. Standard: after you make an attack roll with a light piercing weapon, you can move up to 5ft as part of that attack without provoking Opportunity Attacks. If you beat the target's AC by more than 3, then you can move into their space, pushing them back. Crit: the target cannot take Reactions until the end of your next turn.Smashing
Winding Smack
Your expertise allows you to keep opponents off balance. Standard: when you deal damage with this weapon, the victim's movement speed is reduced by 10ft until the end of their next turn.Crit: the victim is knocked Prone as well.
Primary Weapons
Thrusting
Porcupine
Your expertise allows you to impale foes while safe behind your own shield. Standard: this weapon does not hinder your usage of a shield. When you deal damage with an attack while wielding a shield, you gain a cumulative +1 to your AC vs the damaged opponent until the end of your next turn.Crit: while wielding a shield, the target subtracts half the damage dealt from the next attack roll it makes before the start of your next turn..
Impale
You are an expert at impaling your foes. Standard: your attacks with this weapon have +1 Armor Piercing.Crit: treat this weapon's damage dice as if they were one step larger. (For d12s, add 1d4 instead).
Slashing
Bleeding Gash
Your attacks open gaping wounds that are difficult to heal. Standard: when you succeed an attack, the victim suffers Bleeding Wounds equal to your Proficiency.Crit: the target is dismembered. Roll a d%.
<= Your Level: major dismemberment.
<= Level x 2: minor dismemberment.
<= Level x 4: target Stunned until the bleeding wounds are removed.
More: target Staggered until the bleeding wounds are removed.
Smashing
Heavy Hitter
Your skill with this weapon leaves your opponents breathless. Standard: when you deal damage with this weapon, the victim is knocked prone.Crit: the victim is Staggered until they take a Short Rest.
Battlefield Weapons
Thrusting
Puncturing Strike
You expertly puncture your foes' armor. Standard: your attacks with this weapon have +1 Armor Piercing.Crit: one of the target's armor dice becomes a d1 until they repair it.
Reaching Skewer
You expertly keep enemies at a safe distance. Standard: when you damage an enemy, they must attempt a Wisdom or Constitution Save (their choice) against half the damage you dealt (minimum 10 + your level). On failure, they cannot move closer to you until the start of your next turn.Crit: the target is considered Grappled by this weapon as they are impaled. At the beginning of each turn on which they are still impaled, they take damage from this weapon.
Slashing
Cleaving Blow
Your strikes blast through enemies, damaging their allies as well. Standard: when you beat an opponent's AC by more than 3, another opponent who is adjacent to the first and within your reach is subject to the same attack but suffer only half of the original damage.Crit: both targets suffer the full damage of your crit.
Bludgeoning
Knockout Blow
Your blows often render your foes unconscious. Standard: your attacks with this weapon have +1 Concussive.Crit: the target is knocked unconscious. They can succeed a Constitution Save against half the damage dealt (min DC is your level) to be Dazed instead.
Ranged Weapons
Thrown
Pinning Shot
You are an expert at pinning down your targets. Standard: the victim cannot Dash until the end of their next turn.Crit: the victim is impaled. They are Grappled by the weapon until it is removed with a Medicine Check of DC equal to the damage done. Removing it deals the same damage again, regardless of success. The victim can rip themselves free of the impalement as an Action, but doing so deals double the original damage.
Light Projectile
Mobile Warfare
You are an expert at maintaining ideal range. Standard: you do not have Disadvantage when attacking from horseback or other awkward positions (including squeezing, stealthing, tightroping, on a cliffside, etc.)Crit: the target's speed is halved until the end of your next turn.
Heavy Projectile
Piercing Shot
You are an expert at piercing through opponents. Standard: when you beat a target's AC by more than 3, another target within range in a straight line behind them is subject to the same attack, taking half damage if it would still hit.Crit: both targets suffer the full damage of your crit.
Spell Attacks
Touch Spells
Spell Smack
You are an expert at conducting magical energy through your body. Standard: you can make an attack with a single Personal weapon as part of a melee spell attack.Crit: the target has Disadvantage on the next Saving Throw they make against one of your spells before the end of your next turn.
Wrestlemage
Your expertise lets you subdue grappled opponents with magic. Standard: you do not have Disadvantage on Casting Checks while Grappling.Crit: in addition to the usual effects, you can immediately succeed a Grappling check against the target if they are within range.
Ray Spells
Reflective Rays
Your expertise lets you bounce rays off of certain surfaces to get ideal angles. Standard: you can bounce your ray spells off of reflective surfaces to go around cover. Particularly unreflective surfaces, such as dry stone or grass, reduce any damage by half.Crit: your ray bounces off of your target toward another one within range that you can see, subjecting them to the same attack.
Diffracting Rays
Your expertise lets you reshape your rays to fit your needs. Standard: you can half the range and damage of your ray to turn it into a Cone emanating from you, or quarter the range to turn it into a sphere centered on you.Crit: the damage is not halved.