Martial Feats in Svalskogenheim | World Anvil

Martial Feats

Axeman

You're a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the handaxe, battleaxe, and greataxe.
  • When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack with an axe.
  • When the weapon damage die result of an attack made with an axe does not show a maximum result, you deal an additional 1 point of damage with the attack.
 

Blunt Weapon Master

You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply only to the club, greatclub, mace, flail, maul, and warhammer.
  • When you damage a creature with any of the listed weapons, their speed is reduced by 5 feet until they regain hit points. The effect of this feature is not cumulative with itself.
  • When you roll damage for any of the listed weapons, you deal an additional 1 damage if a damage die shows maximum result.
  • If a damage die of any of the listed weapons shows a result of 1, you can instead treat the result as the maximum of the die. You can use this feature 3 times and you regain all expended uses when you complete a long rest. You must choose to use this feature before the DM announces the result of the damage.
 

Crossbow Expert

]Thanks to extensive practice with the crossbow, or a recently emerged talent, you gain the following benefits:
  • You ignore the loading property of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
  • You may use a bonus action to attack with a loaded light crossbow.
 

Dervish

Standing still is boring! You’re always on the move.
  • Your speed increases by 5 feet.
  • When you hit a creature with a melee attack, you can move 5 feet at no movement cost as part of the attack.
  • When you hit a creature with a melee attack that you have not already attacked on your current turn, you deal additional damage equal to your proficiency bonus.
 

Dual Weilder

You have come to learn how to best fight with two weapons at the same time. This gives you the following benefits for weapons you are proficient with:
  • You gain +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even if the one-handed weapons you are wielding aren’t Light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • You can distract you foe with one of your weapons to make then forget about the other. If you take no action with one of the weapons on your turn, the next attack you make with that weapon has advantage, so long as you are fighting the same enemy.
  • You do not apply negative ability modifiers to hit when wielding two weapons with the Finesse property.
 

Fencer

Prerequisite: Dexterity 13+
Whether innate or brought on by years of practice, you have learned to use weapons to guide the flow of combat. While you are wielding an arming sword, dagger, longsword, main gauche, rapier, or shortsword (collectively fencing weapons), AND are in light, medium or no armour you can use the following special abilities (proficiency bonus/short rest):
  • Parry - When wielding a fencing weapon with which you are proficient, and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  • Riposte - When a creature misses a melee attack against you, you can use your reaction to make one fencing weapon attack against the creature if it is within your reach.
  • Thrust - When you hit a creature with a fencing weapon attack, you can move yourself and the creature 5 feet in any direction as long as you remain within 5 feet of one another.
 

Great Weapon Wielder

You have learned how to control the weight of a weapon and use it to your advantage, letting its momentum empower your strikes. You gain the following benefits:
  • 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.[l/i]
  • Before you make a melee attack with a melee weapon that you are proficient with, and that has the Heavy or Two-Handed property, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
 

Heavily Armoured

Prerequisite: Proficiency with Medium Armor.
Your time in armour has helped you be able to wear heavier and heavier protection. You gain the following benefits:
  • Increase your Strength, Dexterity, or Constitution score by 1 to a maximum of 20.
  • Increase a single ability score saving throw (Str, Dex, Con, Int, Wis, or Cha) by 1.
  • You gain proficiency with heavy armour.
 

Heavy Armor Expert

Prerequisite: Proficiency with Heavy Armor.
You have learned to use your armour to deflect strikes and minimize damage that would kill others. You gain the following benefits:
  • Increase a single Ability Score by 1 to a maximum of 20.
  • Increase a single ability score saving throw (Str, Dex, Con, Int, Wis, or Cha) by 1.
  • While you are wearing heavy armour, damage that you take is reduced by 2. This does not apply from damage from a critical hit.
 

Lightly Armoured

You have learned through training or discovered your natural ability to use light armour to maximal effect. You gain the following benefits:
  • Increase your Strength, Dexterity, or Constitution by 1 to a maximum of 20.
  • Increase a single ability score saving throw (Str, Dex, Con, Int, Wis, or Cha) by 1.
  • You gain proficiency in light armour.

IF, you had proficiency in light armour prior to taking this feat, you gain the following benefits when you take this feat.
  • When wearing light armour you gain an additional +1 AC.
  • While you are wearing light armour, damage that you take is reduced by 1
 

Martial Adept

From your adventures or extensive training you have awakened in you the ability to perform special combat manoeuvres. You gain the following benefits:
  • You gain proficiency in a single weapon of your choice, or the shield.
  • You learn two manoeuvres of your choice from among those available to the Battle Master archetype in the fighter class. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain two more: otherwise, you have three superiority dice, which are a d6. These dice are used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
 

Medium Armour Expert

Prerequisite: Proficiency with Medium Armor.
You have become so practiced at moving in medium armour or have shown such a natural talent for it that you are able to work around its limitations. You gain the following benefits:
  • Increase a single ability score saving throw (Str, Dex, Con, Int, Wis, or Cha) by 1.
  • Wearing medium armour doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium or light armour, you can increase the Dex cap by 1.
  • While wearing medium armour, damage that you take is reduced by 1.
 

Moderately Armoured

You have learned through training or natural ability to use medium armour and shields to maximal effect. You gain the following benefits:
  • Increase your Strength, Dexterity, or Constitution by 1 to a maximum of 20.
  • Increase a single ability score saving throw (Str, Dex, Con, Int, Wis, or Cha) by 1.
  • You gain proficiency in medium armour and shields.
 

Polearm Master

You have learned or have the natural ability to masterfully manipulate a polearm to keep enemies at bay and use the reach of the weapon to maximal effect. You gain the following benefits:
  • If an enemy is about to enter your reach, and you are wielding a polearm, spear, trident, or quarterstaff, you may use your reaction to perform a Charisma (Intimidation) check vs. the enemy’s Wisdom (Insight). A successful check means that the enemy will not enter the character’s melee range. Either they will stop dead in their tracks or pick another target. The DM can arbitrate that this is not possible dependent
  • When you take the Attack action and attack with only a polearm, spear, trident, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a polearm, spear, trident, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
 

Precision Attacker

You have learned how to maximize your ability to deal damage to your opponent. You gain the following benefits: Once per turn, when you roll damage for an attack, you can roll twice for attack’s damage dice and use either total. Whenever you roll damage, you may increase the size of 1 of your damage dice to the next higher size (up to 1d12). This means that damage grows in the following way: 1 point of damage grows to 1d4, 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12. In the case of 1d12 (as with the Greataxe), the damage roll becomes (1d8+1d6). Also note: The player is only allowed to increase 1 die so if they have weapon that does 2d4 it would now do (1d6+1d4) and if they are casting a fireball, only 1 of the damage dice will change to a d8.}  

Sharpshooter

You have mastered or awakened a mastery of ranged weapons and can make shots that others find impossible. You gain the following benefits:
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
 

Shield Champion

You learned, or have unlocked your natural ability, to use shields not just for protection but for offense. You gain the following benefits when wielding a standard shield or larger:
  • If you take the Attack action on your turn, you can use a bonus action to Shove or to do 1d4 bludgeoning damage to a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • lf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
 

Weapon Expert

A broad range of experiences have opened your mind and your abilities giving you a deeper understanding and allowing you to use a wider range of weaponry. You gain the following benefits:
  • Increase one of your Ability Scores by 1, to a maximum of 20.
  • Increase a single ability score saving throw (Str, Dex, Con, Int, Wis, or Cha) by 1.
  • You gain proficiency with four weapons of your choice. Proficiency with shields may be one of your choices.
 

Defensive Weapon Master

While you are wielding a shield or one or more defensive weapons, you gain the following benefits:
  • You can use a bonus action to protect a creature within 5 feet of you. Until the start of your next turn, the first attack roll made against that creature has disadvantage if you can see the attacker. This benefit ends early if you are incapacitated or your speed drops to 0.
  • When you take the Dodge action on your turn, you can spend one Hit Die to steel yourself. Roll the die, add your Constitution modifier, and gain a number of temporary hit points equal to the total (minimum 1).
 

Dverg Combat Expert

Whether you were born a dwarf or not, you are trained in their military methods and have mastered the use of axes and hammers in combat. You gain the following benefits:
  • When you make a weapon attack with a battleaxe or warhammer you are wielding in two hands and beat the creature’s AC by 5 or more, you deal an additional 1d6 damage.
  • When you are wielding a battleaxe or warhammer in one hand, you use the damage die as if you were wielding it with two hands.
  • The first time you make a thrown weapon attack with a handaxe or light hammer in normal range against creatures Large or larger on a turn, you have advantage on the attack roll.
  • Battleaxes, handaxes, light hammers, and warhammers count as having the defensive weapon property when you wield them.
 

Aelf Combat Expert

Whether you were born an elf or not, you are trained in their military methods and have mastered the use of swords and bows in combat. You gain the following benefits:
  • Longswords count as having the defensive and finesse weapon properties when you wield them, and qualify as a fencing weapon.
  • When you are wielding a longsword or shortsword, you can use a bonus action on your turn to enter an agile stance. The first melee attack against you before the start of your next turn has disadvantage.
  • When you make a weapon attack with a shortbow or longbow and beat the creature’s AC by 5 or more, you deal an additional 1d6 damage.
 

Staff Master

While you are wielding a bo staff, club, greatclub, or quarterstaff and no other weapons, you gain the following benefits:
  • As a bonus action on your turn, you can take a defensive stance, gaining a +1 bonus to AC until the start of your next turn.
  • As a bonus action on your turn, you can make a melee attack against a creature one size larger than you or smaller. On a hit, you deal no damage but instead push the creature 5 feet or knock it prone.
  • The first time you score a critical hit on a creature on a turn, it is incapacitated until the end of its next turn.
 

Stylized Fighter

You have learned to specialize in a particular method of combat. You gain the following benefits:
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You choose and learn one Fighting Style option of your choice among those available to the fighter class.
 

Thrown Weapons Master

You have mastered the art of throwing weapons. You gain the following benefits:
  • The normal and long range of thrown weapons is doubled for you.
  • You draw an additional thrown weapon beyond that which is considered free (as per chapter 9, Combat, Player’s Handbook). You can do this before each weapon attack you make if you have the free hand to do so.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you take the Attack action and make only ranged weapon attacks with thrown light weapons on your turn, you can use a bonus action to make two ranged weapon attacks with thrown light weapons. These two ranged attacks cannot target the same creature.
 

Whip Master

You have extensive training with whip like weapons and have learned a handful of tricks useful in combat. You gain the following benefits:
  • Once per turn when you deal damage with a whip or weighted chain to a creature that is no more than one size larger than you, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failure, you choose whether the creature drops one object of your choice that it’s holding, falls prone, or has its movement speed reduced to 0 until the start of your next turn.
  • When you take the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a whip or weighted chain you are holding.
 

Blade Mastery

You master the shortsword, longsword, scimitar, rapier and greatsword. You gain the following benefits when using any of them:
  • You gain +1 to attack rolls you make when wielding these weapons.
  • On you turn, you can using your reaction to enter a parrying stance provided you have a weapon in hand. Doing so grants +1 bonus to your AC until the start of next turn, or until you’re not holding the weapon.
  • When you make an opportunity attack with these weapons, you do so with advantage.
 

Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer and maul. You gain the following benefits when using them:
  • You gain a +1 bonus to attack rolls with these weapons.
  • Whenever you have advantage on any melee attack roll with these weapons and hit, you can knock the target prone if the lower of the two d20 rolls would have also hit the target.
  • Whenever you have disadvantage on any melee attack roll with these weapons but the attack misses, the target takes bludgeoning damage equal to your Strength modifier if the higher of the two d20 rolls would have hit.
  • If you use the Help action to aid an ally’s melee attack whilst wielding one of these weapons you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally also gains a +2 bonus to the attack if the target is using a shield.
 

Knife Mastery

You have mastered sticking a blade into just the right spot. You master the dagger, main gauche, throwing knife and small knife. You gain the following benefits when wielding them:
  • You gain a +1 bonus to attack rolls with these weapons.
  • Whenever you score a critical hit, you may add an additional 1d6 to the damage.
  • Whenever you have disadvantage on any melee attack roll with these weapons but the attack misses, the target takes piercing damage equal to your Dexterity modifier and start Bleeding if the higher of the two d20 rolls would have hit.
  • At all times you are considered to be carrying a small knife (unless strip searched) and it is always armed if you have a free hand. If you hit a surprised opponent with a small knife, it is considered to be a dagger instead.
 

Flail Mastery

The flail is a tricky weapon to use but you have spent countless hours mastering it. You gain the following benefits:
  • You gain a +1 bonus to attack rolls made with a flail.
  • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over your targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
  • When you hit with an opportunity attack using a flail, your target must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
 

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.
  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with spears by 5ft or your range with spears by 10ft for the rest of your turn.
 

Sentinel

You have learned techniques or unleashed your innate ability to exert greater control over the battlefield. You gain the following benefits:
  • You may use either your Bonus Action or your reaction for an opportunity attack. This means that you may be able to perform a second opportunity attack on the same turn if you have your reaction or bonus action left and the opportunity attack is triggered.
  • Creatures within melee range provoke an opportunity attack even if they take the Disengage action before leaving your reach.
  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • When a creature within melee range of you makes an attack against a target other than you, you may make an Opportunity Attack against the attacking creature.


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