Specialist Weapons
When you choose this archetype at 3rd level, you begin to master a specific set of weapons. Choose three weapons with which you are proficient to be your specialist weapons. While wielding a specialist weapon, you can roll a d6 in place of its normal damage. When you reach 7th level, the size of this die increases to 1d8, and again at 15th level, it increases to 1d10.
Additionally, when you take the Attack action and miss with a weapon attack made using a specialist weapon, you can use your reaction to make one additional attack with the same weapon. Do not add your ability modifier to the damage of this attack.
Weapon Familiarity
Also at 3rd level, you learn how to most efficiently handle your weapons. You can choose to stow a weapon you are currently holding and draw a different one that's on your person after you make an attack with a specialist weapon. You also do not need a free hand to retrieve ammunition for your specialist weapons.
Show of Skill
Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a specialist weapon when you make a Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail.
Swift Strike
At 10th level, when you take the Attack action and make a weapon attack using a specialist weapon, you can choose to move up to 5 feet without provoking opportunity attacks. You can only move this way once per turn.
Unerring Precision
At 15th level, your training has granted you an edge, even in the worst of circumstances. Once per turn, when you make an attack roll with a specialist weapon at disadvantage, you can add 1d6 to the result of the attack roll.
Perfect Assault
At 18th level, when you make a weapon attack with a specialist weapon on your turn, you can choose for the attack to automatically hit. Once you cause an attack to hit in this way, you cannot do so again until the start of your next turn.
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