Master At Arms (5e Feat)

From D&D Wiki
Jump to navigation Jump to search


Master At Arms

Prerequisites: Strength or Dexterity 13 or higher
You are deft in combat using a multitude of weapons, by choice or necessity.

You gain +1 to all melee weapon attack rolls. Each round, you may switch your weapon as a bonus action.

After switching to a different weapon in your main hand, if you are proficient with that weapon, you can gain one of the following benefits until the start of your next turn:

  • When you take the Attack action on your turn to deal bludgeoning damage at least once with a melee weapon attack, you can make one grapple as part of this action.
  • When you take the Attack action on your turn to deal slashing damage at least once with a melee weapon attack, you can Help as part of this action.
  • When you take the Attack action on your turn to deal piercing damage at least once with a melee weapon attack, your movement doesn't provoke opportunity attacks until the end of your turn.

You only gain one of these benefits if you did not gain the same one in the previous round.



Back to Main Page5e HomebrewFeats