Weapon Expert (5e Feat)
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Weapon Expert
Prerequisites: See below
Due to your extensive training, you have become an expert at using a certain weapon type. Choose one of the following weapons. You gain the benefits listed for that weapon. You must be proficient in the chosen weapon before you can select it. You can take this feat multiple times, each for a different weapon.
Weapon | Benefit |
---|---|
Battleaxe | You now deal 3d8 slashing damage, instead of 2d8, whenever you land a critical hit. |
Blowgun | You now deal 1d4 piercing damage, instead of 1. You can also poison your needle with an available poison as a bonus action. |
Boomerang | The boomerang returns to you whether you hit or miss. |
Club | Upon landing a critical hit, the hit creature must make a DC 13 Constitution saving throw or become incapacitated until the start of your next turn. |
Dagger | Upon landing a critical hit, you deal 4d4 piercing damage, instead of 2d4. |
Dart | You can make a single attack with a dart as a bonus action. |
Double-Bladed Scimitar | If you use a bonus action to attack, you deal 2d4 + modifier slashing damage, instead of 1d4. |
Flail | Upon landing a critical hit, the hit creature has their AC reduced by 1. This can be ended upon finishing a short or long rest if natural armor, or by repairing the armor. |
Glaive | If you miss with an attack using this weapon on your turn, you add a d6 to the damage roll if you hit with the next attack. |
Greataxe | You deal 1d12+1d6 slashing damage, instead of 1d12, on a hit. |
Greatclub | Upon landing a critical hit, the hit creature must make a DC 13 Constitution saving throw or become stunned until the start of your next turn. |
Greatsword | You score a critical hit on a 19-20 on the d20. |
Halberd | You can use your bonus action to attack a second creature within range. You do not add your modifier to this damage roll. |
Handaxe | Upon scoring a critical hit, you can choose to break the weapon the creature is holding, instead of rolling an additional damage die. |
Crossbow, Hand | You do not suffer disadvantage on the attack roll as a result of being within 5 ft of the target. |
Crossbow, Heavy | When you score a critical hit, your projectile keeps going for the remainder of the normal distance, hitting whatever is behind it and dealing 1d4+Dexterity modifier piercing damage. |
Javelin | Your normal and long ranges are doubled for throwing. |
Lance | You no longer suffer disadvantage as a result of being within 5 ft of your target and can use one hand to wield a lance at all times, though you cannot wield two lances at once. |
Crossbow, Light | You now have a normal range of 160 ft, rather than 80 ft. |
Light Hammer | You can use this to aid in crafting items, reducing the necessary time required by 1d4x5 hours. |
Longbow | Your normal and long ranges are now doubled. |
Longsword | As a reaction to a creature missing you with a melee attack, you can make one attack roll against them. |
Mace | If you hit a creature with this weapon, you can attempt to shove them, dealing only bludgeoning damage equal to your Strength modifier. |
Maul | If you land a critical hit against a creature, they must succeed a DC 16 Constitution saving throw or become stunned until the start of your next turn. |
Morningstar | You can deal either bludgeoning or piercing damage. |
Net | You no longer suffer disadvantage whenever you use this. |
Pike | You can now, once per turn, add 5 ft to your reach with this weapon for one attack. |
Quarterstaff | Immediately after taking the attack action with this weapon, you can make another attack as a bonus action, dealing 1d6 bludgeoning damage. |
Rapier | Upon hitting a creature, you may attempt to disarm them. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check, contested against your attack roll. Upon a failure, they drop their held/wielded item and take damage as normal. |
Scimitar | You can make an additional attack as a bonus action after taking the attack action. |
Shortbow | You can add your Strength modifier to the damage roll. |
Shortsword | You score a critical hit on a 19-20 and add your damage modifier in damage again upon scoring a critical hit. |
Sickle | You can attempt to trip a creature. Make an attack roll contested against their Dexterity (Acrobatics) check. Upon a failure, the creature falls prone. |
Sling | You now have a range of 60 ft, rather than 30, when making an attack with this weapon. |
Spear | You gain a +1 bonus to your AC when wielding this weapon with two hands. |
Trident | This weapon now has a range of 100 feet, rather than a normal range of 20 and a long range of 80. |
Ultra-Greatsword | You may ignore the unwieldy property of this weapon when attacking with it. |
War pick | You deal 2d8 piercing damage, rather than 1d8, when you hit with this weapon. |
Warhammer | Upon scoring a critical hit, the target must make a DC 16 Constitution saving throw or become incapacitated until the end of your next turn. |
Whip | You can attempt to trip a creature. Make an attack roll contested against their Dexterity (Acrobatics) check. Upon a failure, the creature falls prone and takes damage as normal. |
Yklwa | This weapon now has the light property. |
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