Fell Handed
You’re specialised with either the handaxe, battleaxe, greataxe, warhammer or maul.
You gain the following benefits when one of them:
You gain a +1 bonus to attack rolls you make with the weapon.Whenever you have
advantage on a melee attack roll you make with the weapon and hit, you can knock
the target prone if the lower of the two d20 rolls would also hit the
target.Whenever you have disadvantage on a melee attack roll you make with the
weapon, the target takes bludgeoning damage equal to your Strength modifier
(minimum of 0) if the attack misses but the higher of the two d20 rolls would have
hit.If you use the Help action to aid an ally’s melee attack while you’re wielding
the weapon, you knock the target’s shield aside momentarily. In addition to the
ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if
the target is using a shield.
Blade specialisation
Youre specialised with either the shortsword, longsword, scimitar, rapier, and
greatsword. You gain the following benefits when using one of them:
You gain a +1 bonus to attack rolls you make with the weapon.On your turn, you can
use your reaction to assume a parrying stance, provided you have the weapon in
hand. Doing so grants you a +1 bonus to your AC until the start of your next turn
or until you’re not holding the weapon.When you make an opportunity attack with the
weapon, you have advantage on the attack roll.
Flail specialisation
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 you make with a flail.As a bonus action on your
turn, you can prepare yourself to extend your flail to sweep over 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,
the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus +
your Strength modifier) or be knocked prone.
Spear specialisation
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 improvedthe
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 creatures
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 a spear by 5 feet for the rest of your turn.
Lance specialisation
While Lances are designed for mounted combat, your mastery over them extends to any
situation. You gain the following benefits:
You gain a +1 bonus to attack rolls you make with a lance.You may wield the lance
with one hand while unmounted. When you do so the damage die of the lance changes
from 1d12 to 1d10.You do not have disadvantage when you use your lance to attack a
creature within 5 feet of you.Whenever you hit a creature with an attack using a
lance, you may deal piercing damage equal to your Strength modifier to a creature
within 5 feet of your target.
Whip specialisation
The whip 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 you make with a whip.When you use a whip, its
damage die changes from a d4 to a d6.While you are wielding a whip, other creatures
provoke opportunity attacks from you when they enter your reach.You may make a
Dexerity (Sleight of Hand) check instead of a Strength (Athletics) check when you
attempt to shove a creature.
Sickle specialisation
Though the sickle is more of a farming tool than a weapon, your devotion to it has
rewarded you with mastery. You gain the following benefits.
You gain a +1 bonus to attack rolls you make with a sickle.When you use a sickle,
its damage die changes from a d4 to a d6.You may double any damage you deal to
objects such as rope or plant matter with a sickle.You have advantage on attack
rolls against Plant creatures made with a sickleWhenever you make an attack roll
with advantage using a sickle and hit, you may make a Strength (Athletics) check
contested by the target’s Strength (Athletics) check. If you win the contest, the
target’s speed becomes 0 until the end of their next turn.
Ranged combat specialisation
You gain a +1 bonus to attack rolls you make with the weapon.You pick a ranged
combat weapon to gain specialisation in your weapon now ignores the loading
qualityno within 5 ft. disadvantage to attack rollsgain a bonus action attack with
off hand if possible or an additional attack in the first round if using a bow or
crossbow "notched and drawn".Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.
Polearm specialisation
You gain a +1 bonus to attack rolls you make with the weapon.You can keep your
enemies at bay with a choose one of the following polearms such as halberd, glaive
or quartstaff to be specialised in You can keep your enemies at bay with polearms
You gain the following benefits:When you take the Attack action and attack with
either a glaive, halberd, or quarterstaff, you can use a bonus action to make a
melee attack with the opposite end of the weapon. This attack uses the same ability
modifier as the primary attack. The weapon’s damage die for this attack is a d4,
and it deals bludgeoning damage.While you are wielding a glaive, halberd, pike, or
quarterstaff, other creatures provoke an opportunity attack from you when they
enter your reach.
Shield specialisation
Use shields not just for protection but also for offense
You gain a +1 bonus to attack rolls you make with the weapon.You use shields not
just for protection but also for offense. You gain the following benefits while you
are wielding a shield:If you take the Attack action on your turn, you can use a
bonus action to try to shove 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.If 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.