Advanced Weapon Mastery
Advanced weapon mastery is a system that grants new techniques to warriors, representing their dedication to combat and skill with a favoured weapon property. It opens up new pathways for players to explore creativity, flavour, and gameplay options, while also reducing some of the power imbalance between martial and spellcasting classes that can emerge at higher levels.
Martial Levels
Ryoko’s Guide separates classes into three tiers: full-martial, half-martial, and non-martial.
• Full-martial classes: barbarians, fighters, monks, and rogues
• Half-martial classes: benders, paladins, and rangers
• Non-martial classes: bards, clerics, druids, sorcerers, tamers, warlocks, and wizards
If you have a subclass feature or eldritch invocation that gives you the ability to attack more than once when you take the Attack action (such as the Extra Attack feature), you are considered a half-martial character for the purposes of advanced weapon mastery, even if you belong to a non-martial class. You become a half-martial class in this way when you select the subclass or invocation that grants this feature. For example, a bard who chooses the College of Swords subclass becomes a half-martial when it chooses this subclass at level 3, not when it gains the Extra Attack feature at level 6.
Martial Level & Multiclassing. Your martial level dictates the levels at which you unlock advanced weapon mastery advanced techniques. You determine your martial level by adding together all your levels in the full-martial classes and half your levels in half-martial classes (rounded down). For example, a character that has multiclassed as a fighter 3/ranger 7 has a martial level of 6.
Advanced Techniques. Advanced techniques are special manoeuvres associated with a weapon property. A character can perform a technique with any weapon that possesses that property, provided the character is proficient with that weapon, has learned the technique, and meets its prerequisites. For example, a character that chooses the Dizzying Strike advanced technique from the Impact technique tree can perform the Dizzying Strike with any weapon that has the Impact property with which they are proficient.
Saving Throws. Whenever you use an advanced technique that forces a target to make a saving throw, it is against your martial save DC, which is calculated using any modifiers to your attack rolls with the weapon you are using to perform the technique. This includes your proficiency bonus, your ability modifier (typically Strength or Dexterity, but effects like the shillelagh cantrip could change this), attack roll bonuses if the weapon is magical, or other effects currently affecting you or the weapon. It does not include any bonuses that rely on die rolls, such as the effect of the bless spell or Bardic Inspiration.
Martial save DC = 8 + your proficiency bonus + your ability modifier + other attack roll bonuses
Critical Hit Threshold. Some of the advanced techniques in this chapter reduce the critical hit threshold of an attack. Usually, a critical hit is scored on a roll of a 20 on the d20.
When a technique (such as the Heavy tree’s Executioner) says “your critical hit threshold… is reduced by 1”, this means you score a critical hit on a 19 or 20. These effects stack with other advanced techniques, class features, and combo attacks. For example, a character that takes the Steady Loader and Dead-Eye advanced techniques from the Loading tree scores a critical hit on a roll of 17-20 when they make an attack roll with a Loading weapon. A Champion fighter gets the Improved Critical class feature at 3rd level, letting them score a critical hit on a 19 or 20. If they also take the Executioner advanced technique from the Heavy tree, they score a critical hit on a roll of 18-20 when they make an attack with a Heavy weapon against a prone creature.
New Weapons & Weapon Properties
The new weapons introduced in Ryoko’s Guide bring a plethora of new weapon properties, which are fully described on page 74. Three of these new properties, Impact, Pugilist, and Scourge, have their own advanced weapon mastery technique trees. In order to ensure that every weapon has at least one property with an advanced weapon mastery technique tree, these new properties have also been added to several existing weapons. Three weapons have also had their weapon properties altered to better reflect their attributes: the whip and tetherhook* are now Scourge weapons, not Reach weapons, and the war pick now has the Versatile (1d10) property.
*Available in Heliana’s Guide and L’Arsene’s Ledger.
Unarmed Strikes
Unarmed strikes are a unique case. Despite not being a weapon, unarmed strikes benefit from the Pugilist technique tree as if they had the Pugilist property.
| Weapon Property | Weapons |
| Ammunition | Blunderbuss1, blowgun, hand crossbow, hand tommybow1, heavy crossbow, heavy tommybow1, light cross- bow, light tommybow1, longbow, musket1, ōdzutsu2, pistol1, revolver1, rifle1, shortbow, sling, slingshot1 |
| Finesse | Chakram2, dagger, dart, meteor hammer 2, nunchaku2, rapier, rope dart2, sai2, scimitar, shortsword, shuriken2, starknife1, tessen2, twinblade1, whip |
| Heavy6 | Glaive, greataxe, greatsword, halberd, maul, pike |
| Impact 2 | Club, greatclub, light hammer, flail, mace, maul, morningstar, quarterstaff, warhammer |
| Light | Chakram2, claw2, club, dagger, handaxe, hand crossbow, hand tommybow1, knuckle duster1, tessen2, light hammer, sai2, scimitar, shortsword, shuriken2, sickle, starknife1, tonfa2 |
| Loading & Reload | Blowgun, hand crossbow, hand tommybow1, heavy crossbow, heavy tommybow1, light crossbow, light tommybow1, |
| Pugilist2 | Knuckle duster1, spiked cestus1, unarmed strike3 |
| Reach | Glaive, halberd, lance, pike |
| Scourge 2 | Kusarigama2,4, meteor hammer2, rope dart2, tetherhook1, whip |
| Shield5 | Shield |
| Thrown | Chakram2, dagger, dart, handaxe, javelin, light hammer, net, spear, shuriken2, starknife1, trident |
| Versatile | Battleaxe, kusarigama2, longsword, nunchaku2, quarterstaff, spear, trident, war pick, warhammer |
1 Included for players using L’Arsene’s Ledger of Treasures and Trinkets.
2 See page 76 - 77 for more details.
3 Despite not being a weapon, unarmed strikes benefit from the Pugilist technique tree as if they had the Pugilist property.
4 Although this item does not have the Scourge property, it counts as a Scourge weapon for the purposes of advanced weapon mastery (see page 76).
5 While not technically a weapon, shields have their own advanced weapon mastery technique tree.
6 The advanced techniques in this advanced weapon mastery only benefit melee weapons
Learning Advanced Techniques
When you reach martial level 2, you learn one tier 1 advanced technique. As you increase in martial level, you learn more techniques, including more powerful ones at higher tiers, as shown in the Advanced Weapon Mastery Progression table.
Advanced Weapon Mastery Progression
| Martial Level | Techniques Known | Maximum Technique Tier |
|---|---|---|
| 2nd | 1 | 1 |
| 4th | 2 | 1 |
| 6th | 3 | 2 |
| 8th | 4 | 2 |
| 10th | 5 | 3 |
| 12th | 6 | 3 |
| 14th | 7 | 4 |
| 16th | 8 | 4 |
| 18th | 9 | 4 |
| 20th | 10 | 4 |
Technique Trees. Advanced techniques are split into twelve technique trees, each of which is associated with one property: Ammunition, Finesse, Heavy, Impact, Light, Loading, Pugilist, Reach, Scourge*, Shield**, Thrown, and Versatile. Each technique tree has four tiers; to pick an advanced technique from tier 2 or higher, you must know at least one advanced technique from a lower tier in that property’s technique tree. For example, to pick the tier 4 Finesse advanced technique Opportunist, you must have already chosen one of the tier 3 techniques, either Jink or Weak Spot.
In addition, advanced techniques have martial level prerequisites as shown on each technique tree and in the Advanced Weapon Mastery Progression table.
Optional Rule: Level Up. When you gain a level, you can replace one of the advanced techniques you know with another of your choice for which you meet the prerequisites. You can only do so if this doesn’t remove the prerequisite for another technique you know.
*These new properties are explained on page 74. **Shield is not a weapon property, but gets its own technique tree, regardless.
Advanced Techniques Example
Gurf is a 2nd-level barbarian and is therefore a martial level 2 player character. Gurf chose to learn the Fortified Position advanced technique from the Reach technique tree, reflecting the time spent decapitating foes with his favoured weapon: the glaive.
Gurf gains two more levels in the barbarian class, meaning he is now a martial level 4 character, allowing him to choose another advanced technique. This time, he chooses a technique from the Heavy technique tree: Executioner. Because Gurf’s glaive has both the Reach and Heavy properties, both advanced techniques enhance his combat prowess when fighting with that weapon.
Gurf then decides to multiclass into the ranger class. Ranger is a half-martial class so, for every two ranger levels, Gurf gains one martial level. At character level 8 (barbarian 4/ranger 4), Gurf is a martial level 6 character and can learn another technique. Gurf opts to progress further along the Heavy technique tree, learning the tier 2 advanced technique Superior Strike: Heavy.
Superior Strikes
Every weapon can perform a devastating attack called a superior strike. The tier 2 advanced Superior Strike technique of each technique tree gives you access to the superior strike for all weapons with that property. For example, upon taking the advanced technique Superior Strike: Heavy from the Heavy technique tree at martial level 6, a character can perform a superior strike with any Heavy weapon, such as a greatsword, pike, or glaive.
Each weapon has a certain superior strike tied to it. For example, a glaive has the Whirling Strike superior strike, whereas the greatsword has Shockwave. Because both of these weapons have the Heavy property, a character with the Superior Strike: Heavy technique can perform either superior strike if they are holding the requisite weapon. The Weapon Metadata table shows every weapon in the core rules, Ryoko’s Guide, L’Arsene’s Ledger, and Heliana’s Guide, along with their properties and superior strike effects.
Shields
Shields are a unique case. Technically, they are classified as armour, but as any shield-bearing warrior will tell you, they can be as much a weapon as any sword or axe. Accordingly, shields have a dedicated technique tree and their own superior strike: Shield Slam.
| Weapon | Source* | Properties | Damage | Superior Strike |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Claw | HGMH | Attached, Light | 1d6 slashing | Skewer |
| Club | SRD | Impact, Light | 1d4 bludgeoning | Reeling Blow |
| Dagger | SRD | Finesse, Light, Thrown (range 20/60) | 1d4 piercing | Battery Strike |
| Greatclub | SRD | Impact, Two-handed | 1d8 bludgeoning | Shockwave |
| Handaxe | SRD | Light, Thrown (range 20/60) | 1d6 slashing | Battery Strike |
| Javelin | SRD | Thrown (range 30/120) | 1d6 piercing | Battery Strike |
| Knuckle duster | LLTT | Attached, Light, Pugilist | 1d4 bludgeoning | Flurry |
| Light hammer | SRD | Impact, Light, Thrown (range 20/60) | 1d4 bludgeoning | Battery Strike |
| Mace | SRD | Impact | 1d6 bludgeoning | Reeling Blow |
| Quarterstaff | SRD | Impact, Versatile (1d8) | 1d6 bludgeoning | Reeling Blow |
| Sickle | SRD | Light | 1d4 slashing | Skewer |
| Spear | SRD | Thrown (range 20/60), Versatile (1d8) | 1d6 piercing | Skewer |
| Spiked cestus | LLTT | Adaptable (piercing), Attached, Pugilist | 1d6 bludgeoning | Flurry |
| Spiked knuckle duster | LLTT | Adaptable (piercing), Attached, Light, Pugilist | 1d4 bludgeoning | Flurry |
| War crescent | LLTT | Versatile (1d8) | 1d6 slashing | Whirling Strike |
| Simple Ranged Weapons | ||||
| Crossbow, light | SRD | Ammunition (range 80/320), Loading, Two-handed | 1d8 piercing | Piercing Shot |
| Dart | SRD | Finesse, Thrown (range 20/60) | 1d4 piercing | Battery Strike |
| Shortbow | SRD | Ammunition (range 80/320), Two-handed | 1d6 piercing | Hail of Ammunition |
| Sling | SRD | Ammunition (range 30/120) | 1d4 bludgeoning | Hail of Ammunition |
| Slingshot | HGMH | Ammunition (range 20/60), Two-handed | 1d6 bludgeoning | Hail of Ammunition |
| Tommybow, light | HGMH | Ammunition (range 80/160), Reload (x), Two-handed | 1d8 piercing | Hail of Ammunition |
| Martial Melee Weapons | ||||
| Battleaxe | SRD | Versatile (1d10) | 1d8 slashing | Whirling Strike |
| Chakram | LLTT | Finesse, Light, Thrown (range 30/90), Thrown Versatility (1d6) | 1d4 slashing | Battery Strike |
| Flail | SRD | Impact | 1d8 bludgeoning | Reeling Blow |
| Glaive | SRD | Heavy, Reach, Two-handed | 1d10 slashing | Whirling Strike |
| Greataxe | SRD | Heavy, Two-handed | 1d12 slashing | Whirling Strike |
| Greatsword | SRD | Heavy, Two-handed | 2d6 slashing | Shockwave |
| Halberd | SRD | Heavy, Reach, Two-handed | 1d10 slashing | Hamstring |
| Kusarigama | RGYR | Scourge, Special, Versatile (1d6) | 1d4 slashing | Trip |
| Lance | SRD | Reach, Special | 1d12 piercing | Skewer |
| Longsword | SRD | Versatile (1d10) | 1d8 slashing | Hamstring |
| Maul | SRD | Heavy, Impact, Two-handed | 2d6 bludgeoning | Shockwave |
| Meteor hammer | RGYR | Finesse, Scourge, Two-handed | 1d6 bludgeoning | Whirling Strike |
| Morningstar | SRD | Impact | 1d8 piercing | Shockwave |
| Nunchaku | HGMH | Finesse, Special, Versatile (1d8) | 1d6 bludgeoning | Whirling Strike |
| Pike | SRD | Heavy, Reach, Two-handed | 1d10 piercing | Skewer |
| Rapier | SRD | Finesse | 1d8 piercing | Skewer |
| Rope dart | RGYR | Finesse, Scourge, Two-handed | 1d6 piercing | Trip |
| Sai | RGYR | Finesse, Light, Parry | 1d4 piercing | Skewer |
| Scimitar | SRD | Finesse, Light | 1d6 slashing | Hamstring |
| Shortsword | SRD | Finesse, Light | 1d6 piercing | Skewer |
| Starknife | LLTT | Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6) | 1d4 piercing | Battery Strike |
| Tessen | RGYR | Adaptable (bludgeoning), Finesse, Light, Special | 1d4 slashing | Whirling Strike |
| Tetherhook | HGMH | Scourge, Special, Two-handed | 1d8 piercing | Trip |
| Tonfa | RGYR | Light, Parry | 1d6 bludgeoning | Reeling Blow |
| Trident | SRD | Thrown (range 20/60), Versatile (1d8) | 1d6 piercing | Piercing Shot |
| Twinblade | HGMH | Finesse, Special, Two-handed | 2d4 slashing | Whirling Strike |
| War pick | SRD | Versatile (1d10) | 1d8 piercing | Skewer |
| Warhammer | SRD | Impact, Versatile (1d10) | 1d8 bludgeoning | Shockwave |
| Whip | SRD | Finesse, Scourge | 1d4 slashing | Trip |
| Martial Ranged Weapons | ||||
| Blowgun | SRD | Ammunition (range 25/100), Loading | 1 piercing | Piercing Shot |
| Blunderbuss | HGMH | Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed | 3d4 piercing | Piercing Shot |
| Crossbow, hand | SRD | Ammunition (range 30/120), Light, Loading | 1d6 piercing | Piercing Shot |
| Crossbow, heavy | SRD | Ammunition (range 100/400), Heavy, Loading, Two- handed | 1d10 piercing | Piercing Shot |
| Longbow | SRD | Ammunition (range 150/600), Heavy, Two-handed | 1d8 piercing | Hail of Ammunition |
| Musket | HGMH | Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed | 1d10 piercing | Piercing Shot |
| Net | SRD | Special, Thrown (range 5/15) | — | Trip |
| Ōdzutsu | RGYR | Ammunition (range 150/600), Two-handed, Special | 2d10 bludgeoning | Piercing Shot |
| Pistol | HGMH | Ammunition (range 40/120), Loud (500), Reload (2) | 1d8 piercing | Piercing Shot |
| Revolver | HGMH | Ammunition (range 60/240), Loud (500), Reload (6) | 1d10 piercing | Piercing Shot |
| Rifle | HGMH | Ammunition (range 120/480), Loud (500), Reload (6), Two-handed | 1d12 piercing | Piercing Shot |
| Shuriken | RGYR | Finesse, Light, Thrown (range 20/60) | 1d4 piercing | Battery Strike |
| Tommybow, hand | HGMH | Ammunition (range 30/60), Reload (x), Two-handed | 1d6 piercing | Hail of Ammunition |
| Tommybow, heavy | HGMH | Ammunition (range 100/200), Reload (x), Two-handed | 1d10 piercing | Hail of Ammunition |
| Armour | ||||
| Shield | SRD | +2 to AC | — | Shield Slam |
Performing Superior Strikes
When you take the Attack action on your turn, you can choose to make one superior strike in place of one of your regular attacks. You can perform superior strikes in this way a number of times equal to your proficiency bonus, but no more than once per turn, and you regain all expended uses when you finish a long rest. Like other advanced techniques, when your superior strike forces a creature to make a saving throw, it is against your martial save DC (see page 83).
Each weapon type has a specific superior strike it can be used to perform. This is listed in the Weapon Metadata table on page 86. The full list of superior strikes and their effects are as follows:
Battery Strike. With incredible Dexterity and speed, you hurl numerous weapons at once. Make a number of ranged weapon attacks equal to 1 plus half your proficiency bonus (rounded down) against targets within the normal range of your weapon. Each attack must be against a different object or creature. You must have available weapons that have this superior strike option on your person with which to make these attacks.
Flurry. In a blistering display of speed, you make a number of unarmed strikes equal to 1 plus half your proficiency bonus (rounded down) against creatures within your reach. Each unarmed strike must be against a different target. You then gain a +2 bonus to AC until the start of your next turn.
Hail of Ammunition. You let loose a devastating volley of ammunition at a point you choose within your weapon’s normal range. Each creature within a 10-foot-radius sphere centred on that point must make a Dexterity saving throw, taking piercing damage equalling a number of d6s equal to your proficiency bonus on a failed save, or half as much damage on a successful one. You must have at least 10 pieces of ammunition you can draw for the weapon that you use to make this superior strike.
Hamstring. In a vicious attack, you attempt to debilitate an enemy. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes extra damage equal to your proficiency bonus. In addition, until the end of its next turn, the creature’s AC is reduced by a value equal to its Dexterity modifier (minimum 0), and its speed is reduced by a number of feet equal to 5 times your proficiency bonus (to a minimum of 0 feet).
Piercing Shot. You fire a shot from your weapon packed with destructive force. It flies in a straight line a number of feet up to your weapon’s normal range. Each creature whose space the ammunition passes through must make a Dexterity saving throw. A creature takes piercing damage equalling a number of d6s equal to your proficiency bonus on a failure, or half as much damage on a success. The shot stops early after it passes through the space of a Huge or larger creature, or through an object more than 1 foot thick or with an AC of 17 or higher.
Reeling Blow. You unleash the full force of your Strength and size in a weighty strike. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes extra damage equal to your proficiency bonus. In addition, until the end of its next turn, the creature has disadvantage on all attack rolls, and on ability checks and saving throws that use Dexterity or Intelligence, and it can’t take reactions. In addition, if this attack causes a creature to make a Constitution saving throw to maintain its concentration, the creature has disadvantage on the saving throw.
Shield Slam. You smash your shield forward, throwing a creature within your reach off balance. Make a Strength (Athletics) check contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed on the contested check, the creature takes bludgeoning damage equalling a number of d8s equal to your proficiency bonus and, until the end of your next turn, melee attacks against the target have advantage.
Shockwave. You slam your weapon into the ground at your feet with ruinous force, detonating a shockwave of energy. Each creature within 10 feet of you must succeed on a Strength saving throw or take bludgeoning damage equalling a number of d6s equal to your proficiency bonus and be pushed 10 feet directly away from you.
Skewer. In a thrusting strike, you attempt to skewer an enemy with your weapon. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and is also grappled by you. This grapple ends early if you use the weapon to make another attack or you let go of the weapon. When the grapple ends, the creature takes piercing damage equalling a number of d8s equal to your proficiency bonus.
Trip. You perform a wide, sweeping attack that strikes at the footing of enemies around you. Each creature standing within 10 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equalling a number of d4s equal to your proficiency bonus and fall prone.
Whirling Strike. In a blitzing vortex of aggression, you strike at all those around you in a sinuous assault. Each creature within your reach must make a Dexterity saving throw. A creature takes damage of your weapon’s type equalling a number of d6s equal to your proficiency bonus on a failure, or half as much damage on a success. Success or failure, the creature can’t make opportunity attacks against you until the end of this turn.
Masteries
Ammunition Mastery
Several Ammunition advanced techniques let you modify ammunition. A single piece of ammunition can only have a single modification. If it is modified for a second time, it loses any previous modifications it had.
Ammunition Property. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a 1 minute to search the battlefield. If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Tier 1 Advanced Techniques
Aerodynamic Ammunition
Prerequisites: martial level 2, proficiency with at least one Ammunition weapon
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to twice your proficiency bonus, increasing their aerodynamism. The normal range of attack rolls you make using weapons that use this ammunition is doubled, and the long range increases by half its value. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
Tinkered Artillery
Prerequisites: martial level 2, proficiency with at least one Ammunition weapon
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to your proficiency bonus. You can’t modify the same piece of ammunition more than once. When you modify a piece of ammunition, choose from the options below.
- Poisonous. On a hit, the target takes an extra 1d6 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
- Whomping. On a hit, the target must succeed on a Strength saving throw or be knocked prone.
When you make an attack with an Ammunition weapon, you can use one of your modified pieces of ammunition, but you can only target creatures or objects within that weapon’s normal range for that attack roll. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
Tier 2 Advanced Techniques
Superior Strike: Ammunition
Prerequisites: martial level 6, a tier 1 Ammunition advanced technique
You can perform a superior strike with any weapon that has the Ammunition property.
Tier 3 Advanced Techniques
Double Load
Prerequisites: martial level 10, a tier 2 Ammunition advanced technique
Once on your turn, when you make an attack with an Ammunition weapon, you can load two pieces of ammunition into the weapon. If the attack hits, it deals one extra die of the weapon’s damage. This technique can’t be used with Loading’s Twin Load.
Tooled Artillery
Prerequisites: martial level 10, a tier 2 Ammunition advanced technique
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to your proficiency bonus, choosing from the options below.
-
Explosive. Hit or miss, the target and each creature within 5 feet of it must make a Dexterity saving throw. A target that is hit by your attack automatically fails this saving throw. A creature takes 1d8 thunder damage on a failure, or half as much damage on a success.
-
Smoke Bomb. Hit or miss, the ammunition erupts in a cloud of smoke. The area within 10 feet of the target is heavily obscured until the start of your next turn.
When you make an attack with an Ammunition weapon, you can use one of your modified pieces of ammunition, but you can only target creatures or objects within that weapon’s normal range for that attack roll. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
Tier 4 Advanced Techniques
Rapid Fire
Prerequisites: martial level 14, a tier 3 Ammunition advanced technique
Once per turn, after you take the Attack action and make an attack with an Ammunition weapon, you can make a DC 15 Dexterity check. On a success, you can make one additional attack with that weapon as part of the same action.
Runed Artillery
Prerequisites: martial level 14, a tier 3 Ammunition advanced technique
When you finish a short or long rest, you can modify a number of pieces of ammunition equal to your proficiency bonus, choosing from the options below.
• Razored. You have advantage on attack rolls made using this piece of ammunition, and your critical hit threshold is reduced by 1 when making attack rolls with it.
• Phosphorous. On a hit, the target takes an extra 3d6 fire damage, emits bright light for 10 feet and dim light for an additional 10 feet, and can’t benefit from being invisible or taking the Hide action. The phosphorus burns for 1 minute, or until the target uses an action to extinguish the flame or is submerged in water.
When you make an attack with an Ammunition weapon, you can use one of your modified pieces of ammunition, but you can only target creatures or objects within that weapon’s normal range for that attack roll. Any specialised ammunition you create using this technique deteriorates 24 hours after it’s created.
Finesse Mastery
Finesse Property. When making an attack with a Finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Tier 1 Advanced Techniques
Ambidextrous
Prerequisites: martial level 2; proficiency with at least one Finesse weapon
When you take the Attack action and attack with a Finesse melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different Finesse melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Nimble Duelist
Prerequisites: martial level 2; proficiency with at least one Finesse weapon
When you hit a creature with a melee attack using a Finesse weapon, that creature can’t make opportunity attacks against you until the end of that turn.
Tier 2 Advanced Technique
Superior Strike: Finesse
Prerequisites: martial level 6, a tier 1 Finesse advanced technique
You can perform a superior strike with any weapon that has the Finesse property.
Tier 3 Advanced Techniques
Jink
Prerequisites: martial level 10, a tier 2 Finesse advanced technique
When you take the Dodge action, you can make one melee attack with a Finesse weapon as a part of that action, but you take a -4 penalty to the attack roll.
Weak Spot
Prerequisites: martial level 10, a tier 2 Finesse advanced technique
When you make an attack with a Finesse weapon with advantage, you can deal extra damage equal to your proficiency bonus on a hit. You can deal this extra damage only once per turn.
Tier 4 Advanced Techniques
Fighting Elegance
Prerequisites: martial level 14, a tier 3 Finesse advanced technique
Your AC increases by 2 while you’re wielding a Finesse weapon and not wielding a non-Finesse weapon or shield in your other hand.
Opportunist
Prerequisites: martial level 14, a tier 3 Finesse advanced technique
When a creature within 5 feet of you attacks a creature other than you, you can use your reaction to make a melee attack against it with a Finesse weapon.
Heavy Mastery
Heavy advance techniques apply only to melee weapons with the Heavy property. For ranged weapon advanced techniques, reference the Ammunition and Loading & Reload masteries.
Heavy Property. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Tier 1 Advanced Techniques
Colossal Strength
Prerequisites: martial level 2, proficiency with at least one Heavy weapon
If your Strength score is 15 or higher, being Small or Tiny doesn’t impose disadvantage on your attack rolls with Heavy weapons.
Executioner
Prerequisites: martial level 2, proficiency with at least one Heavy weapon
When you hit a prone creature with an attack using a Heavy weapon, the weapon deals one extra damage die. Additionally, your critical hit threshold for such attacks is reduced by 1.
Hammering Blow
Prerequisites: martial level 2; proficiency with at least one Heavy weapon
When you hit a creature no more than one size larger than you with a Heavy weapon and roll the highest result on the weapon’s damage dice, you can knock the target prone.
Tier 2 Advanced Technique
Superior Strike: Heavy
Prerequisites: martial level 6, a tier 1 Heavy advanced technique
You can perform a superior strike with any weapon that has the Heavy property.
Tier 3 Advanced Techniques
Cleave
Prerequisites: martial level 10, a tier 2 Heavy advanced technique
When you reduce a creature to 0 hit points with a melee attack roll using a Heavy weapon, you can choose to carry over any excess damage to one other creature within your reach, provided the initial attack roll would hit the target. If you reduce that creature to 0 hit points, you can repeat this process against another target until there is no excess damage remaining.
Dauntless
Prerequisites: martial level 10, a tier 2 Heavy advanced technique
When you roll a 1 on a bludgeoning, piercing, or slashing damage die when you hit with a melee attack with a Heavy weapon, treat that 1 as the maximum roll for that die.
Tier 4 Advanced Techniques
Concussive Blow
Prerequisites: martial level 14, a tier 3 Heavy advanced technique
When you score a critical hit on an attack with a Heavy weapon, the target also suffers the effect of the confusion spell until the end of its next turn.
Staggering Blow
Prerequisites: martial level 14, a tier 3 Heavy advanced technique
When you hit a creature no more than one size larger than you with a Heavy weapon, you can push the target up to 10 feet directly away from you. Creatures immune to the grappled condition are immune to this effect.
Impact Mastery
Impact Property. This weapon deals double damage to objects and structures.
Tier 1 Advanced Techniques
Direct Damage
Prerequisites: martial level 2; proficiency with at least one Impact weapon
Your damage rolls for attacks you make with Impact weapons ignore temporary hit points, striking at a target’s normal hit points directly. In addition, if an attack you make with an Impact weapon forces a target to make a Constitution saving throw to maintain its concentration, it has disadvantage on the saving throw.
Dizzying Strike
Prerequisites: martial level 2; proficiency with at least one Impact weapon
Once per turn, when you hit a creature with an attack using an Impact weapon, that creature’s speed is reduced by 10 feet until the end of its next turn. This effect can stack.
Tier 2 Advanced Technique
Superior Strike: Impact
Prerequisites: martial level 6, a tier 1 Impact advanced technique
You can perform a Superior Strike with any weapon that has the Impact property.
Tier 3 Advanced Techniques
Momentum Swing
Prerequisites: martial level 10, a tier 2 Impact advanced technique
When you take the Attack action and miss a target with an Impact weapon, you can immediately use a bonus action to make another attack with that weapon against the target. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Staggering Strike
Prerequisites: martial level 10, a tier 2 Impact advanced technique
When you hit a creature with an Impact weapon and roll the highest result on the weapon’s damage dice or score a critical hit, that creature must succeed on a Constitution saving throw or be staggered until the end of its next turn. While staggered, a creature has disadvantage on all attack rolls and on ability checks and saving throws that use Dexterity or Intelligence, and it can’t take reactions.
Tier 4 Advanced Techniques
Crushing Force
Prerequisites: martial level 14, a tier 3 Impact advanced technique
You have advantage on melee attack rolls with Impact weapons against creatures at least one size category smaller than you.
Shattered Steel
Prerequisites: martial level 14, a tier 3 Impact advanced technique
When you roll the maximum on your damage roll when you hit a creature with an Impact weapon, you push the force of that strike onto an object (such as a weapon) the creature is holding. The target must make a Strength (Athletics) check against your martial save DC. On a success, it drops the object. On a failure, the object shatters. If the object is a magic item of a rarity equal to or higher than that of your weapon, the target automatically succeeds on this check.
Light Mastery
Light Property. When you take the Attack action and attack with a Light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different Light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon also has the Thrown property, you can throw the weapon, instead of making a melee attack with it.
Tier 1 Advanced Techniques
Lightweight
Prerequisites: martial level 2, proficiency with at least one Light weapon
While the only weapons you are wielding are Light weapons and you aren’t wearing a shield or heavy armour, your speed increases by 10 feet.
Multi-Weapon Fighting
Prerequisites: martial level 2, proficiency with at least one Light weapon
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the bonus action attack if the weapon is Light.
Tier 2 Advanced Technique
Superior Strike: Light
Prerequisites: martial level 6, a tier 1 Light advanced technique
You can perform a superior strike with any weapon that has the Light property.
Tier 3 Advanced Techniques
Combination Strike
Prerequisites: martial level 10, a tier 2 Light advanced technique
When you take the Attack action and attack with a Light weapon, any attack roll you make as a bonus action this turn with a Light weapon has advantage.
Riposte
Prerequisites: martial level 10, a tier 2 Light advanced technique
When you are wielding two Light weapons and a creature within your reach misses you with a melee weapon attack, you can use your reaction to make an attack against that creature with one of the weapons.
Tier 4 Advanced Techniques
Featherweight
Prerequisites: martial level 14, a tier 3 Light advanced technique
While the only weapons you are wielding are Light weapons and you aren’t wearing a shield or heavy armour, you gain a +1 bonus to AC and have advantage on Dexterity saving throws.
Swift Striker
Prerequisites: martial level 14, a tier 3 Light advanced technique
When you take the Attack action, if the only weapons you are wielding are Light weapons, you can make one additional attack with a Light weapon as a part of that action, but you do not add your ability modifier to the damage, unless that modifier is negative.
Loading & Reload Mastery
This advanced weapon mastery affects weapons with either the Loading or Reload property.
Loading Property. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Reload (X). A limited number of shots, specified by the number in parentheses after the Reload property, can be made with this weapon. A character must then reload it using an action.
Tier 1 Advanced Techniques
Flexible Weaponry
Prerequisites: martial level 2; proficiency with at least one Loading or Reload weapon
You can use a Loading or Reload weapon as a crude club. It is a simple melee weapon with the Finesse property that deals 1d4 bludgeoning damage on a hit. If you hit a creature with a melee attack roll using a Loading or Reload weapon, that creature can’t make opportunity attacks against you until the start of its next turn.
Hyper Focus
Prerequisites: martial level 2; proficiency with at least one Loading or Reload weapon
As a bonus action, you can steady your body and mind to give yourself advantage on the next attack roll you make with a Loading or Reload weapon this turn.
Speed Loader
Prerequisites: martial level 2; proficiency with at least one Loading or Reload weapon
You ignore the Loading property of weapons. You can reload a weapon with the Reload property using either an action or bonus action.
Tier 2 Advanced Technique
Superior Strike: Loading
Prerequisites: martial level 6, a tier 1 Loading advanced technique
You can perform a superior strike with any weapon that has the Loading or Reload property.
Tier 3 Advanced Techniques
Steady Loader
Prerequisites: martial level 10, a tier 2 Loading advanced technique
When you take the Attack action, you can choose to make only one attack with a Loading or Reload weapon with that action. If you do so, the critical hit threshold for that attack is reduced by 2.
Twin Load
Prerequisites: martial level 10, a tier 2 Loading advanced technique
Once per turn, when you take the Attack action, you can forgo one of the attacks you can make as part of that action to load a second piece of ammunition. If the next attack you make with that weapon hits, your attack deals extra damage equal to your weapon’s damage die plus your proficiency bonus. This technique can’t be used with Ammunition’s Double Load.
Tier 4 Advanced Techniques
Dead-Eye
Prerequisites: martial level 14, a tier 3 Loading advanced technique
The critical hit threshold for attack rolls you make with Loading or Reload weapons is reduced by 1.
Quick Shot
Prerequisites: martial level 14, a tier 3 Loading advanced technique
After you take the Attack action and only attack with a Loading or Reload weapon, you can make one attack with that weapon as a bonus action that turn. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Pugilist Mastery
Pugilist Property. For creatures that roll a die when they make unarmed strikes (such as the monk or Tavern Brawler fighter (see L’Arsene’s Ledger)), the size of their damage die is increased by one (maximum 1d12) when they make unarmed strikes with a hand equipped with a weapon that has this property.
Tier 1 Advanced Techniques
Combination
*Prerequisite: martial level 2*
The second time on your turn that you hit the same creature with an unarmed strike or an attack with a Pugilist weapon, you deal extra damage to it equal to your proficiency bonus.
Trained Pugilist
*Prerequisite: martial level 2*
You can roll a d6 in place of the normal damage of your unarmed strikes. Attacks with Pugilist weapons increase this damage die by one size to a d8. Your unarmed strikes and attacks made with Pugilist weapons count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.
Uppercut Specialist
*Prerequisite: martial level 2*
When you attack a creature at least one size larger than you with an unarmed strike or a Pugilist weapon, your critical hit threshold is reduced by 1.
Welterweight
*Prerequisite: martial level 2*
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes or Pugilist weapons.
Tier 2 Advanced Technique
Superior Strike: Pugilist
*Prerequisites: martial level 6, a tier 1 Pugilist advanced technique*
You can perform a Superior Strike with any weapon that has the Pugilist property and can perform the Flurry Superior Strike if you attack with an unarmed strike.
Tier 3 Advanced Techniques
Blitzer
*Prerequisites: martial level 10, a tier 2 Pugilist advanced technique*
After you take the Attack action and only attack with unarmed strikes or Pugilist weapons, you can make one unarmed strike or attack with a Pugilist weapon as a bonus action that turn. You can replace this attack with an attempt to grapple or shove a creature.
Expert Pugilist
*Prerequisites: martial level 10, a tier 2 Pugilist advanced technique*
You can roll a d8 in place of the normal damage of your unarmed strikes. Attacks with Pugilist weapons increase this damage die by one size to a d10. Your unarmed strikes and attacks made with Pugilist weapons count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.
Finisher
*Prerequisites: martial level 10, a tier 2 Pugilist advanced technique*
The third time on your turn that you hit the same creature with an unarmed strike or Pugilist weapon, you deal extra damage to it equal to your ability modifier used for the attack.
Got ‘em
*Prerequisites: martial level 10, a tier 2 Pugilist advanced technique*
You have advantage on opportunity attacks made with unarmed strikes or with Pugilist weapons, and when a creature provokes an opportunity attack from you, you can attempt to grapple that creature as your opportunity attack.
Tier 4 Advanced Techniques
Fair Fighter
*Prerequisites: martial level 14, a tier 3 Pugilist advanced technique*
Once per turn, when you hit a creature with an unarmed strike or attack with a Pugilist weapon, you can forgo dealing damage to disarm that creature instead. It drops one weapon or other object it is holding (your choice). The object lands in your space.
Master Pugilist
*Prerequisites: martial level 14, a tier 3 Pugilist advanced technique*
You can roll a d10 in place of the normal damage of your unarmed strikes. Attacks with Pugilist weapons increase this damage die by one size to a d12. Your unarmed strikes and attacks made with Pugilist weapons count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.
Suplex King
*Prerequisites: martial level 14, a tier 3 Pugilist advanced technique*
When a creature no more than one size larger than you makes a melee attack roll against you, you can use your reaction to dodge and use its momentum against it. You gain a bonus to AC equal to your proficiency bonus against that attack, and, if the attack misses, you suplex the creature; you move into its space, and it falls prone in the space you left.
Tough Mother
*Prerequisites: martial level 14, a tier 3 Pugilist advanced technique*
While you aren’t wielding any weapons other than Pugilist weapons, carrying a shield, or wearing armour, any bludgeoning, piercing, and slashing damage you take is reduced by an amount equal to your proficiency bonus.
Reach Mastery
Reach Property. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Tier 1 Advanced Techniques
Fortified Position
Prerequisites: martial level 2; proficiency with at least one Reach weapon
While you are wielding a Reach weapon and aren’t restrained or incapacitated, the area within 10 feet of you is difficult terrain for creatures of your choice.
Pole Vaulter
Prerequisites: martial level 2; proficiency with at least one Reach weapon
You have trained to use your weapon to aid you in vaulting and falling safely. While you are wielding a Reach weapon, if you move at least 10 feet on foot immediately before the jump, your jumping distance is tripled until the end of this turn. In addition, when you fall and are wielding a Reach weapon, you can subtract up to 50 feet from your fall when calculating falling damage. You can’t gain this benefit if you are unconscious.
Tier 2 Advanced Technique
Superior Strike: Reach
Prerequisites: martial level 6, a tier 1 Reach advanced technique
You can perform a superior strike with any weapon that has the Reach property.
Tier 3 Advanced Techniques
Constant Vigilance
Prerequisites: martial level 10, a tier 2 Reach advanced technique
When a creature enters your reach while you are wielding a Reach weapon, you can use your reaction to make an attack against that creature with the weapon.
Lunging Strikes
Prerequisites: martial level 10, a tier 2 Reach advanced technique
When you take the Attack action on your turn, the reach of attacks you make with Reach weapons increases by 5 feet until the end of your turn.
Tier 4 Advanced Techniques
Crowd Control
Prerequisites: martial level 14, a tier 3 Reach advanced technique
When you hit a creature no more than one size larger than you with a Reach weapon, you can move it up to 10 feet horizontally to an unoccupied space.
Pike Wall
Prerequisites: martial level 14, a tier 3 Reach advanced technique
While you are wielding a Reach weapon and you are within reach of an allied creature who is also wielding a Reach weapon with which it is proficient, you gain a +2 bonus to your AC. This effect does not stack.
Okay, here is the text with the headers one level lower and the prerequisites italicized.
Scourge Mastery
Scourge Property. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Like the Reach property, the Scourge property extends your effective attack radius, but through a length of flexible material rather than a long stiff material.
Tier 1 Advanced Techniques
Day Tripper
*Prerequisites: martial level 2, proficiency with at least one Scourge weapon*
When you hit a creature no more than one size larger than you with an attack using a Scourge weapon on your turn, you can immediately use your bonus action to attempt to pull the target off its feet. The target must succeed on a Dexterity saving throw or fall prone.
Get Over Here!
*Prerequisites: martial level 2, proficiency with at least one Scourge weapon*
When you hit a creature no more than one size larger than you with an attack using a Scourge weapon on your turn, you can immediately use your bonus action to attempt to pull the target. The target must succeed on a Strength saving throw or be pulled up to 10 feet towards you.
Tier 2 Advanced Technique
Superior Strike: Scourge
Prerequisites: martial level 6, a tier 1 Scourge advanced technique
You can perform a superior strike with any weapon that has the Scourge property.
Tier 3 Advanced Techniques
Disarming Strike
Prerequisites: martial level 10, a tier 2 Scourge advanced technique
When you hit a creature with an attack roll using a Scourge weapon, you can attempt to disarm that creature. It must make a Strength saving throw. On a failure, the creature drops one object (such as a weapon) that it is holding of your choice, and you pull that weapon or object up to 10 feet towards you.
Long Tether
Prerequisites: martial level 10, a tier 2 Scourge advanced technique
When you take the Attack action on your turn, your reach for attacks you make with Scourge weapons increases by 5 feet until the end of your turn.
Tier 4 Advanced Techniques
Vicious Strikes
Prerequisites: martial level 14, a tier 3 Scourge advanced technique
The damage die of your Scourge weapons increases to a d10.
Wrap
Prerequisites: martial level 14, a tier 3 Scourge advanced technique
When you take the Attack action while wielding a Scourge weapon, you can forgo one attack to make a special melee attack against a creature within the reach of your Scourge weapon. The target must make a Dexterity saving throw (DC = your martial save DC). On a failed save, the creature is grappled, and it is restrained while grappled in this way. The creature can escape the grapple if it or a creature within 5 feet of it uses its action to make a Strength check against your martial save DC and succeeds. While a creature is grappled in this way, you can’t attack with your Scourge weapon.
Shield Mastery
Shield. A shield is typically made from wood or metal and is carried in one hand. Wielding a shield increases your AC by 2. You can benefit from only one shield at a time.
Tier 1 Shield Mastery
Shield Wall
*Prerequisites: martial level 2, proficiency with shields*
While you are wielding a shield and within 5 feet of an allied creature that is also wielding a shield, your AC increases by 2. This effect does not stack.
Reinforcement
*Prerequisites: martial level 2, proficiency with shields*
While you might not intercept every blow, you can cause minor deflections that decrease their efficacy. While you are wielding a shield, when you take damage from an attack, you can reduce the damage you take by an amount equal to your proficiency bonus (no action required). After you use Reinforcement, you can’t use this technique again until the start of your next turn.
Tier 2 Shield Mastery
Superior Strike: Shield
*Prerequisites: martial level 6, a tier 1 Shield advanced technique*
You can perform a superior strike with any shield.
Tier 3 Shield Mastery
Cover
*Prerequisites: martial level 10, a tier 2 Shield advanced technique*
While you are wielding a shield and within 5 feet of an allied creature who is not wielding a shield, you can use your bonus action to grant that creature a +2 bonus to its AC until the start of your next turn. The bonus ends early if the creature is ever more than 5 feet away from you or you are incapacitated.
Numbing Collision
*Prerequisites: martial level 10, a tier 2 Shield advanced technique*
When a creature misses you with a melee attack while you are wielding a shield, you can use your reaction to strike its attacking limb, numbing it. The creature must succeed on a Constitution saving throw or drop the weapon that it used to make the attack (if any) at your feet. In addition, until the end of its next turn, it has disadvantage on attack rolls it makes, and it can’t pick up the weapon while you occupy the space and are not unconscious.
Tier 4 Shield Mastery
Bulwark
*Prerequisites: martial level 14, a tier 3 Shield advanced technique*
You are a wall capable of withstanding any onslaught. While you are wielding a shield, when you take damage from an attack, you can reduce the damage you take by an amount equal to your proficiency bonus (no action required). This effect stacks with Reinforcement, allowing you to reduce the damage you take from a melee attack by twice your proficiency bonus. After you use either Bulwark or Reinforcement, you can’t use either technique again until the start of your next turn.
Redirect Strike
*Prerequisites: martial level 14, a tier 3 Shield advanced technique*
When you are wielding a shield and you are targeted by a melee attack by an attacker you can see, but before the GM determines whether the attack roll succeeds or fails, you can use your reaction to add half your proficiency bonus to your AC against that strike, potentially turning a hit into a miss. If the attack misses, you can force the attacker to target a different target that is within 5 feet of both you and the attacking creature with the attack. Use the attacker’s original attack roll to determine if the attack hits.
Thrown Mastery
Thrown Property
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.
Tier 1 Advanced Techniques
Close-Quarters Combat
Prerequisites: martial level 2; proficiency with at least one Thrown weapon
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with Thrown weapons.
Distant Striker
Prerequisites: martial level 2; proficiency with at least one Thrown weapon
The normal and long ranges of ranged attacks you make with Thrown weapons is doubled. In addition, if you make a ranged attack with a Thrown weapon while hidden, missing doesn’t reveal your position.
Tier 2 Advanced Technique
Superior Strike: Thrown
Prerequisites: martial level 6, a tier 1 Thrown advanced technique
You can perform a superior strike with any weapon that has the Thrown property.
Tier 3 Advanced Techniques
Flexible Attacker
Prerequisites: martial level 10, a tier 2 Thrown advanced technique
If you make a melee attack with a Thrown weapon on your turn, you can make a ranged weapon attack with that same weapon as a bonus action that turn.
Focused Strike
Prerequisites: martial level 10, a tier 2 Thrown advanced technique
As a bonus action, you can steady your body and mind to give yourself advantage on the next attack roll you make with a Thrown weapon this turn.
Tier 4 Advanced Techniques
Bullseye
Prerequisites: martial level 14, a tier 3 Thrown advanced technique
The critical threshold of ranged attack rolls you make using Thrown weapons is reduced by 1. If you score a critical hit against a creature with a ranged attack roll using a Thrown weapon, you can choose one of the following additional effects for the target to suffer:
• The target is blinded until the start of its next turn.
• The target drops one object (such as a weapon) of your choice that it is holding.
• The target’s speed is halved until the end of its next turn.
Whirling Melee
Prerequisites: martial level 14, a tier 3 Thrown advanced technique
After you take the Attack action and make a melee attack against a creature on your turn, you gain advantage on attack rolls with Thrown weapons against other creatures until the end of the turn.
Versatile Mastery
Versatile Property. Versatile weapons can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Tier 1 Advanced Techniques
Quick Parry
Prerequisites: martial level 2, proficiency with at least one Versatile weapon
When a creature makes a melee attack roll against you while you wield a Versatile weapon, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially turning a hit into a miss.
Weapon Focus
Prerequisites: martial level 2, proficiency with at least one Versatile weapon
You can use a Versatile weapon as a spellcasting focus, and you can use the hand in which you hold a Versatile weapon to perform the somatic components of spells.
Tier 2 Advanced Techniques
Superior Strike: Versatile
Prerequisites: martial level 6, a tier 1 Versatile advanced technique
You can perform a superior strike with any weapon that has the Versatile property.
Tier 3 Advanced Techniques
Heavy Striker
Prerequisites: martial level 10, a tier 2 Versatile advanced technique
When you attack with a Versatile weapon using both hands, the size of the weapon's damage die is increased by two steps, rather than one (maximum 1d12).
Shield Bash
Prerequisites: martial level 10, a tier 2 Versatile advanced technique
When you take the Attack action and hit with a Versatile weapon while wielding a shield, you can use a bonus action to make a melee weapon attack roll using your shield against the target. On a hit, the target takes 1d4 bludgeoning damage and must succeed on a Strength saving throw or fall prone. Creatures more than one size larger than you automatically succeed on this saving throw.
Swift Striker
Prerequisites: martial level 10, a tier 2 Versatile advanced technique
If you take the Attack action on your turn and only attack with a Versatile weapon wielded in one hand, you can attack with that weapon one-handed again as a bonus action. You do not add your ability modifier to the damage for this bonus attack, unless that modifier is negative.
Tier 4 Advanced Techniques
Dual Maneuver
Prerequisites: martial level 14, a tier 3 Versatile advanced technique
When you take the Attack action and hit a creature with a Versatile weapon wielded in one hand while your other hand is free, you can attempt to grapple that target as part of that same action.
Guard
Prerequisites: martial level 14, a tier 3 Versatile advanced technique
While you wield both a shield and Versatile weapon, your ability to deflect attacks is second to none. As a bonus action, you can grant yourself a +1 bonus to AC until the start of your next turn, and opportunity attacks against you have disadvantage until then.
Very Heavy Striker
Prerequisites: martial level 14, a tier 3 Versatile advanced technique
When you attack with a Versatile weapon using both hands, your critical hit threshold is reduced by 2.











