```metadata title: Revamped Prof w/ MTG art description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-50px # REVAMPED PROFICIENCY ## Ariadne's Codex of Strings ___ }} {{banner 5.5 edition compatible}} {{footnote Become proficient with your favorite weapons and discover over 25+ battle arts! }} ![background image](https://imgur.com/bndL2P5.jpg){position:absolute,bottom:0,left:0,height:100%,left:-370px} \page # Revamped Proficiency Why, planeswalker, you've wolfed down the entire sourcebook already! Well, no worries: there is no lack of knowledge in the City of Strings. Let us explore the topic of proficiencies, an aspect of D&D so ingrained into our understanding of the system, that it is rarely questioned or improved upon by third-party creators. Now, it's no secret that most players do whatever the hell they want with their proficiencies already! Though they are a good guideline, your choice of background, class and (sometimes) species is not enough to cover the complexity of most player characters. The life of an adventurer is strange, and thus, they often end up with an equally strange skillset! I've yet to meet a DM that actually enforces the limited choices given by background and class in terms of skill proficiencies. : ### Going New Places! When all is said and done, skill proficiencies in D&D 5e work reasonably well. There have been few overhaul attempts, because an overhaul isn't truly needed! However, we've been tweaking the system ever so slightly over the course of our own home games, sometimes to solve an issue intrinsic to the system, such as the disparity in overall skill between different classes, and sometimes to bring desperately needed aid to other parts of the game. In short, we think skill proficiencies could be doing *more*, even if they are already doing enough as they are. : ### Standardizing Proficiencies The first step this revamp takes is *standardization*. We consider that adventurers become more adept at their roles as they level up, and they do so more or less equally. A twentieth level rogue is just as skilled as a twentieth level sorcerer, just in different specialties. Admittedly, being good at skills *is* part of the rogue's power budget, but we think the divide is too large. And why are starting proficiencies constrained by background and class? Can't a monk with the acolyte background be good at handling animals? What follows is our solution; a freer, level-based proficiency standard for all classes to follow. This leveling system replaces proficiencies granted by background and class, but *not* those granted by subclasses, species or feats, which make a lot more narrative sense and are baked into the power budget of a certain feature. : ***At 1st level.*** At first level, all characters start out with three proficiency points, which they can allocate in accordance to their storytelling interests and backstory. : ***Becoming adept.*** At 3rd, 5th, 7th, 11th, 14th, 17th and 20th level, all characters gain one additional proficiency point. By the time they reach maximum level, they should have ten proficiency points invested across their character sheet, plus any proficiencies granted by feats, subraces and subclasses. If you are using the epic leveling rules from *Ariadne's Guide to Legendary Characters*, characters gain additional proficiency points at 22nd, 24th and 26th level. : ### What About Expertise? We think skill specialization shouldn't be exclusive to a few privileged classes and subclasses. All characters can gain expertise by spending two proficiency points in the same skill, set of tools, or weapon (using proficiencies in weapons is discussed in the second part of this section). Characters who gain the *expertise* class feature apply as normal, choosing from the proficiencies gained in the new way outlined by this optional rule. {{watercolor2,top:200px,left:-100px,width:800px,background-color:lightblue,opacity:100%,transform:scaleX(-1)rotate(30deg)}} {{watercolor2,top:-1000px,left:100px,width:800px,background-color:lightblue,opacity:100%,transform:scaleX(-1)rotate(10deg)}} {{imageMaskCorner8,--offsetX:52%,--offsetY:-38%,--rotation:0 ![](https://imgur.com/d8qyYbK.png){height:65%,position:,right:-160px,bottom:-60px} }} {{imageMaskCorner8,--offsetX:52%,--offsetY:-16%,--rotation:0 ![](https://imgur.com/d8qyYbK.png){height:65%,position:,right:-160px,bottom:-60px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ## Weapons & Battle Arts : Now that proficiencies and expertise have been properly taken care of, let us find some fun uses for your newfound trove of ability! And why not do it while tackling one of D&D 5e's longest standing issues, the lack of variety and options for martials. Version 5.5 is already taking steps to remedy the situation with *weapon mastery*, which we think are great! This optional rule, updated as of November 2024, is meant to be used in conjunction with weapon mastery, although they work perfectly fine on their own. How does it work, then? Well, pick your favorite weapon that you're proficient with, and drop a proficiency point from the previous section on it, turning your proficiency with that weapon into an expertise. As an expert with a weapon, you gain a special bonus action and reaction you can use while wielding said weapon, called battle arts. And as a nice little treat, we made a few new armaments. No, I'm not obsessed with medieval weaponry, why do you ask? : The following are some additional rules to better integrate Weapon & Battle Arts into your game. : ***Battle Arts.*** You can use battle arts a number of times equal to twice your proficiency modifier. Both your expert bonus actions and expert reactions expend a use of your Battle Arts feature. You regain all expended uses after you finish a short rest. : ***Saving Throws.*** Some of your battle arts require your target to make a saving throw to resist it's effects. The saving throw DC is calculated as follows: {{text-align:center **Battle Art save DC** :: = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) }} : #### Feat: Weapon Specialist You have practiced extensively with a certain set of weapons. - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain expertise with two weapons of your choice that you are already proficient with. Each one must be a simple or a martial weapon. - You can take this feat multiple times. : #### Fighting Style: Weapon Expert **Classes:** :: Fighter, Ranger, Paladin, Starblade You gain expertise with a weapon of your choice that you are already proficient with. \column ## Simple Weapons (Melee) : ##### Club *Beating someone to death with a stick. Beautiful, like the spontaneous bloom of hatred.* : - **Damage:** 1d4 bludgeoning - **Properties:** light {{ ***Expert Bonus Action (Pummel).*** You can make an attack with this weapon as a bonus action against a creature that is prone, grappled or restrained. : ***Expert Reaction (Grapple Breaker).*** As a reaction when a creature grapples you, you can immediately make an Athletics check to attempt escaping it. }} : ##### Dagger *Let the great tradition of pointing sharp things at one another never end!* : **Damage:** 1d4 slashing \ **Properties:** finesse, light {{ ***Expert Bonus Action (Backstep).*** While within a hostile creature's melee reach, you can use a bonus action to rapidly backstep out of harm. When you do so, you move 5 away from the hostile creature, provoking no opportunity attacks. : ***Expert Reaction (Dagger Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +2 bonus to your AC, potentially causing it to miss. }} : ##### Greatclub *Big stick hurt more. If that's not good enough for you, perhaps you're in the wrong business.* : - **Damage:** 1d8 bludgeoning - **Properties:** two-handed {{ ***Expert Bonus Action (Poise).*** As a bonus action while wielding this weapon, you gird yourself up to bash your enemies. Until the end of your turn, creatures hit by your attacks must succeed on a Strength saving throw or be knocked prone. Alternatively, you can shove the target up to 10 feet away from you. : ***Expert Reaction (Wild Strike).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon. You do not add your ability modifier to the damage of this attack. }} {{imageMaskEdge7,--offset:42%,--rotation:-4 ![](https://imgur.com/d8qyYbK.png){height:100%} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ##### Handaxe *Chop down a tree, quarter it into firewood, butcher a beast. All steps necessary for a good grill, with a singular tool.* : - **Damage:** 1d6 slashing - **Properties:** light, thrown (20/60) {{ ***Expert Bonus Action (Aim).*** As a bonus action while wielding this weapon, you hone your aim for a long-distance throw. Until the end of your turn, you have a +3 bonus to hit with ranged attack rolls made with this weapon, and your effective and maximum range are increased by 10 feet. : ***Expert Reaction (Handaxe Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : ##### Javelin *The evolution of ranged combat has been a matter of inventing better ways of throwing pointy things over great distances. The javelin was a proud first step.* : - **Damage:** 1d6 piercing - **Properties:** thrown (30/120), slow (5.5 ed.) {{ ***Expert Bonus Action (Aim).*** As a bonus action while wielding this weapon, you hone your aim for a long-distance throw. Until the end of your turn, you have a +3 bonus to hit with ranged attack rolls made with this weapon, and your effective and maximum range are increased by 30 feet. : ***Expert Reaction (Crippling Throw).*** As a reaction when a creature you can see leaves this weapon's effective throw range (30 feet), you can make a ranged attack with this weapon against it. You do not add your ability modifier to the damage of this attack. }} : ##### Light hammer *Bashing a skull in with a weapon smaller than a frying pan? Oh, the wonders of momentum.* : - **Damage:** 1d4 bludgeoning - **Properties:** light, thrown (20/60) {{ ***Expert Bonus Action (Pummel).*** You can make an attack with this weapon as a bonus action against a creature that is prone, grappled or restrained. : ***Expert Reaction (Quick Throw).*** As a reaction when a creature you can see enters this weapon's effective throw range (20 feet), you can make a ranged attack with this weapon against it. }} : \column ::::::::::::: ##### Mace *A favorite among clerics. Slitting a throat is so vulgar, while caving in ribcages practically emanates holiness!* : - **Damage:** 1d6 bludgeoning - **Properties:** -- {{ ***Expert Bonus Action (Poise).*** As a bonus action while wielding this weapon, you gird yourself up to bash your enemies. Until the end of your turn, creatures hit by your attacks must succeed on a Strength saving throw or be knocked prone. Alternatively, you can shove the target up to 10 feet away from you. : ***Expert Reaction (Mace Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : ##### Quarterstaff *A refined stick, for you are a refined warmongering primate, are you not?* : - **Damage:** 1d6 bludgeoning - **Properties:** versatile (1d8) {{ ***Expert Bonus Action (Spin).*** As a bonus action, you skillfully spin momentum into your weapon. You add both your Dexterity and Strength modifier to the damage rolls of this weapon until the end of your turn. : ***Expert Reaction (Butt Strike).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon. You do not add your ability modifier to the damage of this attack. }} : {{imageMaskEdge7,--offset:43%,--rotation:205 ![](https://imgur.com/D1jPgLS.png){height:75%,right:-100px,top:-100px,transform:scaleY(1)} }} {{imageMaskEdge7,--offset:38%,--rotation:-19 ![](https://imgur.com/D1jPgLS.png){height:110%,top:200px} }} {{imageMaskEdge7,--offset:43%,--rotation:-0 ![](https://imgur.com/D1jPgLS.png){height:110%,top:200px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ::::::::::: ##### Sickle / Kama *When the peasants get sick of their lords, the appropriately named sickle comes out. Poetic.* : - **Damage:** 1d4 slashing - **Properties:** light {{ ***Expert Bonus Action (Backstep).*** While within a hostile creature's melee reach, you can use a bonus action to rapidly backstep out of harm. When you do so, you move 5 away from the hostile creature, provoking no opportunity attacks. : ***Expert Reaction (Bleeding Strike).*** As a reaction when you deal damage with this weapon to a creature that can bleed, you can lengthen your slash, causing them to hemorrhage. At the start of their next turn, they take slashing damage equal to half the damage dealt by the triggering attack. }} : ##### Spear (Alternate) *Basic, cheap, effective. Standard issue in most conscripted armies, mocked by more experienced warriors as the beginner's armament.* : - **Damage:** 1d6 piercing - **Properties:** versatile (1d8), reach {{ ***Expert Bonus Action (Point).*** As a bonus action, you aim the tip of your weapon, at the ready. Until the start of your next turn, using your Reactive Thrust expert reaction does not expend a use of your Battle Arts feature. This Expert bonus action does not expend a use of your Battle Arts feature. : ***Expert Reaction (Reactive Thrust).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon. }} \column ::::::::::: ##### Pitchfork *The powerful often forget the might wielded by angry mobs. Ask the hundreds of vampires triturated to death by pitchforks.* : - **Damage:** 1d6 piercing - **Properties:** two-handed, slow (5.5 ed.) {{ ***Expert Bonus Action (Align Tips).*** You point your weapon with uncanny precision, causing its multiple tips to hit where they hurt most. Until the end of your turn, the next attack you make with this weapon has a +3 bonus to hit and damage rolls. : ***Expert Reaction (Butt Strike).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon. This attack deals bludgeoning damage. You don’t add your ability modifier to the damage of this attack. }} : ##### Guisarme *A slashing end and a pointy end, perfect for field work and dismembering armored and unarmored enemies alike.* : - **Damage:** 1d8 slashing / piercing - **Properties:** two-handed {{ ***Expert Bonus Action (Point).*** As a bonus action, you aim the tip of your weapon, at the ready. Until the start of your next turn, using your Guisarme Parry expert reaction does not expend a use of your Battle Arts feature. This Expert bonus action does not expend a use of your Battle Arts feature. : ***Expert Reaction (Guisarme Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : {{imageMaskEdge4,--offset:36%,--rotation:180 ![](https://imgur.com/gHALpMY.png){height:60%,top:-100px,left:-50px} }} {{imageMaskEdge4,--offset:33%,--rotation:0 ![](https://imgur.com/gHALpMY.png){height:60%,left:-50px,bottom:-100px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page :::::::::::::::::::::::::::::::::::::::::::: ## Simple Weapons (Ranged) : ##### Light crossbow *Fire away, but you won't get a second shot if your target lives to close the gap. Best have a dagger tucked in your belt. Or just bash 'em.* : - **Damage:** 1d8 piercing - **Properties:** ammunition, range (80/320), loading, two-handed {{ ***Expert Bonus Action (Crippling Precision).*** As a bonus action, you take aim at your enemies’ articulations and motion-essential muscles. Until the end of your turn, your weapon gains the *slow* property. : ***Expert Reaction (Crossbow Bash).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon that deals 1d8 bludgeoning damage. You do not add your ability modifier to the damage of this attack. }} : ##### Shortbow *Just worse than the longbow in every way except size and ease of crafting. That does leave a sizeable niche for it, however.* : - **Damage:** 1d6 piercing - **Properties:** ammunition, range (80/320), two-handed {{ ***Expert Bonus Action (Barrage).*** As a bonus action, you ready your hand to unload a hastened flurry of arrows. For every attack you make with this weapon on this turn, you can make an additional attack with disadvantage against a target within 30 feet, up to a maximum of 3 additional attacks. You do not add your ability modifier to the damage of additional attacks made in this way. : ***Expert Reaction (Reposition).*** As a reaction when a creature you can see comes within 15 feet of you, you can move up to 15 feet in a direction of your choosing. }} : ##### Sling *While giants do make great targets for a sling in the strictest sense of the phrase, large as they are, we recommend sticking with human-sized enemies if this is the best weapon you can procure.* : - **Damage:** 1d4 bludgeoning - **Properties:** ammunition, range (30/120) {{ ***Expert Bonus Action (Stunning Throw).*** As a bonus action, you take aim at the forehead of a creature you can see within 120 feet. Until the end of your turn, the next attack you make against it has a -3 penalty to hit. On a hit, the target must succeed on a Constitution saving throw against your Battle Arts DC or be *stunned* until the end of its next turn. : ***Expert Reaction (Reposition).*** As a reaction when a creature you can see comes within 15 feet of you, you can move up to 15 feet in a direction of your choosing. }} : ##### Dart *The ranged option of choice for those that have no other choice.* : - **Damage:** 1d4 piercing - **Properties:** finesse, thrown (20/60) {{ ***Expert Bonus Action (Go For The Eyes).*** As a bonus action, you make a special ranged attack as part of this bonus action. On a hit, the target must succeed on a Constitution saving throw or become blinded until the end of their next turn. : ***Expert Reaction (Reposition).*** As a reaction when a creature you can see comes within 15 feet of you, you can move up to 15 feet in a direction of your choosing. }} : {{imageMaskCenter3,--offsetX:-37%,--offsetY:31%,--rotation:-80 ![](https://imgur.com/JANZfpM.png){height:70%,left:-60px,top:0px} }} {{imageMaskCenter3,--offsetX:-49%,--offsetY:31%,--rotation:-80 ![](https://imgur.com/JANZfpM.png){height:70%,left:-60px,top:0px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page {{position:relative,left:-20px ## Martial Weapons (Melee) : ##### Backsword *A long edge, one-sided and sharp. A no-nonsense armament typically seen hanging at the hips of semi-regular militias.* : - **Damage:** 1d8 slashing - **Properties:** versatile (1d10) {{ ***Expert Bonus Action (Backstrike).*** As a bonus action, you make a special attack with the back of this weapon, which deals bludgeoning damage instead of slashing. You do not add your ability modifier to the damage of additional attacks made in this way. : ***Expert Reaction (Backsword Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +4 bonus to your AC, potentially causing it to miss. }} : ##### Battleaxe *When you see a dwarf wielding this, you know they don't intend to chop wood.* : - **Damage:** 1d8 slashing - **Properties:** versatile (1d10) {{ ***Expert Bonus Action (Hook).*** As a bonus action, you make a special attack against an enemy that is wielding a melee weapon. On a hit, the target takes no damage and must succeed on a Strength saving throw or become disarmed. You can take the weapon as part of this bonus action if you have a free hand to do so. : ***Expert Reaction (Endure).*** As a reaction when you are subjected to an area effect that forces you to make a Dexterity saving throw, you place the blade of your weapon before you, using it as an improvised buffer. You gain a +3 bonus to the saving throw. }} : ##### Cinquedea *The five fingered blade of the Teng, which they fashioned in that iconic shape to fit in arcane conduits in each of the "fingers".* : - **Damage:** 1d6 piercing / slashing - **Properties:** light, finesse {{ ***Expert Bonus Action (Misdirection).*** As a bonus action, you exploit the unusual build of your weapon to confuse a hostile creature that can see you. You have a +2 bonus to hit on attack rolls made with this weapon against that creature until the end of your turn. : ***Expert Reaction (Endure).*** As a reaction when you are subjected to an area effect that forces you to make a Dexterity saving throw, you place the blade of your weapon before you, using it as an improvised buffer. You gain a +3 bonus to the saving throw. }} }} {{imageMaskEdge7,--offset:5%,--rotation:270 ![](https://imgur.com/bndL2P5.png){height:101%,right:-450px,top:-1px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page \column {{width:300px,position:relative,left:20px ##### Dadao *The great curved broad blade of Satokai's warlords, a great weapon for those who know how to build circular momentum.* : - **Damage:** 1d10 slashing - **Properties:** heavy, versatile (1d12) {{ ***Expert Bonus Action (Spin).*** As a bonus action, you skillfully spin momentum into your weapon. You add both your Dexterity and Strength modifier to the damage rolls of this weapon until the end of your turn. : ***Expert Reaction (Dadao Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : ##### Flamberge *A fairly long, double edged sword with an undulating blade. Out of fashion, but not out of style, and certainly not falling behind in letality.* : - **Damage:** 1d8 slashing - **Properties:** versatile (1d10) {{ ***Expert Bonus Action (Pommel Strike).*** You can make an attack with this weapon as a bonus action. This attack deals 1d4 bludgeoning damage. : ***Expert Reaction (Bleeding Strike).*** As a reaction when you deal damage with this weapon to a creature that can bleed, you can lengthen your slash, causing them to hemorrhage. At the start of their next turn, they take slashing damage equal to half the damage dealt by the triggering attack. }} : ##### Flail *Quite a ridiculous weapon, which would be funny if it wasn't so deadly. Its awkward handling presents a defensive liability, but trading blows works if yours are lethal and the enemy's are not...* : - **Damage:** 1d8 bludgeoning - **Properties:** -- {{ ***Expert Bonus Action (Spin).*** As a bonus action, you skillfully spin momentum into your weapon. You add both your Dexterity and Strength modifier to the damage rolls of this weapon until the end of your turn. : ***Expert Reaction (Tough Trade).*** As a reaction when a creature within 5 feet of you deals damage to you with an attack, you can make an attack with this weapon against them. You don't add your ability modifier to the damage of this attack. }} : }} {{imageMaskEdge4,--offset:5%,--rotation:90 ![](https://imgur.com/EvLqZB0.png){height:100%,transform:scaleX(-1),left:-210px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page {{width:340px,position:relative,top:-20px,left:-10px ##### Gauntlet Sword (Patta) *The only piece of armor allowed in Iskendar's gladiatorial combats.* : - **Damage:** 1d6 slashing - **Properties:** grip {{ ***Expert Bonus Action (Surprise Bludgeon).*** As a bonus action, you can make a special attack with this weapon that deals bludgeoning damage instead of slashing, by feinting a blade thrust and delivering a punch with the gauntlet part of your weapon. : ***Expert Reaction (Patta Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +4 bonus to your AC, potentially causing it to miss. }} :: {{note ##### Weapon Property: Grip Weapons that have the grip property cannot be removed from a creature's hand by non-magical means. }} : ##### Glaive *The catch-all name for a short blade mounted on a long stick. A spear with the slightest touch of extra craftsmanship, pretty much.* : - **Damage:** 1d10 slashing - **Properties:** heavy, reach, two-handed {{ ***Expert Bonus Action (Point).*** As a bonus action, you aim the tip of your weapon, at the ready. Until the start of your next turn, using your Butt Strike expert reaction does not expend a use of your Battle Arts feature. This Expert bonus action does not expend a use of your Battle Arts feature. : ***Expert Reaction (Butt Strike).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon. This attack deals 1d8 bludgeoning damage. You don’t add your ability modifier to the damage of this attack. }} : ##### Greataxe *Hack them all to pieces, my friend. You've got the right tool for it.* : - **Damage:** 1d12 slashing - **Properties:** heavy, two-handed {{ ***Expert Bonus Action (Execute).*** As a bonus action, you make a special attack against a creature. If the creature has fewer than 20 hit points and you deal any amount of damage to it with this special attack, it is reduced to 0 hit points. : ***Expert Reaction (Endure).*** As a reaction when you are subjected to an area effect that forces you to make a Dexterity saving throw, you place the blade of your weapon before you, using it as an improvised buffer. You gain a +3 bonus to the saving throw. }} : }} {{imageMaskEdge7,--offset:8%,--rotation:270 ![](https://imgur.com/0a07g2e.png){height:100%,transform:scaleX(-1),left:180px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ##### Greatsword *Just like a big stick hurts more than a small stick, a big knife hurts more than a little one. The greatsword takes that theory to its very limits.* : - **Damage:** 2d6 slashing - **Properties:** heavy, two-handed {{ ***Expert Bonus Action (Execute).*** As a bonus action, you make a special attack against a creature. If the creature has fewer than 20 hit points and you deal any amount of damage to it with this special attack, it is reduced to 0 hit points. : ***Expert Reaction (Knock Away).*** As a reaction when a creature within your melee range misses you with a weapon attack, you can use your reaction to make a special attack against them. On a hit, you knock the target's weapon up to 20 feet away instead of dealing damage. }} : ##### Halberd *The result of a night of passion between a handaxe, a spear, and a pick.* : - **Damage:** 1d10 slashing - **Properties:** heavy, reach, two-handed {{ ***Expert Bonus Action (Poise).*** As a bonus action while wielding this weapon, you gird yourself up to bash your enemies. Until the end of your turn, creatures hit by your attacks must succeed on a Strength saving throw or be knocked prone. Alternatively, you can shove the target up to 10 feet away from you. : ***Expert Reaction (Butt Strike).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon. This attack deals 1d8 bludgeoning damage. You don’t add your ability modifier to the damage of this attack. }} : \column ##### Lance *A weapon as gallant and insufferable as the aristocrats who wield them.* : - **Damage:** 1d12 piercing - **Properties:** reach, special {{ ***Expert Bonus Action (Poise).*** As a bonus action while wielding this weapon, you gird yourself up to bash your enemies. Until the end of your turn, creatures hit by your attacks must succeed on a Strength saving throw or be knocked prone. Alternatively, you can shove the target up to 10 feet away from you. : ***Expert Reaction (Trajectory Adjustment).*** As a reaction when you miss a creature with an attack with this weapon, you can re-roll the attack. You must use the new roll. }} : ##### Leaf Blade *A shortsword balanced more like a handaxe, thanks to the convex shape of its blade. Ideal for building momentum.* : - **Damage:** 1d6 slashing - **Properties:** light, finesse {{ ***Expert Bonus Action (Spin).*** As a bonus action, you skillfully spin momentum into your weapon. You add both your Dexterity and Strength modifier to the damage rolls of this weapon until the end of your turn. : ***Expert Reaction (Leaf Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : ##### Longsword *The perfect balance of weight, width and longitude--when it's forged right, at least...* : - **Damage:** 1d8 slashing - **Properties:** versatile (1d10) {{ ***Expert Bonus Action (Cross Slashing).*** As a bonus action, you begin swiping your blade with grace, allowing you to exploit even the smallest openings in battle. For every two attacks you make with this weapon on this turn, you can make an additional attack with disadvantage, up to a maximum of 2 additional attacks. You do not add your ability modifier to the damage of additional attacks made in this way. : ***Expert Reaction (Longsword Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : {{imageMaskEdge4,--offset:39%,--rotation:5 ![](https://imgur.com/bpP9ip4.png){height:100%,top:180px,left:-1px} }} {{imageMaskCenter9,--offsetX:-46%,--offsetY:-45%,--rotation:0 ![](https://imgur.com/bpP9ip4.png){height:100%,top:180px,left:-1px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ##### Maul *A huge hammer, not for huge nails.* : - **Damage:** 1d12 slashing - **Properties:** heavy, two-handed {{ ***Expert Bonus Action (Pummel).*** You can make an attack with this weapon as a bonus action against a creature that is prone, grappled or restrained. : ***Expert Reaction (Endure).*** As a reaction when you are subjected to an area effect that forces you to make a Dexterity saving throw, you place the blade of your weapon before you, using it as an improvised buffer. You gain a +3 bonus to the saving throw. }} : ##### Morningstar (Variant) *A very pretentious mace, favored by wealthy devil sellswords most of all.* : - **Damage:** 1d8 piercing - **Properties:** versatile (1d10) {{ ***Expert Bonus Action (Poise).*** As a bonus action while wielding this weapon, you gird yourself up to bash your enemies. Until the end of your turn, creatures hit by your attacks must succeed on a Strength saving throw or be knocked prone. Alternatively, you can shove the target up to 10 feet away from you. : ***Expert Reaction (All In).*** As a reaction when you hit a creature with an attack with this weapon, you can drive its spikes deeper into the target. You add your ability modifier a second time to the damage of the attack. }} : ##### Pike *Like a cinquedea on a long stick... It seems not even the rarest weapons are safe from long-stickification.* : - **Damage:** 1d10 piercing - **Properties:** heavy, reach, two-handed {{ ***Expert Bonus Action (Poise).*** As a bonus action while wielding this weapon, you gird yourself up to bash your enemies. Until the end of your turn, creatures hit by your attacks must succeed on a Strength saving throw or be knocked prone. Alternatively, you can shove the target up to 10 feet away from you. : ***Expert Reaction (Trajectory Adjustment).*** As a reaction when you miss a creature with an attack with this weapon, you can re-roll the attack. You must use the new roll. }} : \column ::::::::::::::::::::::::::::::: ##### Rapier *The type of melee armament that is only effective in extremely skilled hands, or in tourneys where other weapons aren't allowed.* : - **Damage:** 1d8 piercing / slashing - **Properties:** finesse {{ ***Expert Bonus Action (Point).*** As a bonus action, you aim the tip of your weapon, at the ready. Until the start of your next turn, using your Duck & Lunge expert reaction does not expend a use of your Battle Arts feature. This Expert bonus action does not expend a use of your Battle Arts feature. : ***Expert Reaction (Duck & Lunge).*** As a reaction when a creature hits you with a melee attack, you add a +2 bonus to your AC, potentially causing it to miss. If this bonus causes the attack to miss, you can make an attack with this weapon against that creature as part of the same reaction. }} {{imageMaskEdge4,--offset:27%,--rotation:225 ![](https://imgur.com/bpP9ip4.png){height:50%,top:-0px,left:160px} }} {{imageMaskCenter12,--offsetX:35%,--offsetY:50%,--rotation:-30 ![](https://imgur.com/bpP9ip4.png){height:50%,top:-0px,left:160px} }} {{imageMaskEdge4,--offset:35%,--rotation:-6 ![](https://imgur.com/bpP9ip4.png){height:80%,bottom:-50px,left:0px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ##### Scimitar *A shortsword with a curved edge, good for reaching around shields and performing deep, hemorrhage-inducing cuts.* : - **Damage:** 1d6 slashing - **Properties:** finesse, light {{ ***Expert Bonus Action (Reach Around).*** As a bonus action while wielding this weapon, you rotate your weapon sideways, giving you an edge to reach around shields. When you make attacks with this weapon this turn, you ignore AC provided by shields. : ***Expert Reaction (Scimitar Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : ##### Shamshir *An even curvier scimitar, reserved for the nobility of desertic Bazandi.* : - **Damage:** 1d6 slashing - **Properties:** finesse, light {{ ***Expert Bonus Action (Reach Around).*** As a bonus action while wielding this weapon, you rotate your weapon sideways, giving you an edge to reach around shields. When you make attacks with this weapon this turn, you ignore AC provided by shields. : ***Expert Reaction (Bleeding Strike).*** As a reaction when you deal damage with this weapon to a creature that can bleed, you can lengthen your slash, causing them to hemorrhage. At the start of their next turn, they take slashing damage equal to half the damage dealt by the triggering attack. }} : \column ##### Shortsword *About as iconic as getting mugged by a band of rogues in some dark city alleyway.* : - **Damage:** 1d6 slashing - **Properties:** finesse, light {{ ***Expert Bonus Action (Pommel Strike).*** You can make an attack with this weapon as a bonus action. This attack deals 1d4 bludgeoning damage. : ***Expert Reaction (Shortsword Parry).*** As a reaction when a creature you can see hits you with an attack, you add a +3 bonus to your AC, potentially causing it to miss. }} : ##### Trident (Variant) *Certain people would tell you it's nothing more than a fancy pitchfork. They're right.* : - **Damage:** 1d8 piercing - **Properties:** thrown (20/60), versatile (1d10), slow {{ ***Expert Bonus Action (Align Tips).*** You point your weapon with uncanny precision, causing its multiple tips to hit where they hurt most. Until the end of your turn, the next attack you make with this weapon has a +3 bonus to hit and damage rolls. : ***Expert Reaction (Quick Throw).*** As a reaction when a creature you can see enters this weapon’s effective throw range (20 feet), you can make a ranged attack with this weapon against it. }} : ##### Katana *A slightly curved longsword, probably a bit less effective. But who can deny the katana's allure?* : - **Damage:** 1d8 slashing - **Properties:** finesse, two-handed {{ ***Expert Bonus Action (Cross Slashing).*** As a bonus action, you begin swiping your blade with grace, allowing you to exploit even the smallest openings in battle. For every two attacks you make with this weapon on this turn, you can make an additional attack with disadvantage, up to a maximum of 2 additional attacks. You do not add your ability modifier to the damage of additional attacks made in this way. : ***Expert Reaction (Bleeding Strike).*** As a reaction when you deal damage with this weapon to a creature that can bleed, you can lengthen your slash, causing them to hemorrhage. At the start of their next turn, they take slashing damage equal to half the damage dealt by the triggering attack. }} : {{imageMaskCenter1,--offsetX:-36%,--offsetY:-38%,--rotation:0 ![](https://imgur.com/9l2GfDf.png){height:63%,bottom:-100px,left:-200px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ##### Kunai *A poniard made mainly for throwing, highly effective in the right hands, and about as lethal as a butter knife in the wrong ones.* : - **Damage:** 1d4 piercing - **Properties:** finesse, thrown (20/60) {{ ***Expert Bonus Action (Backstep).*** While within a hostile creature's melee reach, you can use a bonus action to rapidly backstep out of harm. When you do so, you move 5 away from the hostile creature, provoking no opportunity attacks. : ***Expert Reaction (Follow Up).*** As a reaction when you hit a target with an attack with a kunai, you can draw another kunai and make another attack against the same target. You do not add your ability modifier to the damage of this special attack. }} : ##### Kusarigama *Satokai's unholy blend of sickle and chain, expertly used by assassins. : - **Damage:** 1d4 piercing / slashing - **Properties:** finesse, reach {{ ***Expert Bonus Action (Spin).*** As a bonus action, you skillfully spin momentum into your weapon. You add both your Dexterity and Strength modifier to the damage rolls of this weapon until the end of your turn. : ***Expert Reaction (Chain Trip).*** As a reaction when you hit a creature with an attack with this weapon, the target must succeed on a Dexterity saving throw or be knocked prone. }} : ##### War pick *It can pierce armor to get to the organs, about as well as it can pierce rock to get to the minerals.* : - **Damage:** 1d8 piercing - **Properties:** -- {{ ***Expert Bonus Action (Perforate).*** As a bonus action while wielding this weapon, you make a special attack aiming at a creature's armor. On a hit, the armor takes a penalty to the base AC it provides equal to your proficiency bonus. If this penalty would take its base AC below 10, the armor is destroyed. : ***Expert Reaction (Endure).*** As a reaction when you are subjected to an area effect that forces you to make a Dexterity saving throw, you place the blade of your weapon before you, using it as an improvised buffer. You gain a +3 bonus to the saving throw. }} : \column ##### Warhammer *They never tell you how they all shit themselves, when kneeling before a warhammer and its wielder.* : - **Damage:** 1d8 bludgeoning - **Properties:** versatile (1d10) {{ ***Expert Bonus Action (Poise).*** As a bonus action while wielding this weapon, you gird yourself up to bash your enemies. Until the end of your turn, creatures hit by your attacks must succeed on a Strength saving throw or be knocked prone. Alternatively, you can shove the target up to 10 feet away from you. : ***Expert Reaction (Endure).*** As a reaction when you are subjected to an area effect that forces you to make a Dexterity saving throw, you place the blade of your weapon before you, using it as an improvised buffer. You gain a +3 bonus to the saving throw. }} : ##### Whip *The fact that terrorizing circus animals is the kindest use for a whip should tell you all you need to know about their wielders.* : - **Damage:** 1d4 piercing - **Properties:** finesse, reach {{ ***Expert Bonus Action (Tangle Weapon).*** As a bonus action while wielding this weapon, you can make a special attack against a creature that is wielding a melee weapon. On a hit, a target must succeed on a Strength saving throw or be disarmed, sending the weapon flying up to 10 feet toward you. You can catch the weapon as part of the same bonus action if you have a free hand to do so. : ***Expert Reaction (Reposition).*** As a reaction when a creature you can see comes within 15 feet of you, you can move up to 15 feet in a direction of your choosing. }} : {{imageMaskEdge7,--offset:45%,--rotation:3 ![](https://imgur.com/ALlFy5s.png){height:110%,left:-10px,bottom:-600px} }} {{imageMaskEdge7,--offset:35%,--rotation:-32 ![](https://imgur.com/ALlFy5s.png){height:110%,left:-10px,bottom:-600px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page ## Martial Weapons (Ranged) : ##### Blowgun *Like the name suggests, it blows. Unless you poison the ammunition, of course.* : - **Damage:** 1 piercing - **Properties:** ammunition, range (25/100), loading {{ ***Expert Bonus Action (Arterial Aim).*** As a bonus action while wielding this weapon, you focus your aim on a creature's major blood vessels. Until the end of your turn, when you hit a creature with an attack with weapon that has poison, the creature has disadvantage on any saving throws caused by the poison. : ***Expert Reaction (Fast Hide).*** As a reaction when you make an attack with this weapon, you can move up to 10 feet in a direction of your choosing and take the *hide* action. }} : ##### Hand crossbow *Fairly similar to the more modern pistols, used for those who can't afford the gunpowder, or the noise.* : - **Damage:** 1d6 piercing - **Properties:** ammunition, range (30/120), light, loading {{ ***Expert Bonus Action (Crippling Precision).*** As a bonus action, you take aim at your enemies’ articulations and motion-essential muscles. Until the end of your turn, your weapon gains the *slow* property. : ***Expert Reaction (Reposition).*** As a reaction when a creature you can see comes within 15 feet of you, you can move up to 15 feet in a direction of your choosing. }} \column : ##### Heavy crossbow *Enough stopping power to make plate armor be as effective in stopping your bolts as a silken tunic.* : - **Damage:** 1d10 piercing - **Properties:** ammunition, heavy, range (100/400), loading, two-handed {{ ***Expert Bonus Action (Crippling Precision).*** As a bonus action, you take aim at your enemies’ articulations and motion-essential muscles. Until the end of your turn, your weapon gains the *slow* property. : ***Expert Reaction (Heavy Crossbow Bash).*** As a reaction when a creature you can see enters your melee range, you can make a melee weapon attack against them with this weapon that deals 1d10 bludgeoning damage. You do not add your ability modifier to the damage of this attack. }} : ##### Longbow *The spear of ranged armaments. Unceremoniously effective.* : - **Damage:** 1d8 piercing - **Properties:** ammunition, heavy, range (150/600), loading, two-handed {{ ***Expert Bonus Action (Piercing Power).*** As a bonus action, you draw your string further back, increasing the power of your shots at the cost of their precision at long range. When you do so, your effective range is reduced to 60 feet and you have a +3 bonus to damage rolls made with this weapon until the end of your turn. : ***Expert Reaction (Reposition).*** As a reaction when a creature you can see comes within 15 feet of you, you can move up to 15 feet in a direction of your choosing. }} {{imageMaskEdge1,--offset:19%,--rotation:5 ![](https://imgur.com/5mLH7jW.png){height:75%,bottom:-400px,left:-0px} }} {{pageNumber,auto}} {{footnote PART V | PLAYER OPTIONS}} \page {{pageNumber,auto}} {{backCover}} {{text-align:center # Art Credit This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. }} ![background image](https://imgur.com/D1jPgLS.jpg){position:absolute,bottom:0,left:230px,height:100%} --- : - Cover Image & page 7: Elenda, Saint of Dusk MtG Art from Foundations by Chris Rahn : - Page 2 & 3: Kaito, Cunning Infiltrator MtG Art from Foundations by Evyn Fong : - Page 4 & back cover: Herald of Eternal Dawn (Variant) MtG Art from Foundations by PINDURSKI : - Page 5: Anthem of Champions MtG Art from Foundations by Chris Rallis : - Page 6: Vivien Reid (Variant) MtG Art from Foundations by Zara Alfonso : - Page 8: Ajani, Caller of the Pride (Variant) MtG Art from Foundations by Victor Adame Minguez : - Page 9: Vengeful Bloodwitch (Variant) MtG Art from Foundations by Zezhou Chen : - Page 10 & 11: Alesha, Who Laughs at Fate MtG Art from Foundations by Ekaterina Burmak : - Page 12: Quick-Draw Katana MtG Art from Foundations by Paolo Parente : - Page 13: Exemplar of Light (Variant) MtG Art from Foundations by Chris Rahn : - Page 14: Vengeful Bloodwitch MtG Art from Foundations by Jarel Threat