D&D 5E Expert Weapon Damage (a simple thing, really)

Weapon specialization
Prerequisite Fighter level 6th
You are a master with one weapon, and your skill with it is legendary. Choose one type of weapon from the list of weapons on page XXX of the PHB. You gain the following benefits while you wield this weapon:
  • You gain +1 to hit and +2 to damage with weapons of this type.
  • When you score a critical hit with this weapon your opponent must succeed in a Constitution save (DC 8 + your proficiency + your Strength or Dexterity modifier) or be staggered by the blow, suffering disadvantage to all attacks and ability checks made until the end of that creatures next turn. In addition, the staggered creature can’t take reactions.
  • You have advantage on checks and saves to disarm you of your weapon.

You may change the weapon you selected when you learnt this feat, by using the training downtime activity.

NB: The 'staggered' on a critical hit ability plays nice with the Champions extended crit range. Its not an OP condition (disadv on attack rolls and ability checks and no reactions).

Fighters get to pick this up at 6th level with their bonus 6th level ASI. For featless games, just slot this ability into the fighter chassis at 6th level (in place of the ASI).

I would allow taking it multiple times, but I wouldn't allow changing one you already took. It seems odd that one might forget how to be a master with a weapon, or only be able to master a single weapon at a time.
 

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I would allow taking it multiple times, but I wouldn't allow changing one you already took. It seems odd that one might forget how to be a master with a weapon, or only be able to master a single weapon at a time.

Dude, people forget skills all the time. We overwrite old skills with new ones frequently. I use to be a soldier, and now I'm a lawyer. Place a Mag 58 GPMG in my hands, and I'd struggle to remember the IA's for it. Not only would I be rusty in many of the skills I used to know like the back of my hand, I would have forgotten many.

In the interrum however I have learnt many more skills.

The switching weapons thing is simply to allow a PC to use a new magic weapon when one is found in game, or to let them evolve naturally if they want to take the PC in a different direction. It adds nothing by way of power to the PCs (the feat assumes that they will always use that specialized weapon). Requiring them to pick the feat up again, when they find some cool magic item simply results in a useless feat (and isnt fun).

A Fighter PC specialised in the warhammer, who finds himself a vorpal sword, spends 10 weeks with a master (paying 100gp per week) to learn to perfect the art of the sword. He's already a high level fighter, so he knows a thing or two about fighting as is. Over the course of those ten weeks, the sword gradually becomes like an extension of his body, but due to him no longer engaging in daily practice (and actual combat) with his trusty warhammer, his skills in that weapon fade.

I also allow PCs to 'retrain' feats, proficiencies, and even archetypes/ colleges/ arcane schools (switching from battlemaster to eldritch knight etc) using the 'Training' downtime activity (takes 10 weeks - Int modifier to perform, costs 100gp per week of training).
 

Dude, people forget skills all the time. We overwrite old skills with new ones frequently. I use to be a soldier, and now I'm a lawyer. Place a Mag 58 GPMG in my hands, and I'd struggle to remember the IA's for it. Not only would I be rusty in many of the skills I used to know like the back of my hand, I would have forgotten many.

In the interrum however I have learnt many more skills.

The switching weapons thing is simply to allow a PC to use a new magic weapon when one is found in game, or to let them evolve naturally if they want to take the PC in a different direction. It adds nothing by way of power to the PCs (the feat assumes that they will always use that specialized weapon). Requiring them to pick the feat up again, when they find some cool magic item simply results in a useless feat (and isnt fun).

A Fighter PC specialised in the warhammer, who finds himself a vorpal sword, spends 10 weeks with a master (paying 100gp per week) to learn to perfect the art of the sword. He's already a high level fighter, so he knows a thing or two about fighting as is. Over the course of those ten weeks, the sword gradually becomes like an extension of his body, but due to him no longer engaging in daily practice (and actual combat) with his trusty warhammer, his skills in that weapon fade.

I also allow PCs to 'retrain' feats, proficiencies, and even archetypes/ colleges/ arcane schools (switching from battlemaster to eldritch knight etc) using the 'Training' downtime activity (takes 10 weeks - Int modifier to perform, costs 100gp per week of training).

I am thinking of the classic stories of True Masters, characters who have receded from the limelight, despite once being known as the Best with their chosen weapon. They are invariably found by a young up-and-coming hero who wants to learn their craft, at which point they often discover they haven't lost their magic touch with their chosen weapon. I can understand not wanting a feat to get wasted by them finding a magic item that doesn't fit their mastery, but I don't think many people reach the mythical "Mastery" I imagine for Fantasy characters.

I don't know if you watched it, but a good example is Deadshot from the recent Suicide squad movie. He spent months (I think. It may have been longer or shorter) in prison, not touching any sort of gun, but was able to pick up a whole arsenal of weapons and have perfect aim with every single one.

It really depends on how you look at your heroes, as most things do.
 

I am thinking of the classic stories of True Masters, characters who have receded from the limelight, despite once being known as the Best with their chosen weapon. They are invariably found by a young up-and-coming hero who wants to learn their craft, at which point they often discover they haven't lost their magic touch with their chosen weapon. I can understand not wanting a feat to get wasted by them finding a magic item that doesn't fit their mastery, but I don't think many people reach the mythical "Mastery" I imagine for Fantasy characters.

I don't know if you watched it, but a good example is Deadshot from the recent Suicide squad movie. He spent months (I think. It may have been longer or shorter) in prison, not touching any sort of gun, but was able to pick up a whole arsenal of weapons and have perfect aim with every single one.

It really depends on how you look at your heroes, as most things do.

Deadshot wasnt spending weeks mastering a different specific weapon.

The reason he's such a good shot is he also has the sharpsooter feat. That feat he hasnt retrained :)
 

Please do not do that.

Last thing 5e needs is that characters are pidgeonholed into one specific type of weapon.

Weapon specialization it 3.x thing and it should remain there.

Sharpshooter,Great weapon master, Polearm master are great "weapon specialization" type of feats.
They specialize you in a group of weapons.

Fighting styles are lesser specializations. You can call them 5e version of Weapon focus feat.
 

Please do not do that.

Last thing 5e needs is that characters are pidgeonholed into one specific type of weapon.

Read the feat. In particular the last line of it:

'You may change the weapon you selected when you learnt this feat, by using the training downtime activity. '

That line is there for that exact reason. You're a warhammer guy who finds a vorpal greataxe, or an Oathbow? Spend a few weeks and switch over to that Axe or Bow.

Far from being pidgeonholed into one weapon, this feat is more versatile than feats like sharpshooter, PAM or GWM that pidgeonhole you into one particular tight group of weapons for life.
 

Read the feat. In particular the last line of it:

'You may change the weapon you selected when you learnt this feat, by using the training downtime activity. '

That line is there for that exact reason. You're a warhammer guy who finds a vorpal greataxe, or an Oathbow? Spend a few weeks and switch over to that Axe or Bow.

In the middle of the quest? Good luck with that.[/QUOTE]


Far from being pidgeonholed into one weapon, this feat is more versatile than feats like sharpshooter, PAM or GWM that pidgeonhole you into one particular tight group of weapons for life.


How is it more versatile??

Weapons that benefit from Sharpshooter: All ranged weapons,

Weapons that benefit from polearm master: glaive, pike, halberd, quarterstaff. Expect any reach weapon from upcoming books to be added to the list.

Weapons that benefit from Great weapon master: 1st benefit; all melee weapons. 2nd benefit; all heavy weapons(6 current).

Weapons that benefit from Weapon specialization: That, and only that weapon that it is picked.


Specialization in fighting styles is far better than specialization in specific weapons.
 

I just think it's interesting that ideas like weapon specialization didn't come about in 2e (like some people have said), or 1e UA (like other people have said), but was there almost from day 1. In this case, August 1976--years before AD&D actually came out.
 

I think this is a solution without a problem.

Solution: let some characters (fighters, say) do more damage with only a single weapon type.

What is the problem this is trying to solve?

Does your game have a problem with characters always changing the weapons they use?
Does your game have a problem with characters being able to use magic/treasure weapons competently when they are found?

Neither of these are problems I have observed in play. If they are for you, then the solution might make sense.

Is the problem that fighters are not doing enough damage? If that's the case, then there might be other solutions available, such as giving them more ASIs, so they get to 20 in their attack stat quicker (except the game already does that).
 

Please do not do that.

Last thing 5e needs is that characters are pidgeonholed into one specific type of weapon.

Weapon specialization it 3.x thing and it should remain there.

Sharpshooter,Great weapon master, Polearm master are great "weapon specialization" type of feats.
They specialize you in a group of weapons.

Fighting styles are lesser specializations. You can call them 5e version of Weapon focus feat.

I agree with the general thought behind this, but even I want to play a swordsmen that wouldn't stoop to picking up something as crude as a mace. I know that each weapon is best used for specific situations, but there is that trope of a master with a particular weapon that is fun to play.

I guess I am just saying, I wouldn't kick the idea out of hand.
 

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