In light of the recent Great Weapon Master and Sharpshooter feat threads, I worked up this feat as a general weapon mastery feat, hoping to make any weapon type of choice more interesting. How balanced do your think this feat is, and how can it be made more interesting for a player who selects it?
Note: I do have an exclusion against bows. Perhaps it should be removed, but if Crossbow Expert and Sharpshooter exist, it seems less vital. Also, keeping out bows makes other ranged weapons like slings and blowguns more intriguing options. Are the other weapons I should exclude for similar reasons?
Another note: The feature to make the weapon magical is to make it more viable later in the game without having to find special magic versions of your possibly-obscure weapon. Obviously +1/+2/+3 versions would be great upgrades.
Weapon Master
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Choose one of the following properties or damage types: finesse, light, range, reach, special, thrown, two-handed, versatile, improvised, piercing, slashing, or bludgeoning.
- Once per turn when you attack with such a weapon with which you are proficient, except for a bow, you may choose one of the following benefits:
-- Add +2 to the attack roll.
-- Subtract your proficiency bonus from your attack roll, but add it to the damage roll.
-- Add +1 to AC and saving throws until the start of the next round.
- Your attacks with a weapon using this property or damage type count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You may take this feat more than once, but the benefits on a weapon do not stack.
Note: I do have an exclusion against bows. Perhaps it should be removed, but if Crossbow Expert and Sharpshooter exist, it seems less vital. Also, keeping out bows makes other ranged weapons like slings and blowguns more intriguing options. Are the other weapons I should exclude for similar reasons?
Another note: The feature to make the weapon magical is to make it more viable later in the game without having to find special magic versions of your possibly-obscure weapon. Obviously +1/+2/+3 versions would be great upgrades.
Weapon Master
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Choose one of the following properties or damage types: finesse, light, range, reach, special, thrown, two-handed, versatile, improvised, piercing, slashing, or bludgeoning.
- Once per turn when you attack with such a weapon with which you are proficient, except for a bow, you may choose one of the following benefits:
-- Add +2 to the attack roll.
-- Subtract your proficiency bonus from your attack roll, but add it to the damage roll.
-- Add +1 to AC and saving throws until the start of the next round.
- Your attacks with a weapon using this property or damage type count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You may take this feat more than once, but the benefits on a weapon do not stack.
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