Brutal Critical
Honing your viciousness in combat, you exploit every weakness you can when you deliver a critical blow.
- You can roll an additional set of weapon damage dice when determining the extra damage for a critical hit with a melee attack.
You can select this feat multiple times, enhancing the critical hit with additional dice.
Fighting Style
You learn to fight with a specific fighting style, and gain the following benefits:
- You gain the benefits of a Fighting Style of your choice.
- When you have more than one Fighting Style, you can change which one is active between them with a bonus action.
You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.
Improved Combat Action
→ Improved Combat Action
Prerequisite: Fighting Style (Feat), 5th level
- Your combat action costs 2 AP instead of 3, i.e it now costs a Minor Action.
Improved Combat Action II
→ Improved Combat Action II
Prerequisite: Full Martial Theme, 11th level, Improved Combat Action
- Whenever you take your first combat action each turn, you may make an additional free combat action.
Improved Combat Action III
→ Improved Combat Action III
Prerequisite: Full Martial Theme, 17th level, Improved Combat Action II
- Your combat action costs 1 AP instead of 2, i.e it now costs a Quick Action.
Indomitable
You push beyond whatever physical limits the gods may have put upon you.
- You can reroll a contested check that you fail. If you do so, you must use the new roll. You can use this feature up to your proficiency bonus. Afterwards you can't use this feature again until you finish a long rest.
Martial Maneuver Master
→ Martial Maneuver Master
Prerequisite: Martial Maneuver Training
You have mastered many maneuvers. You gain the following benefits:
- You increase the tier of five different martial maneuvers of your choice from Martial Maneuver tables by 1.
Martial Maneuver Training
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You increase the tier of three different martial maneuvers of your choice from Martial Maneuver tables by 1.
Mounted Combatant
→ Mounted Combatant
Prerequisite: Mounted Training
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- When you make a melee attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.
Mounted Fighting Style
→ Mounted Fighting Style
Prerequisite: Mounted Combatant
You specialize into your personal style of mounted combat. Gain one of the following features of your choice.
Cataphract | While your steed is wearing barding, it gains a +1 bonus to AL and Resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. |
Jinete | While mounted on your steed and wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. |
Keshik | While mounted on your steed, you can make one additional ranged weapon attack against a target within 15 feet of you as a bonus action when you take the Attack action on your turn. |
Sowar | While mounted on your steed and wielding a shield, attacks against you from more than 10 feet away are made with Disadvantage. |
Uhlan | While mounted on your steed and wielding a heavy weapon or a lance, when you hit a creature smaller than your steed with a melee attack, it must succeed on a contested Strength (Brawn) check or be knocked Prone. The DC is equal to your attack roll. |
Opportunity Attack
In a fight, you're constantly watching for enemies to drop their guard. Move heedlessly past you provokes an opportunity attack.
- As a reaction, you can make a melee attack when a hostile creature that you can see moves out of your reach. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.
Reckless Attack
You throw aside all concern for defense to attack with fierce desperation.
- When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using during this turn, but attack rolls against you have advantage until your next turn.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm.
- On your turn, you can use a bonus action to regain hit points equal to
1d10 + your level
. - You also gain temporary hit points equal to half the regained hit points.
Once you use this feature, you must finish a short or long rest before you can use it again.
Sentinel
→ Sentinel
Prerequisite: Opportunity Attack
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- Your opportunity attack can made as a free Arresting Strike maneuver instead (Not limited by one maneuver per turn). Addtionally, your Arresting Strike maneuver tier is increased by 1.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
- Other creatures provoke an Opportunity Attack from you when they enter your reach.
Sharpshooter
→ Sharpshooter
Prerequisite: Dexterity 13 or higher
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking a prone target doesn't impose disadvantage on your ranged weapon attack rolls.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- You also have advantage on attack rolls made with ranged weapons when you are standing on higher ground than your target.
- Your ranged weapon attacks ignore half cover and reduce three-quarters cover to half cover.
Bonus: If you have the Arbalist weapon feat.
- Your ranged weapon attacks ignore three-quarters cover.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- You are proficient with improvised weapons. These count as martial weapons of the appropriate category for you.
- Your unarmed attacks count as Light Martial Bludgeon weapons.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.