Weapon Feats

#### Bladed Mastery

* ***Accuracy***: You gain a +1 bonus to attack rolls you make with all weapons included in the blades proficiency group.

* ***Parrying Stance***: On your turn, you can use your reaction to assume a parrying stance, provided you are wielding a weapon from the blades proficiency group. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
* ***Superior Opportunities***: When you make an opportunity attack with a weapon included in the blades proficiency group, you have advantage on the attack roll.

#### Brawler

*Ability score*: Increase your Brawn or Vitality score by 1, to a maximum of 20

* ***Improvised Weapons***: You are proficient with improvised weapons.
* ***Unarmed Power***: Your unarmed strikes use a d4 for damage.
* ***Quick Grapple***: 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.

#### Crossbow Expert

* ***Quick Reload***: You ignore the loading quality of hand crossbows, and can reload light and heavy crossbows with a bonus action.
* ***Ranged Melee***: Being within 1 m of a hostile creature doesn't impose disadvantage on your ranged attack rolls when attacking with a hand crossbow.
* ***Combo Attack***: When you use the attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding in the other.

#### Fell Handed

* ***Accuracy***: You gain a +1 bonus to attack rolls you make with weapons from the Fell Handed proficiency group (handaxe, battle-axe, great-axe, maul, warhammer, and war pick).
* ***Forceful Attack***: Whenever you have advantage on a melee attack roll you make with a fell-handed weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
* ***Violent Attacks***: Whenever you have disadvantage on a melee attack roll you make with a fell handed weapon, the target takes bludgeoning damage equal to your Brawn modifier (minimum of 1) if the attack misses and if the higher of the two d20 rolls would have hit.
* ***Knock Away***: If you use the help action to aid an ally's melee attack while you're wielding a fell handed weapon, you knock the target's shield aside momentarily. The ally gains advantage on the attack roll and gains a +2 bonus to the roll if the target is using a shield.

#### Flail Mastery

* ***Accuracy***: You gain a +1 bonus to attack rolls you make with the flail.
* ***Knock Away***: As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of that turn, your attack rolls with a flail gain a +5 bonus against any target using a shield.
* ***Forceful Attack***: When you hit with an opportunity attack using a flail, the target must succeed on a Brawn saving throw (DC 8 + your proficiency bonus + your Brawn modifier) or be knocked prone.

#### Polearm Master

* ***Pommel Strike***: When you use the attack action with only a glaive, halberd, pike, quarterstaff, or a spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same modifiers as your normal attack with the polearm. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
* ***Distant Opportunity***: While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

#### Shield Master

* ***Shove***: If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 1 m of you with your shield.
* ***Shield Defense***: If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a harmful effect that targets you.
* ***Shield Evasion***: If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

#### Spear Mastery

* ***Accuracy***: You gain a +1 bonus to attack rolls you make with a weapon from the spears proficiency group.
* ***Deadly Spear***: When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit does not affect if another feature has already improved the weapon's die.)
* ***Brace***: You can set your weapon from the spears proficiency group to receive a charge. As a bonus action, choose a creature you can see that is at least 12 m away from you. If that creature moves within your weapon's reach on its next turn, you can make a melee attack against it with your weapon as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the weapon with two hands. You can't use this ability if the creature used the disengage action before moving.
* ***Extended Range***: As a bonus action on your turn, you can increase your reach with a weapon from the spears proficiency group by 1 m for the rest of your turn if the weapon did not already have extended reach.

#### Weapon Master

*Ability score*: Increase your Brawn or Dexterity score by 1, to a maximum of 20

You gain proficiency with all simple and martial weapons.