Weapon Focus Talents

Blade Specialist

Cost: 10 Character Points
Prerequisite: Martial Blade Proficiency

You master blade-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • As a bonus action, you can take a parrying stance. While you are in this stance and you aren’t wielding a shield, you gain a bonus to Strength or Dexterity defence equal to half your proficiency bonus (rounded up) until the start of your next turn.
  • You score a critical hit on a roll of 19 or 20.

Bludgeoning Weapon Specialist

Cost: 10 Character Points
Prerequisite: Martial Bludgeoning Weapon Proficiency

You master the bludgeoning-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to knock the target prone. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), make a Strength (Athletics) check vs. the higher of the target’s Strength or Dexterity defence. On a hit, the target is knocked prone.
  • Each round, the first time that you make an opportunity attack, the target has disadvantage on their check to avoid it.

Crossbow Specialist

Cost: 10 Character Points
Prerequisite: Crossbow Proficiency

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • When reloading a crossbow, you can expend your bonus action to reduce the time it takes to load a crossbow by 1 attack.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • 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.

Firearm Specialist

Cost: 10 Character Points
Prerequisite: Firearm Proficiency

You are an expert in the way of the gun.

  • When reloading a firearm, you can expend your bonus action to reduce the time it takes to load a gun by 1 attack.
  • If your gun has the caliber property, the distance is extended to 30 feet and the defence threshold for the additional damage die is reduced to 2.
  • You are proficient in the sacred art of hitting someone with your gun if they get too close. One-handed Firearms gain Bashing (1d4 bludgeoning) and two-handed firearms gain bashing (1d8 bludgeoning), but both still face the Misfire chance on the attack roll.

Grappling Specialist

Cost: 10 Character Points
Prerequisite: Martial Unarmed Weapon Proficiency

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have +1d on attack rolls against a creature that you are grappling.
  • Failed grapple checks do not result in loss of the grapple or opportunity attacks.
  • While you are grappling an opponent, you can choose not to roll one of your attacks and deal damage equal to your Strength ability modifier. Each round, the first time that an opponent that you are grappling an opponent, attempts to escape your grapple and fails, you deal damage to them equal to your Strength ability modifier.

Polearm Specialist

Cost: 10 Character Points
Prerequisite: Martial Polearm Proficiency

You master polearm-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. If the weapon has the reach property, the bonus action attack does not benefit from this property.
  • When you take the Attack action, you can choose to forgo one of your attacks. If you do so, your reach increases by 5 feet until the start of your next turn.

Rifle Specialist

Cost: 10 Character Points
Prerequisite: Firearm Proficiency

You master the use of firearms with the two-handed property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • Whenever you have a situational +1d on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Dexterity defence. On a hit, its movement speed is reduced by half until the end of it’s next turn. If it’s speed was already reduced by half, it is instead reduced to 5 feet.
  • Each round, the first time that a creature that you can see misses you with a melee attack roll, you disengage as a free action and move up to half your speed directly away from them. If you encounter an obstacle or hazard, you take the shortest route around it. If this is not possible then you stop.

Sidearm Specialist

Cost: 10 Character Points
Prerequisite: Crossbow or Firearm Proficiency

You master weapons with the point-blank property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You learn to load and fire your weapon more efficiently. You can now reload these weapons using your object interaction. You must have one free hand to reload.
  • Whenever you score a critical hit against a living creature that has a head, you can attempt to daze the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Constitution defence. On a hit, it is stunned until the end of its next turn.

Trip Weapon Specialist

Cost: 10 Character Points
Prerequisite: Proficiency in Any Weapon with the Trip Property

You master weapons with the tripping property. You gain the following benefits while wielding any of these weapons:

  • As a bonus action on your turn, you can extend your weapon to sweep around and pull down an opponent’s shield. Until the end of that creature’s next turn, it gains no benefit from its shield.
  • When you score a critical hit with the weapon or hit with an opportunity attack using the weapon, you can attempt to trip the opponent as well. If the target is no more than one size larger (your size or smaller if your weapon has the light property), you may make a Strength or Dexterity attack roll vs its Strength defence. On a hit, it is knocked prone.