I will admit, I am one of those players who likes synergy. One of my pet peeves about one of my favorite classes in D&D 5e, the Rogue, has a boatload of weapon proficiencies that do them absolutely no good as far as Sneak Attack is concerned which disables their core ability and gives them absolutely no major benefit. In my opinion, I’d rather see them be able to work with a weapon on that list and still use it. So, Kannah (@itskhanuh) and I created four new feats with a common finesse theme. If you like what you see here, leave a comment here or on Twitter, and if you’re interested in supporting the Mage College, check out my Ko-Fi, or support us on Twitter by liking and retweeting this post!
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Art: Naya Hushblade- Jason Chan, Wizards of the Coast
The following feats presented in alphabetical order are playtest material and are available in addition to the options found in the Player’s Handbook.
By planting telling blows with blunted weapons with precision, you stagger and overpower your enemies. You gain the following benefits.
- Clubs, greatclubs, light hammers, and maces you wield gain the finesse property.
- When you hit a surprised creature with a club, greatclub, light hammer, or mace, it must succeed on a Constitution saving throw or be stunned until the start of its next turn. The DC is equal to 8 + your Dexterity modifier + your proficiency bonus.
- When you score a critical hit with a club, greatclub, light hammer, or mace against a Large or smaller creature, you can use your bonus action to knock the creature prone.
You have trained with longswords to the point where your wield the weapon with a fluid grace. While you wield a longsword, you gain the following benefits.
- Longswords you wield have the finesse property.
- When an ally within 5 feet of you is hit with a melee attack, you can use your reaction to interpose your longsword to protect that creature. You reduce the damage from the attack by 1d8 + your Strength or your Dexterity modifier (your choice). If you are wielding your longsword in both hands, roll a d10 instead.
- When you miss with a melee attack, you can immediately use your bonus action to deal damage of your weapon’s type equal to you Dexterity modifier to the target.
You are trained with spear-like weapons to enhance your agility and deliver quick precise strikes while staying out of harm’s way. You gain the following benefits.
- Javelins, quarterstaffs, and spears, you wield gain the finesse and reach properties while you wield them in one hand.
- When you make a running jump with a javelin, quarterstaff, or spear in both hands, the distance you cover increases by a number of feet equal to your proficiency bonus.
- While you are wielding a javelin, quarterstaff, or spear in one hand, when a creature misses you with a melee attack, you can use your reaction to make a single melee attack against that creature.
While wielding broad-headed weapons, you strike with such precision and accuracy, you can use their hooked projections to snare, pull, and grab your foes. You gain the following benefits.
- Battleaxes, handaxes, and sickles you wield gain the finesse property.
- When you hit a creature with a melee attack using a battleaxe, handaxe, or sickle you can immediately use your bonus action to move that creature to another unoccupied space within 5 feet of you.
- While you are wielding a battleaxe, handaxe, or sickle, you have advantage on ability checks made to disarm, grapple, and trip other creatures.