PF: Weapon Specialization

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Weapon Specialization

“Your ability in melee is seemingly uncanny, able to take advantage of windows of opportunity in ways others cannot.”

Weapons gain additional properties while you wield them. Pick a Weapon Group from the full list of Weapon Groups. Weapons you wield from that group gain the Specialization Passive and/or the Critical Success effects of that group or weapon. You gain the passives even if you are not proficient in that weapon. You can always decide not to add the effects when you critically strike.

At character levels 5th, 10th, 15th, 20th; you may pick another Weapon Group, adding it the one(s) listed in the effect. This is retroactive, if you gain this feat beyond those mentioned character levels.

Prerequisites

Character level 3
  The list below are from the core weapon groups, though additional weapon groups may have their own. The descriptions will also listed on the weapon groups themselves.  
  • Axe Weapon Group
    • Specialization Passive: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage
    • Specialization Critical Success: The damage from above is doubled, and if the weapon that had the Critical was a Thrown weapon, the adjacent range is increased by 10 ft.
 
  • Bow Weapon Group
    • Specialization Passive: You ignore any restrictrions needed to wield any weapon in this group. Additionally, your shots can hit multiple enemies, you using the same attack and damage against enemies in a 5 ft width line of you and your attack target (Maneuvers only hit one target).
    • Specialization Critical Success: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target(s) is/are considered Grappled with the surface and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it/they can't move from its space until it succeeds. Creatures affected by this cannot become stuck if they are incorporeal, are liquid (like a water elemental or some oozes), or could otherwise escape without effort. They can be stuck to each other.
 
  • Crossbow Weapon Group
    • Specialization Passive: You ignore the Loading keyword with this weapon group, and being within 5 ft of a hostile does not impose disadvantage on the attack. (article:3a507a69-640e-40dd-a97d-75d57327e84b). Your Critical threat range is increased by 2 (down to 8 over AC by default).
    • Specialization Critical Success: Critical Damage gains two stages of a Bonus Die (base 1d6 )
 
  • Flail Weapon Group
    • Specialization Passive: Your reach with these weapons increases by 5 ft. At 10th character level, this increases by another 5 ft. Additionally, your flail weapons are also considered Mace Weapons, Thrown Weapons and Unarmed Weapons if they aren’t already. They gain other specialziation passives and critical effects if you have them.
 
  • Mace Weapon Group
    • Note: : You may only use one of these critical effects per attack.
    • Specialization Critical Success 1: The target is knocked Prone.
    • Specialization Critical Success 2: Each time your attacks land a critical with a mace, they take an additional bonus dice of damage on each subsequent hit from your Mace Weapons, as long as they are within 5 ft or they are Prone. This effect lasts until they take a Swift Rest.
 
  • Polearm Weapon Group
    • Specialization Passive: The bottom end of your polearm becomes a 1d4 Simple, Agile ⚙️ weapon, and is eligible for Dual-Weapon Fighting / Off- Hand Attacks if you attack with the main part of the weapon. It does not belong to any weapon group.
    • Specialization Critical Success: The target is moved 5 feet in a direction of your choice. This is forced movement.
 
  • Puncture Weapon Group
    • Specialization Passive: All enemies you strike are considered Off-Guard . If they already have this condition, they take additional damage equal to Half-Proficiency .
    • Specialization Critical Success: The enemy gains Persistent Damage equal to the damage you deal with this weapon.
 
  • Sword Weapon Group
    • Specialization Passive: Your weapons become more accurate. You gain a bonus dice (base d4) with weapons in this weapon group.
    • Specialization Critical Success: When you critically strike an enemy, they become Off-Guard until the start of your next turn.
 
  • Thrown Weapon Group
    • Specialization Passive: Your thrown weapon minimum and maximum range is doubled, and you deal extra damage with all thrown weapons equal to Half-Proficiency.
    • Specialization Critical Success: The target must succeed at a Fortitude save against your class DC or they gain the Stunned condition until the start of their next turn.
 
  • Unarmed Weapon Group
    • Specialization Passive: All your Unarmed attacks gain a Bonus Die (base 1d4 ).
    • Specialization Critical Success: The target is Off-Guard until the start of their next turn.

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