***Source: Ryoko's Guide to the Yokai Realms (pg. 82 - 115)***
>[!item-white] See Also: [[Weapon Properties and Mastery Properties]]
# Advanced Weapon Masteries
***Advanced Weapon Mastery*** is a system that grants new techniques to warriors, representing their dedication to combat and skill with a favored weapon property. It opens new pathways for players to explore creativity, flavor, and gameplay options while also reducing some of the power imbalance between martial and spellcasting classes that can emerge at higher levels.
## Martial Levels
_Ryoko’s Guide_ separates classes into three categories: Full-Martial, Half-Martial, and Non-Martial.
- **Full-Martial Classes:** Barbarians, Fighters, Monks, and Rogues.
- **Half-Martial Classes:** Benders, Paladins, and Rangers.
- **Non-Martial Classes:** Bards, Clerics, Druids, Sorcerers, Tamers, Warlocks, and Wizards.
If you have a subclass feature or *Eldritch Invocation* that allows you to attack more than once when you take the Attack Action, such as the *Extra Attack* feature, you are considered a Half-Martial character for the purposes of *Advanced Weapon Mastery*, even if you belong to a Non-Martial class.
You become a Half-Martial character in this way when you select the subclass or *invocation* that grants the feature, rather than when you gain the feature itself. For example, a Wizard who chooses the School of Shinobi subclass becomes Half-Martial upon selecting the subclass at 2nd level, rather than when they gain the Extra Attack feature at 6th level.
### Martial Level and Multiclassing
Your Martial Level determines when you unlock Advanced Techniques. To calculate your Martial Level, add together all your levels in Full-Martial classes and half your levels in Half-Martial classes, rounded down.
For example, a character multiclassed as a Fighter 3/Ranger 7 has a Martial Level of 6.
## Advanced Techniques
Advanced Techniques are special maneuvers associated with specific weapon properties. A character can perform a technique with any weapon that possesses the appropriate property, provided they are proficient with that weapon, have learned the technique, and meet its prerequisites.
>[!item-purp] For example, a character who learns the **Dizzying Strike** Advanced Technique from the Impact technique tree can perform **Dizzying Strike** with any weapon that has the Impact property with which they are proficient.
### Saving Throws
Whenever you use an Advanced Technique that forces a target to make a Saving Throw, it does so against your Martial Save DC. This DC is calculated using any modifiers applied to your attack rolls with the weapon used to perform the technique.
This includes your Proficiency Bonus, the Ability Modifier used for the attack, typically Strength or Dexterity, any attack roll bonuses granted by a Magic Weapon, and other effects currently affecting you or the weapon. An effect such as the _Shillelagh_ cantrip might change the Ability Modifier used.
Your Martial Save DC does not include bonuses that rely on die rolls, such as those granted by the _Bless_ spell or Bardic Inspiration.
> **Martial Save DC = 8 + your Proficiency Bonus + your Ability Modifier + other attack roll bonuses**
## Critical-Hit Threshold
Some Advanced Techniques reduce the critical-hit threshold of an attack. Normally, an attack scores a Critical Hit on a roll of 20 on the d20.
When a technique, such as the Heavy tree’s **Executioner**, states that your critical-hit threshold is reduced by 1, you instead score a Critical Hit on a roll of 19 or 20.
These effects stack with other Advanced Techniques, class features, and Combo Attacks.
>[!item-white] Examples
>For example, a character who learns the **Steady Loader** and **Dead-Eye** Advanced Techniques from the Loading tree scores a Critical Hit on a roll of 17–20 when making an attack with a Loading weapon.
>
>A Champion Fighter gains the Improved Critical feature at 3rd level, allowing them to score a Critical Hit on a roll of 19 or 20. If they also learn the **Executioner** Advanced Technique from the Heavy tree, they score a Critical Hit on a roll of 18–20 when attacking a Prone creature with a Heavy weapon.
## Learning Advanced Techniques
When you reach *Martial Level 2*, you learn one *Tier 1 Advanced Technique*. As your *Martial Level* increases, you learn additional *techniques* and gain access to more powerful *techniques* at higher tiers, as shown in the *Advanced Weapon Mastery Progression table*.
#### Advanced Weapon Mastery Progression Table
| Martial Level | Techniques Known | Maximum Technique Tier |
| ------------: | ---------------: | ---------------------: |
| 2nd | 1 | 1 |
| 4th | 2 | 1 |
| 6th | 3 | 2 |
| 8th | 4 | 2 |
| 10th | 5 | 3 |
| 12th | 6 | 3 |
| 14th | 7 | 4 |
| 16th | 8 | 4 |
| 18th | 9 | 4 |
| 20th | 10 | 4 |
#### Technique Trees
Advanced Techniques are divided among twelve technique trees, each associated with a specific weapon property: Ammunition, Finesse, Heavy, Impact,* Light, Loading, Pugilist,* Reach, Scourge,* Shield,** Thrown, and Versatile.
Each technique tree contains four tiers. To learn an Advanced Technique of Tier 2 or higher, you must already know at least one Advanced Technique from a lower tier of the same property’s technique tree.
>[!item-red] For example, to learn the Tier 4 Finesse Advanced Technique **Opportunist**, you must already know one of the Tier 3 Finesse Advanced Techniques: **Jink** or **Weak Spot**.
Advanced Techniques also have Martial Level prerequisites, as shown in each technique tree and in the Advanced Weapon Mastery Progression table.
#### Unarmed Strikes
Unarmed Strikes are a unique case. Although they are not weapons, they benefit from the *Pugilist* technique tree as though they possessed the *Pugilist* property.
#### Optional Rule: Level Up
Whenever you gain a level, you can replace one Advanced Technique you know with another technique of your choice for which you meet the prerequisites.
You cannot replace a technique if doing so would remove a prerequisite for another Advanced Technique you know.
## Advanced Weapon Mastery Technique Trees
>[!item-white]- Advanced Weapon Mastery: Ammunition
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-red]+ Aerodynamic Ammunition
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Ammunition property*
>>>
>>>When you finish a Short or Long Rest, you can modify a number of pieces of ammunition equal to twice your Proficiency Bonus, improving their aerodynamics. The normal range of attack rolls made with weapons using this ammunition is doubled, and the weapon’s long range increases by half its normal value.
>>>
>>>Any specialized ammunition created using this technique deteriorates 24 hours after it is created.
>>
>>>[!feat-orange]+ Tinkered Artillery
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Ammunition property*
>>>
>>>When you finish a Short or Long Rest, you can modify a number of pieces of ammunition equal to your Proficiency Bonus. When you modify a piece of ammunition, choose one of the following options:
>>>
>>>- **Poisonous.** On a hit, the target takes an additional 1d6 Dark (Poison) damage and must succeed on a Constitution Saving Throw or gain the **Poisoned** condition until the end of your next turn.
>>>- **Whomping.** On a hit, the target must succeed on a Strength Saving Throw or fall **Prone**.
>>>
>>>When you make an attack with a weapon that has the *Ammunition* property, you can use one of your modified pieces of ammunition. However, you can target only creatures or objects within the weapon’s normal range for that attack.
>>>
>>>Any specialized ammunition created using this technique deteriorates 24 hours after it is created.
>
>>[!feat-yellow]+ Tier 2 Advanced Technique - Superior Strike: Ammunition
>>*Prerequisites: Martial Level 6, a Tier 1 Ammunition Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Ammunition* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-green]+ Double Load
>>>*Prerequisites: Martial Level 10, a Tier 2 Ammunition Advanced Technique*
>>>
>>>Once on each of your turns, when you make an attack with a weapon that has the *Ammunition* property, you can load two pieces of ammunition into the weapon. If the attack hits, it deals one additional die of the weapon’s damage.
>>>
>>>This technique cannot be used with the *Loading* Property’s *Twin Load*.
>>
>>>[!feat-blue]+ Tooled Artillery
>>>*Prerequisites: Martial Level 10, a Tier 2 Ammunition Advanced Technique*
>>>
>>>When you finish a Short or Long Rest, you can modify a number of pieces of ammunition equal to your Proficiency Bonus, choosing from the options below:
>>>- **Explosive.** Hit or miss, the target and each creature within 5 feet of it must make a Dexterity Saving Throw. A target hit by the attack automatically fails this Saving Throw. On a failed save, a creature takes 1d8 Song (Thunder) damage. On a successful save, it takes half as much damage.
>>>- **Smoke Bomb.** Hit or miss, the ammunition erupts into a cloud of smoke. The area within 10 feet of the target is **Heavily Obscured** until the start of your next turn.
>>>
>>>When you make an attack with a weapon that has the *Ammunition* property, you can use one of your modified pieces of ammunition. However, you can target only creatures or objects within the weapon’s normal range for that attack.
>>>
>>>Any specialized ammunition created using this technique deteriorates 24 hours after it is created.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-purp]+ Rapid Fire
>>>*Prerequisites: Martial Level 14, a Tier 3 Ammunition Advanced Technique*
>>>
>>>Once per turn, after you take the Attack Action and make an attack with a weapon that has the *Ammunition* property, you can make a DC 15 Dexterity Check. On a success, you can make one additional attack with that weapon as part of the same Action.
>>
>>>[!feat-pink]+ Runed Artillery
>>>*Prerequisites: Martial Level 14, a Tier 3 Ammunition Advanced Technique*
>>>
>>>When you finish a Short or Long Rest, you can modify a number of pieces of ammunition equal to your Proficiency Bonus, choosing from the options below:
>>>- **Razored.** You have Advantage on attack rolls made using this piece of ammunition, and your Critical Threshold is reduced by 1 for those attacks.
>>>- **Phosphorous.** On a hit, the target takes an additional 3d6 Flame damage, emits **Bright Light** in a 10-foot radius and **Dim Light** for an additional 10 feet, and cannot benefit from being **Invisible** or taking the Hide Action. The phosphorus burns for 1 minute, until the target uses an Action to extinguish the flame, or until the target is submerged in water.
>>>
>>>When you make an attack with a weapon that has the *Ammunition* property, you can use one of your modified pieces of ammunition. However, you can target only creatures or objects within the weapon’s normal range for that attack.
>>>
>>>Any specialized ammunition created using this technique deteriorates 24 hours after it is created.
>[!item-white]- Advanced Weapon Mastery: Finesse
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-white]+ Ambidextrous
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Finesse property*
>>>
>>>When you take the Attack Action and attack with a *Finesse* melee weapon held in one hand, you can use a Bonus Action to make an attack with a different *Finesse* melee weapon held in your other hand. You do not add your Ability Modifier to the damage of this Bonus Action attack unless that modifier is negative.
>>
>>>[!feat-brown]+ Nimble Duelist
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Finesse property*
>>>
>>>When you hit a creature with a melee attack using a *Finesse* weapon, that creature cannot make Opportunity Attacks against you until the end of the current turn.
>
>>[!feat-red]+ Tier 2 Advanced Technique - Superior Strike: Finesse
>>*Prerequisites: Martial Level 6, a Tier 1 Finesse Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Finesse* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-orange]+ Jink
>>>*Prerequisites: Martial Level 10, a Tier 2 Finesse Advanced Technique*
>>>
>>>When you take the Dodge Action, you can make one melee attack with a *Finesse* weapon as part of that Action. You take a −4 penalty to the attack roll.
>>
>>>[!feat-yellow]+ Weak Spot
>>>*Prerequisites: Martial Level 10, a Tier 2 Finesse Advanced Technique*
>>>
>>>When you make an attack with a *Finesse* weapon with Advantage, you can deal additional damage equal to your Proficiency Bonus on a hit. You can deal this additional damage only once per turn.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-green]+ Fighting Elegance
>>>*Prerequisites: Martial Level 14, a Tier 3 Finesse Advanced Technique*
>>>
>>>Your AC increases by 2 while you are wielding a *Finesse* weapon and are not wielding a non-*Finesse* weapon or a Shield in your other hand.
>>
>>>[!feat-blue]+ Opportunist
>>*Prerequisites: Martial Level 14, a Tier 3 Finesse Advanced Technique*
>>>
>>>When a creature within 5 feet of you attacks a creature other than you, you can use your Reaction to make a melee attack against it with a *Finesse* weapon.
>[!item-white]- Advanced Weapon Mastery: Heavy
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-purp]+ Colossal Strength
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Heavy property*
>>>
>>>If your Strength Score is 15 or higher, being Small or Tiny does not impose Disadvantage on your attack rolls with *Heavy* weapons.
>>
>>>[!feat-pink]+ Executioner
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Heavy property*
>>>
>>>When you hit a **Prone** creature with an attack using a *Heavy* weapon, the weapon deals one additional die of damage. In addition, your Critical Threshold for that attack is reduced by 1.
>>
>>>[!feat-white]+ Hammering Blow
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Heavy property*
>>>
>>>When you hit a creature no more than one size larger than you with a *Heavy* weapon and roll the highest possible result on one or more of the weapon’s damage dice, you can knock the target **Prone**.
>
>>[!feat-brown]+ Tier 2 Advanced Technique - Superior Strike: Heavy
>>*Prerequisites: Martial Level 6, a Tier 1 Heavy Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Heavy* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-red]+ Cleave
>>>*Prerequisites: Martial Level 10, a Tier 2 Heavy Advanced Technique*
>>>
>>>When you reduce a creature to 0 Hit Points with a melee attack using a *Heavy* weapon, you can carry any excess damage over to another creature within your reach, provided the original attack roll would also hit that creature.
>>>
>>>If this excess damage reduces the second creature to 0 Hit Points, you can repeat this process against another creature within your reach. You can continue doing so until no excess damage remains or there are no valid targets.
>>
>>>[!feat-orange]+ Dauntless
>>>Prerequisites: Martial Level 10, a Tier 2 Heavy Advanced Technique
>>>
>>>When you roll a 1 on a Physical damage die after hitting with a melee attack using a *Heavy* weapon, treat that roll as the maximum possible result for that die.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-yellow]+ Concussive Blow
>>>Prerequisites: Martial Level 14, a Tier 3 Heavy Advanced Technique
>>>
>>>When you score a Critical Hit with a *Heavy* weapon, the target also suffers the effects of the *Confusion* spell until the end of its next turn.
>>
>>>[!feat-green]+ Staggering Blow
>>*Prerequisites: Martial Level 14, a Tier 3 Heavy Advanced Technique*
>>>
>>>When you hit a creature no more than one size larger than you with a Heavy weapon, you can push it up to 10 feet directly away from you. A creature immune to the Grappled condition is immune to this effect.
>[!item-white]- Advanced Weapon Mastery: Impact
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-blue]+ Direct Damage
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Impact property*
>>>
>>>Damage rolls for attacks you make with *Impact* weapons ignore Temporary Hit Points, dealing damage directly to the target’s Hit Points instead. In addition, when an attack you make with an *Impact* weapon forces a creature to make a Constitution Saving Throw to maintain Concentration, it has Disadvantage on that Saving Throw.
>>
>>>[!feat-purp]+ Dizzying Strike
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Impact property*
>>>
>>>Once per turn, when you hit a creature with an attack using an *Impact* weapon, its Speed is reduced by 10 feet until the end of its next turn. This effect can stack.
>
>>[!feat-pink]+ Tier 2 Advanced Technique - Superior Strike: Impact
>>*Prerequisites: Martial Level 6, a Tier 1 Impact Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Impact* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-white]+ Momentum Swing
>>>*Prerequisites: Martial Level 10, a Tier 2 Impact Advanced Technique*
>>>
>>>When you take the Attack Action and miss a target with an *Impact* weapon, you can immediately use a Bonus Action to make another attack with that weapon against the same target. You do not add your Ability Modifier to the damage of this Bonus Action attack unless that modifier is negative.
>>
>>>[!feat-brown]+ Staggering Strike
>>>*Prerequisites: Martial Level 10, a Tier 2 Impact Advanced Technique*
>>>
>>>When you hit a creature with an *Impact* weapon and either roll the highest possible result on one or more of the weapon’s damage dice or score a Critical Hit, the target must succeed on a Constitution Saving Throw or become **Staggered** until the end of its next turn.
>>>
>>>While **Staggered**, a creature has Disadvantage on all attack rolls, as well as on Ability Checks and Saving Throws that use Dexterity or Intelligence, and it cannot take Reactions.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-red]+ Crushing Force
>>>*Prerequisites: Martial Level 14, a Tier 3 Impact Advanced Technique*
>>>
>>>You have Advantage on melee attack rolls made with *Impact* weapons against creatures at least one size smaller than you.
>>
>>>[!feat-orange]+ Shattered Steel
>>>*Prerequisites: Martial Level 14, a Tier 3 Impact Advanced Technique*
>>>
>>>When you hit a creature with an *Impact* weapon and roll the maximum possible result on the weapon’s damage roll, you can direct the force of the strike into an object the target is holding, such as a weapon. The target must make a Strength (Athletics) Check against your Martial Save DC.
>>>
>>>On a success, the target drops the object. On a failure, the object shatters. If the object is a Magic Item with a rarity equal to or greater than that of your weapon, the target automatically succeeds on this Check.
>[!item-white]- Advanced Weapon Mastery: Light
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-yellow]+ Lightweight
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Light property*
>>>
>>>While the only weapons you are wielding are *Light* weapons and you are not wielding a *Shield* or wearing Heavy Armor, your Speed increases by 10 feet.
>>
>>>[!feat-green]+ Multi-Weapon Fighting
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Light property*
>>>
>>>When you engage in two-weapon fighting, you can add your Ability Modifier to the damage of the Bonus Action attack, provided the weapon used for that attack has the *Light* property.
>
>>[!feat-blue]+ Tier 2 Advanced Technique - Superior Strike: Light
>>*Prerequisites: Martial Level 6, a Tier 1 Light Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Light* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-purp]+ Combination Strike
>>>*Prerequisites: Martial Level 10, a Tier 2 Light Advanced Technique*
>>>
>>>When you take the Attack Action and make an attack with a *Light* weapon, any attack roll you make with a *Light* weapon as a Bonus Action during the same turn has Advantage.
>>
>>>[!feat-pink]+ Riposte
>>>*Prerequisites: Martial Level 10, a Tier 2 Light Advanced Technique*
>>>
>>>While you are wielding two *Light* weapons, when a creature within your reach misses you with a melee weapon attack, you can use your Reaction to make an attack against that creature with one of those weapons.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-brown]+ Featherweight
>>>*Prerequisites: Martial Level 14, a Tier 3 Light Advanced Technique*
>>>
>>>While the only weapons you are wielding are *Light* weapons and you are not wielding a *Shield* or wearing Heavy Armor, you gain a +1 bonus to AC and have Advantage on Dexterity Saving Throws.
>>
>>>[!feat-red]+ Swift Striker
>>>*Prerequisites: Martial Level 14, a Tier 3 Light Advanced Technique*
>>>
>>>When you take the Attack Action, if the only weapons you are wielding are *Light* weapons, you can make one additional attack with a *Light* weapon as part of that Action. You do not add your Ability Modifier to the damage of this additional attack unless that modifier is negative.
>[!item-white]- Advanced Weapon Mastery: Loading & Reload
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-orange]+ Flexible Weaponry
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Loading or Reload property*
>>>
>>>You can use a *Loading* or *Reload* weapon as a crude club. It counts as a Simple Melee Weapon with the *Finesse* property and deals 1d4 Physical (Bludgeoning) damage on a hit.
>>>
>>>When you hit a creature with a melee attack using a *Loading* or *Reload* weapon, that creature cannot make Opportunity Attacks against you until the start of its next turn.
>>
>>>[!feat-yellow]+ Hyper Focus
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Loading or Reload property*
>>>
>>>As a Bonus Action, you can steady your body and mind, granting yourself Advantage on the next attack roll you make with a *Loading* or *Reload* weapon during the current turn.
>>
>>>[!feat-green]+ Speed Loader
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Loading or Reload property*
>>>
>>>You ignore the *Loading* property of weapons. In addition, you can reload a weapon with the *Reload* property using either an Action or a Bonus Action.
>
>>[!feat-blue]+ Tier 2 Advanced Technique - Superior Strike: Loading & Reload
>>*Prerequisites: Martial Level 6, a Tier 1 Loading & Reload Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Loading or Reload* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-purp]+ Steady Loader
>>>*Prerequisites: Martial Level 10, a Tier 2 Loading & Reload Advanced Technique*
>>>
>>>When you take the Attack Action, you can choose to make only one attack with a *Loading or Reload* weapon as part of that Action. If you do, the Critical Threshold for that attack is reduced by 1 for each attack you could normally make as part of the Attack Action.
>>>
>>>For example, if you normally score a Critical Hit on a roll of 19–20 and can make two attacks when you take the Attack Action, you score a Critical Hit on a roll of 17–20 when using this technique.
>>
>>>[!feat-pink]+ Twin Load
>>>*Prerequisites: Martial Level 10, a Tier 2 Loading & Reload Advanced Technique*
>>>
>>>Once per turn, when you take the Attack Action, you can forgo one of the attacks you could make as part of that Action to load a second piece of ammunition. If the next attack you make with that weapon hits, it deals additional damage equal to one roll of the weapon’s damage die plus your Proficiency Bonus.
>>>
>>>This technique cannot be used with the *Ammunition* Property’s *Double Load*.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-brown]+ Dead-Eye
>>>*Prerequisites: Martial Level 14, a Tier 3 Loading & Reload Advanced Technique*
>>>
>>>The Critical Threshold for attack rolls you make with *Loading or Reload* weapons is reduced by 1.
>>
>>>[!feat-red]+ Quick Shot
>>>*Prerequisites: Martial Level 14, a Tier 3 Loading & Reload Advanced Technique*
>>>
>>>After you take the Attack Action and make attacks only with a *Loading or Reload* weapon, you can make one additional attack with that weapon as a Bonus Action during the same turn. You do not add your Ability Modifier to the damage of this Bonus Action attack unless that modifier is negative.
>[!item-white]- Advanced Weapon Mastery: Pugilist
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-orange]+ Combination
>>>*Prerequisite: Martial Level 2*
>>>
>>>The second time during your turn that you hit the same creature with an Unarmed Strike or an attack using a *Pugilist* weapon, you deal additional damage to it equal to your Proficiency Bonus.
>>
>>>[!feat-yellow]+ Trained Pugilist
>>>*Prerequisite: Martial Level 2*
>>>
>>>You can roll a d6 in place of the normal damage die of your Unarmed Strikes. When you attack with a *Pugilist* weapon, this damage die increases by one size to a d8.
>>>
>>>Your Unarmed Strikes and attacks made with *Pugilist* weapons count as magical for the purpose of overcoming **Resistance** and **Immunity** to nonmagical attacks and damage.
>>
>>>[!feat-green]+ Uppercut Specialist
>>>*Prerequisite: Martial Level 2*
>>>
>>>When you attack a creature at least one size larger than you with an Unarmed Strike or a *Pugilist* weapon, your Critical Threshold is reduced by 1.
>>
>>>[!feat-blue]+ Welterweight
>>>*Prerequisite: Martial Level 2*
>>>
>>>You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and attacks made with *Pugilist* weapons.
>
>>[!feat-purp]+ Tier 2 Advanced Technique - Superior Strike: Pugilist
>>*Prerequisites: Martial Level 6, a Tier 1 Pugilist Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Pugilist* property. In addition, you can perform the *Flurry Superior Strike* when attacking with an Unarmed Strike.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-pink]+ Blitzer
>>>*Prerequisites: Martial Level 10, a Tier 2 Pugilist Advanced Technique*
>>>
>>>After you take the Attack Action and make attacks only with Unarmed Strikes or *Pugilist* weapons, you can make one Unarmed Strike or one attack with a *Pugilist* weapon as a Bonus Action during the same turn. You can replace this attack with an attempt to **Grapple** or Shove a creature.
>>
>>>[!feat-brown]+ Expert Pugilist
>>>*Prerequisites: Martial Level 10, a Tier 2 Pugilist Advanced Technique*
>>>
>>>You can roll a d8 in place of the normal damage die of your Unarmed Strikes. When you attack with a *Pugilist* weapon, this damage die increases by one size to a d10.
>>>
>>>Your Unarmed Strikes and attacks made with *Pugilist* weapons count as magical for the purpose of overcoming **Resistance** and **Immunity** to nonmagical attacks and damage.
>>
>>>[!feat-red]+ Finisher
>>>*Prerequisites: Martial Level 10, a Tier 2 Pugilist Advanced Technique*
>>>
>>>The third time during your turn that you hit the same creature with an Unarmed Strike or an attack using a *Pugilist* weapon, you deal additional damage equal to the Ability Modifier used for the attack.
>>
>>>[!feat-orange]+ Got 'Em
>>>*Prerequisites: Martial Level 10, a Tier 2 Pugilist Advanced Technique*
>>>
>>>You have Advantage on Opportunity Attacks made with Unarmed Strikes or *Pugilist* weapons. In addition, when a creature provokes an Opportunity Attack from you, you can attempt to **Grapple** that creature in place of making an attack.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-yellow]+ Fair Fighter
>>>*Prerequisites: Martial Level 14, a Tier 3 Pugilist Advanced Technique*
>>>
>>>Once per turn, when you hit a creature with an Unarmed Strike or an attack using a *Pugilist* weapon, you can force it to make a Strength Saving Throw against your Martial Save DC. On a failed save, the creature drops one weapon or other object it is holding of your choice. The object lands in your space.
>>
>>>[!feat-green]+ Master Pugilist
>>>*Prerequisites: Martial Level 14, a Tier 3 Pugilist Advanced Technique*
>>>
>>>You can roll a d10 in place of the normal damage die of your Unarmed Strikes. When you attack with a *Pugilist* weapon, this damage die increases by one size to a d12.
>>>
>>>Your Unarmed Strikes and attacks made with *Pugilist* weapons count as magical for the purpose of overcoming **Resistance** and **Immunity** to nonmagical attacks and damage.
>>
>>>[!feat-blue]+ Suplex King
>>>*Prerequisites: Martial Level 14, a Tier 3 Pugilist Advanced Technique*
>>>
>>>When a creature no more than one size larger than you makes a melee attack against you, you can use your Reaction to dodge and redirect its momentum. You gain a bonus to AC against that attack equal to your Proficiency Bonus.
>>>
>>>If the attack misses, you suplex the creature. You move into its space, and it falls **Prone** in the space you left.
>>
>>>[!feat-purp]+ Tough Mother
>>>*Prerequisites: Martial Level 14, a Tier 3 Pugilist Advanced Technique*
>>>
>>>While you are not wielding any weapons other than *Pugilist* weapons, carrying a Shield, or wearing Armor, any Physical damage you take is reduced by an amount equal to your Proficiency Bonus.
>[!item-white]- Advanced Weapon Mastery: Reach
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-pink]+ Fortified Position
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Reach property*
>>>
>>>While you are wielding a *Reach* weapon and are not **Restrained** or **Incapacitated**, the area within 10 feet of you is **Difficult Terrain** for creatures of your choice.
>>
>>>[!feat-white]+ Pole Vaulter
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Reach property*
>>>
>>>You have trained to use your weapon to aid in vaulting and falling safely. While you are wielding a *Reach* weapon, if you move at least 10 feet on foot immediately before jumping, your jump distance is tripled until the end of the current turn.
>>>
>>>In addition, when you fall while wielding a *Reach* weapon, you can subtract up to 50 feet from the distance of the fall when calculating falling damage. You cannot gain this benefit while **Unconscious**.
>
>>[!feat-gold]+ Tier 2 Advanced Technique - Superior Strike: Reach
>>*Prerequisites: Martial Level 6, a Tier 1 Reach Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Reach* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-red]+ Constant Vigilance
>>>*Prerequisites: Martial Level 10, a Tier 2 Reach Advanced Technique*
>>>
>>>When a creature enters your reach while you are wielding a *Reach* weapon, you can use your Reaction to make an attack against that creature with the weapon.
>>
>>>[!feat-orange]+ Lunging Strikes
>>>*Prerequisites: Martial Level 10, a Tier 2 Reach Advanced Technique*
>>>
>>>When you take the Attack Action on your turn, the reach of attacks you make with *Reach* weapons increases by 5 feet until the end of that turn.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-yellow]+ Crowd Control
>>>*Prerequisites: Martial Level 14, a Tier 3 Reach Advanced Technique*
>>>
>>>When you hit a creature no more than one size larger than you with a *Reach* weapon, you can move it up to 10 feet horizontally into an unoccupied space.
>>
>>>[!feat-green]+ Pike Wall
>>>*Prerequisites: Martial Level 14, a Tier 3 Reach Advanced Technique*
>>>
>>>While you are wielding a *Reach* weapon and are within the reach of an allied creature that is also wielding a *Reach* weapon with which it is proficient, you gain a +2 bonus to AC. This bonus does not stack.
>[!item-white]- Advanced Weapon Mastery: Scourge
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-blue]+ Day Tripper
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Scourge property*
>>>
>>>When you hit a creature no more than one size larger than you with an attack using a *Scourge* weapon on your turn, you can immediately use a Bonus Action to attempt to pull it off its feet. The target must succeed on a Dexterity Saving Throw or fall **Prone**.
>>
>>>[!feat-purp]+ Get Over Here!
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Scourge property*
>>>
>>>When you hit a creature no more than one size larger than you with an attack using a *Scourge* weapon on your turn, you can immediately use a Bonus Action to attempt to pull it toward you. The target must succeed on a Strength Saving Throw or be pulled up to 10 feet toward you.
>
>>[!feat-pink]+ Tier 2 Advanced Technique - Superior Strike: Scourge
>>*Prerequisites: Martial Level 6, a Tier 1 Scourge Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Scourge* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-white]+ Disarming Strike
>>>*Prerequisites: Martial Level 10, a Tier 2 Scourge Advanced Technique*
>>>
>>>When you hit a creature with an attack using a *Scourge* weapon, you can attempt to disarm it. The target must make a Strength Saving Throw. On a failed save, it drops one object of your choice that it is holding, such as a weapon, and you pull that object up to 10 feet toward you.
>>
>>>[!feat-brown]+ Long Tether
>>>*Prerequisites: Martial Level 10, a Tier 2 Scourge Advanced Technique*
>>>
>>>When you take the Attack Action on your turn, the reach of attacks you make with *Scourge* weapons increases by 5 feet until the end of that turn.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-red]+ Vicious Strikes
>>>*Prerequisites: Martial Level 14, a Tier 3 Scourge Advanced Technique*
>>>
>>>The damage die of your *Scourge* weapons increases to a d10.
>>
>>>[!feat-orange]+ Wrap
>>>*Prerequisites: Martial Level 14, a Tier 3 Scourge Advanced Technique*
>>>
>>>When you take the Attack Action while wielding a *Scourge* weapon, you can forgo one attack to make a special melee attack against a creature within that weapon’s reach. The target must make a Dexterity Saving Throw against your Martial Save DC.
>>>
>>>On a failed save, the target is **Grappled** by you and is **Restrained** while **Grappled** in this way. The target, or another creature within 5 feet of it, can use an Action to make a Strength Check against your Martial Save DC, ending the **grapple** on a success.
>>>
>>>While a creature is **Grappled** in this way, you cannot attack with the *Scourge* weapon used to grapple it.
>[!item-white]- Advanced Weapon Mastery: Shield
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-yellow]+ Shield Wall
>>>*Prerequisites: Martial Level 2, proficiency with Shields*
>>>
>>>While you are wielding a *Shield* and are within 5 feet of an allied creature that is also wielding a *Shield*, your AC increases by 2. This bonus does not stack.
>>
>>>[!feat-green]+ Reinforcement
>>>*Prerequisites: Martial Level 2, proficiency with Shields*
>>>
>>>While you might not intercept every blow, you can cause minor deflections that reduce their impact. While you are wielding a *Shield*, when you take damage from an attack, you can reduce that damage by an amount equal to your Proficiency Bonus. No Action is required.
>>>
>>>After you use this technique, you cannot use it again until the start of your next turn.
>
>>[!feat-blue]+ Tier 2 Advanced Technique - Superior Strike: Shield
>>*Prerequisites: Martial Level 6, a Tier 1 Shield Advanced Technique*
>>
>>You can perform a *Superior Strike* with any *Shield*.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-purp]+ Cover
>>>*Prerequisites: Martial Level 10, a Tier 2 Shield Advanced Technique*
>>>
>>>While you are wielding a *Shield* and are within 5 feet of an allied creature that is not wielding a *Shield*, you can use a Bonus Action to grant that creature a +2 bonus to AC until the start of your next turn.
>>>
>>>This bonus ends early if the creature moves more than 5 feet away from you or if you become **Incapacitated**.
>>
>>>[!feat-pink]+ Numbing Collision
>>>*Prerequisites: Martial Level 10, a Tier 2 Shield Advanced Technique*
>>>
>>>When a creature misses you with a melee attack while you are wielding a *Shield*, you can use your Reaction to strike its attacking limb, numbing it. The creature must succeed on a Constitution Saving Throw or drop the weapon used to make the attack, if any, at your feet.
>>>
>>>In addition, until the end of its next turn, the creature has Disadvantage on its attack rolls and cannot pick up the dropped weapon while you occupy its space and are not **Unconscious**.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-white]+ Bulwark
>>>*Prerequisites: Martial Level 14, a Tier 3 Shield Advanced Technique*
>>>
>>>You are a wall capable of withstanding any onslaught. While you are wielding a *Shield*, when you take damage from an attack, you can reduce that damage by an amount equal to your Proficiency Bonus. No Action is required.
>>>
>>>This effect stacks with *Reinforcement*, allowing you to reduce the damage taken from an attack by twice your Proficiency Bonus. After you use either *Bulwark* or *Reinforcement*, you cannot use either technique again until the start of your next turn.
>>
>>>[!feat-brown]+ Redirecting Strike
>>>*Prerequisites: Martial Level 14, a Tier 3 Shield Advanced Technique*
>>>
>>>While you are wielding a *Shield*, when you are targeted by a melee attack made by an attacker you can see, you can use your Reaction before the GM determines whether the attack hits or misses. You add half your Proficiency Bonus to your AC against that attack, potentially causing it to miss.
>>>
>>>If the attack misses, you can force the attacker to redirect it toward a different creature within 5 feet of both you and the attacker. Use the attacker’s original attack roll to determine whether the redirected attack hits.
>[!item-white]- Advanced Weapon Mastery: Thrown
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-red]+ Close-Quarters Combat
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Thrown property*
>>>
>>>Being within 5 feet of a hostile creature does not impose Disadvantage on ranged attack rolls you make with *Thrown* weapons.
>>
>>>[!feat-orange]+ Distant Striker
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Thrown property*
>>>
>>>The normal and long ranges of ranged attacks you make with *Thrown* weapons are doubled. In addition, when you make a ranged attack with a *Thrown* weapon while **Hidden**, missing the attack does not reveal your position.
>
>>[!feat-yellow]+ Tier 2 Advanced Technique - Superior Strike: Thrown
>>*Prerequisites: Martial Level 6, a Tier 1 Thrown Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Thrown* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-green]+ Flexible Attacker
>>>*Prerequisites: Martial Level 10, a Tier 2 Thrown Advanced Technique*
>>>
>>>When you make a melee attack with a *Thrown* weapon on your turn, you can make a ranged attack with that same weapon as a Bonus Action during the same turn.
>>
>>>[!feat-blue]+ Focused Strike
>>>*Prerequisites: Martial Level 10, a Tier 2 Thrown Advanced Technique*
>>>
>>>As a Bonus Action, you can steady your body and mind, granting yourself Advantage on the next attack roll you make with a *Thrown* weapon during the current turn.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-purp]+ Bullseye
>>>*Prerequisites: Martial Level 14, a Tier 3 Thrown Advanced Technique*
>>>
>>>The *Critical Threshold* for ranged attack rolls you make with *Thrown* weapons is reduced by 1.
>>>
>>>When you score a Critical Hit against a creature with a ranged attack using a *Thrown* weapon, you can choose one of the following additional effects:
>>>- The target is **Blinded** until the start of its next turn.
>>>- The target drops one object of your choice that it is holding, such as a weapon.
>>>- The target’s Speed is halved until the end of its next turn.
>>
>>>[!feat-pink]+ Whirling Melee
>>*Prerequisites: Martial Level 14, a Tier 3 Thrown Advanced Technique*
>>>
>>>After you take the Attack Action and make a melee attack against a creature on your turn, you have Advantage on attack rolls made with *Thrown* weapons against other creatures until the end of that turn.
>[!item-white]- Advanced Weapon Mastery: Versatile
>>[!feat-black]- Tier 1 Advanced Techniques
>>>[!feat-white]+ Quick Parry
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Versatile property*
>>>
>>>When a creature makes a melee attack against you while you are wielding a *Versatile* weapon, you can use your Reaction to add your Proficiency Bonus to your AC against that attack, potentially causing it to miss.
>>
>>>[!feat-brown]+ Weapon Focus
>>>*Prerequisites: Martial Level 2, proficiency with at least one weapon with the Versatile property*
>>>
>>>You can use a *Versatile* weapon as a Spellcasting Focus. In addition, you can use the hand holding that weapon to perform the Somatic components of spells.
>
>>[!feat-red]+ Tier 2 Advanced Technique - Superior Strike: Versatile
>>*Prerequisites: Martial Level 6, a Tier 1 Versatile Advanced Technique*
>>
>>You can perform a *Superior Strike* with any weapon that has the *Versatile* property.
>
>>[!feat-black]- Tier 3 Advanced Techniques
>>>[!feat-orange]+ Heavy Striker
>>>*Prerequisites: Martial Level 10, a Tier 2 Versatile Advanced Technique*
>>>
>>>When you attack with a *Versatile* weapon using both hands, the weapon’s damage die increases by two sizes rather than one, to a maximum of 1d12.
>>
>>>[!feat-yellow]+ Shield Bash
>>>*Prerequisites: Martial Level 10, a Tier 2 Versatile Advanced Technique*
>>>
>>>When you take the Attack Action and hit a creature with a *Versatile* weapon while wielding a Shield, you can use a Bonus Action to make a melee weapon attack against that creature using your *Shield*.
>>>
>>>On a hit, the target takes 1d4 Bludgeoning damage and must succeed on a Strength Saving Throw or fall **Prone**. A creature more than one size larger than you automatically succeeds on this Saving Throw.
>>
>>>[!feat-green]+ Swift Striker
>>>*Prerequisites: Martial Level 10, a Tier 2 Versatile Advanced Technique*
>>>
>>>When you take the Attack Action on your turn and make attacks only with a *Versatile* weapon wielded in one hand, you can make one additional one-handed attack with that weapon as a Bonus Action.
>>>
>>>You do not add your Ability Modifier to the damage of this Bonus Action attack unless that modifier is negative.
>
>>[!feat-black]- Tier 4 Advanced Techniques
>>>[!feat-blue]+ Dual Maneuver
>>>
>>>*Prerequisites: Martial Level 14, a Tier 3 Versatile Advanced Technique*
>>>
>>>When you take the Attack Action and hit a creature with a *Versatile* weapon wielded in one hand while your other hand is free, you can attempt to **Grapple** that creature as part of the same Action.
>>
>>>[!feat-purp]+ Guard
>>>*Prerequisites: Martial Level 14, a Tier 3 Versatile Advanced Technique*
>>>
>>>While you are wielding both a *Shield* and a *Versatile* weapon, you can use a Bonus Action to grant yourself a +1 bonus to AC until the start of your next turn. Opportunity Attacks made against you have Disadvantage for the same duration.
>>
>>>[!feat-pink]+ Very Heavy Striker
>>>*Prerequisites: Martial Level 14, a Tier 3 Versatile Advanced Technique*
>>>
>>>When you attack with a *Versatile* weapon using both hands, your Critical Threshold is reduced by 2.
# Superior Strikes
Every weapon can perform a devastating attack called a *Superior Strike*. The *Tier 2 Superior Strike technique* in each technique tree grants you access to the *Superior Strike* associated with every weapon that possesses that tree’s *property*.
>[!item-green] For example, when a character learns **Superior Strike: Heavy** from the Heavy technique tree at Martial Level 6, they can perform a Superior Strike with any Heavy weapon, such as a greatsword, pike, or glaive.
Each weapon has a specific Superior Strike associated with it. For example, a glaive can perform **Whirling Strike**, while a greatsword can perform **Shockwave**. Because both weapons possess the Heavy property, a character who knows **Superior Strike: Heavy** can perform either Superior Strike while wielding the appropriate weapon.
The Weapon Metadata table lists every weapon from the core rules, _Ryoko’s Guide_, _L’Arsene’s Ledger_, and _Heliana’s Guide_, along with its properties and associated Superior Strike.
#### Shields
Shields are a unique case. Although they are technically classified as Armor, any shield-bearing warrior can attest that they can be as formidable a weapon as any sword or axe.
Accordingly, Shields have a dedicated technique tree and their own Superior Strike: **Shield Slam**.
### Weapon Metadata Tables
#### Simple Melee Weapons
| Weapon | Source* | Properties | Damage | Superior Strike |
| --------------------- | ------- | ----------------------------------------------- | --------------- | --------------- |
| Claw | HGMH | Attached, Light | 1d6 Slashing | Skewer |
| Club | SRD | Impact, Light | 1d4 Bludgeoning | Reeling Blow |
| Dagger | SRD | Finesse, Light, Thrown (Range 20/60) | 1d4 Piercing | Battery Strike |
| Greatclub | SRD | Impact, Two-Handed | 1d8 Bludgeoning | Shockwave |
| Handaxe | SRD | Light, Thrown (Range 20/60) | 1d6 Slashing | Battery Strike |
| Javelin | SRD | Thrown (Range 30/120) | 1d6 Piercing | Battery Strike |
| Knuckle Duster | LLTT | Attached, Light, Pugilist | 1d4 Bludgeoning | Flurry |
| Light Hammer | SRD | Impact, Light, Thrown (Range 20/60) | 1d4 Bludgeoning | Battery Strike |
| Mace | SRD | Impact | 1d6 Bludgeoning | Reeling Blow |
| Quarterstaff | SRD | Impact, Versatile (1d8) | 1d6 Bludgeoning | Reeling Blow |
| Sickle | SRD | Light | 1d4 Slashing | Skewer |
| Spear | SRD | Thrown (Range 20/60), Versatile (1d8) | 1d6 Piercing | Skewer |
| Spiked Cestus | LLTT | Adaptable (Piercing), Attached, Pugilist | 1d6 Bludgeoning | Flurry |
| Spiked Knuckle Duster | LLTT | Adaptable (Piercing), Attached, Light, Pugilist | 1d4 Bludgeoning | Flurry |
| War Crescent | LLTT | Versatile (1d8) | 1d6 Slashing | Whirling Strike |
#### Simple Ranged Weapons
|Weapon|Source*|Properties|Damage|Superior Strike|
|---|---|---|---|---|
|Crossbow, Light|SRD|Ammunition (Range 80/320), Loading, Two-Handed|1d8 Piercing|Piercing Shot|
|Dart|SRD|Finesse, Thrown (Range 20/60)|1d4 Piercing|Battery Strike|
|Shortbow|SRD|Ammunition (Range 80/320), Two-Handed|1d6 Piercing|Hail of Ammunition|
|Sling|SRD|Ammunition (Range 30/120)|1d4 Bludgeoning|Hail of Ammunition|
|Slingshot|HGMH|Ammunition (Range 20/60), Two-Handed|1d6 Bludgeoning|Hail of Ammunition|
|Tommybow, Light|HGMH|Ammunition (Range 80/160), Reload (X), Two-Handed|1d8 Piercing|Hail of Ammunition|
#### Martial Melee Weapons
| Weapon | Source* | Properties | Damage | Superior Strike |
| ------------- | ------- | ------------------------------------------------------------------------------------ | --------------- | --------------- |
| Battleaxe | SRD | Versatile (1d10) | 1d8 Slashing | Whirling Strike |
| Chakram | LLTT | Finesse, Light, Thrown (Range 30/90), Thrown Versatility (1d6) | 1d4 Slashing | Battery Strike |
| Flail | SRD | Impact | 1d8 Bludgeoning | Reeling Blow |
| Glaive | SRD | Heavy, Reach, Two-Handed | 1d10 Slashing | Whirling Strike |
| Greataxe | SRD | Heavy, Two-Handed | 1d12 Slashing | Whirling Strike |
| Greatsword | SRD | Heavy, Two-Handed | 2d6 Slashing | Shockwave |
| Halberd | SRD | Heavy, Reach, Two-Handed | 1d10 Slashing | Hamstring |
| Kusarigama | RGYR | Scourge, Special, Versatile (1d6) | 1d4 Slashing | Trip |
| Lance | SRD | Reach, Special | 1d12 Piercing | Skewer |
| Longsword | SRD | Versatile (1d10) | 1d8 Slashing | Hamstring |
| Maul | SRD | Heavy, Impact, Two-Handed | 2d6 Bludgeoning | Shockwave |
| Meteor Hammer | RGYR | Finesse, Scourge, Two-Handed | 1d6 Bludgeoning | Whirling Strike |
| Morningstar | SRD | Impact | 1d8 Piercing | Shockwave |
| Nunchaku | HGMH | Finesse, Special, Versatile (1d8) | 1d6 Bludgeoning | Whirling Strike |
| Pike | SRD | Heavy, Reach, Two-Handed | 1d10 Piercing | Skewer |
| Rapier | SRD | Finesse | 1d8 Piercing | Skewer |
| Rope Dart | RGYR | Finesse, Scourge, Two-Handed | 1d6 Piercing | Trip |
| Sai | RGYR | Finesse, Light, Parry | 1d4 Piercing | Skewer |
| Scimitar | SRD | Finesse, Light | 1d6 Slashing | Hamstring |
| Shortsword | SRD | Finesse, Light | 1d6 Piercing | Skewer |
| Starknife | LLTT | Adaptable (Slashing), Finesse, Light, Thrown (Range 20/60), Thrown Versatility (1d6) | 1d4 Piercing | Battery Strike |
| Tessen | RGYR | Adaptable (Bludgeoning), Finesse, Light, Special | 1d4 Slashing | Whirling Strike |
| Tetherhook | HGMH | Scourge, Special, Two-Handed | 1d8 Piercing | Trip |
| Tonfa | RGYR | Light, Parry | 1d6 Bludgeoning | Reeling Blow |
| Trident | SRD | Thrown (Range 20/60), Versatile (1d8) | 1d6 Piercing | Piercing Shot |
| Twinblade | HGMH | Finesse, Special, Two-Handed | 2d4 Slashing | Whirling Strike |
| War Pick | SRD | Versatile (1d10) | 1d8 Piercing | Skewer |
| Warhammer | SRD | Impact, Versatile (1d10) | 1d8 Bludgeoning | Shockwave |
| Whip | SRD | Finesse, Scourge | 1d4 Slashing | Trip |
#### Martial Ranged Weapons
|Weapon|Source*|Properties|Damage|Superior Strike|
|---|---|---|---|---|
|Blowgun|SRD|Ammunition (Range 25/100), Loading|1 Piercing|Piercing Shot|
|Blunderbuss|HGMH|Ammunition (Range 20/60), Loud (1,000), Reload (1), Two-Handed|3d4 Piercing|Piercing Shot|
|Crossbow, Hand|SRD|Ammunition (Range 30/120), Light, Loading|1d6 Piercing|Piercing Shot|
|Crossbow, Heavy|SRD|Ammunition (Range 100/400), Heavy, Loading, Two-Handed|1d10 Piercing|Piercing Shot|
|Longbow|SRD|Ammunition (Range 150/600), Heavy, Two-Handed|1d8 Piercing|Hail of Ammunition|
|Musket|HGMH|Ammunition (Range 80/240), Loud (1,000), Reload (1), Two-Handed|1d10 Piercing|Piercing Shot|
|Net|SRD|Special, Thrown (Range 5/15)|—|Trip|
|Ōdzutsu|RGYR|Ammunition (Range 150/600), Two-Handed, Special|2d10 Bludgeoning|Piercing Shot|
|Pistol|HGMH|Ammunition (Range 40/120), Loud (500), Reload (2)|1d8 Piercing|Piercing Shot|
|Revolver|HGMH|Ammunition (Range 60/240), Loud (500), Reload (6)|1d10 Piercing|Piercing Shot|
|Rifle|HGMH|Ammunition (Range 120/480), Loud (500), Reload (6), Two-Handed|1d12 Piercing|Piercing Shot|
|Shuriken|RGYR|Finesse, Light, Thrown (Range 20/60)|1d4 Piercing|Battery Strike|
|Tommybow, Hand|HGMH|Ammunition (Range 30/60), Reload (X), Two-Handed|1d6 Piercing|Hail of Ammunition|
|Tommybow, Heavy|HGMH|Ammunition (Range 100/200), Reload (X), Two-Handed|1d10 Piercing|Hail of Ammunition|
#### Armor
| Armor | Source* | Properties | Damage | Superior Strike |
| ------ | ------- | ---------- | ------ | --------------- |
| Shield | SRD | +2 to AC | — | Shield Slam |
## Performing Superior Strikes
When you take the Attack Action on your turn, you can replace one of your regular attacks with a Superior Strike. You can perform a Superior Strike a number of times equal to your Proficiency Bonus, but no more than once per turn. You regain all expended uses when you finish a Long Rest.
Like other Advanced Techniques, when a Superior Strike forces a creature to make a Saving Throw, it does so against your Martial Save DC.
Each weapon type has a specific Superior Strike it can perform, as listed in the Weapon Metadata table. The complete list of Superior Strikes and their effects is provided below.
### All Superior Strikes
>[!item-red]- Superior Strike: Battery Strike
>With incredible dexterity and speed, you hurl numerous weapons at once. Make a number of ranged weapon attacks equal to 1 plus half your Proficiency Bonus, rounded down, against targets within your weapon’s normal range. Each attack must target a different creature or object. You must have enough weapons on your person that possess this *Superior Strike* option to make each attack.
>[!item-orange]- Superior Strike: Flurry
>In a blistering display of speed, you make a number of Unarmed Strikes equal to 1 plus half your Proficiency Bonus, rounded down, against creatures within your reach. Each Unarmed Strike must target a different creature. You then gain a +2 bonus to AC until the start of your next turn.
>[!item-yellow]- Superior Strike: Hail of Ammunition
>You unleash a devastating volley of ammunition at a point you choose within your weapon’s normal range. Each creature within a 10-foot-radius sphere centered on that point must make a Dexterity Saving Throw. On a failed save, a creature takes **a number of d6s of Physical (Piercing) damage equal to your Proficiency Bonus**. On a successful save, it takes half as much damage.
>
>You must have at least 10 pieces of ammunition available for the weapon used to make this *Superior Strike*.
>[!item-green]- Superior Strike: Hamstring
>In a vicious attack, you attempt to debilitate an enemy. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes **additional damage equal to your Proficiency Bonus**.
>
>In addition, until the end of its next turn, the target’s AC is reduced by an amount equal to its Dexterity modifier, to a minimum reduction of 0, and its Speed is reduced by a number of feet equal to 5 times your Proficiency Bonus, to a minimum of 0 feet.
>[!item-blue]- Superior Strike: Piercing Shot
>You fire a shot from your weapon packed with destructive force. The shot travels in a straight line up to your weapon’s normal range. Each creature whose space the ammunition passes through must make a Dexterity Saving Throw. On a failed save, a creature takes **a number of d6s of Physical (Piercing) damage equal to your Proficiency Bonus**.
>
>On a successful save, it takes half as much damage. The shot stops early after passing through the space of a Huge or larger creature, or through an object that is more than 1 foot thick or has an AC of 17 or higher.
>[!item-purp]- Superior Strike: Reeling Blow
>You unleash the full force of your strength and size in a weighty strike. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes **additional damage equal to your Proficiency Bonus**.
>
>In addition, until the end of its next turn, the target has Disadvantage on all attack rolls, as well as on Ability Checks and Saving Throws that use Dexterity or Intelligence, and it cannot take Reactions. If this attack causes the target to make a Constitution Saving Throw to maintain Concentration, it has Disadvantage on that Saving Throw.
>[!item-pink]- Superior Strike: Shield Slam
>You smash your shield forward, throwing a creature within your reach off balance. Make a Strength (Athletics) Check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) Check. On a success, the target takes **a number of d8s of Bludgeoning damage equal to your Proficiency Bonus**.
>
>In addition, melee attacks against the target have Advantage until the end of your next turn.
>[!item-white]- Superior Strike: Shockwave
>You slam your weapon into the ground at your feet with ruinous force, detonating a shockwave of energy. Each creature within 10 feet of you must succeed on a Strength Saving Throw or take **a number of d6s of Bludgeoning damage equal to your Proficiency Bonus** and be pushed 10 feet directly away from you.
>[!item-gold]- Superior Strike: Skewer
>With a thrusting strike, you attempt to skewer an enemy with your weapon. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and is also **Grappled** by you.
>
>This **grapple** ends early if you use the weapon to make another attack or release the weapon.
>
>When the **grapple** ends, the target takes **a number of d8s of Piercing damage equal to your Proficiency Bonus**.
>[!item-black]- Superior Strike: Trip
>You perform a wide, sweeping attack aimed at the footing of nearby enemies. Each creature standing within 10 feet of you must succeed on a Dexterity Saving Throw or take **a number of d4s of Bludgeoning damage equal to your Proficiency Bonus** and fall **Prone**.
>[!item-red]- Superior Strike: Whirling Strike
>In a blistering vortex of aggression, you strike at every creature around you in a fluid assault. Each creature within your reach must make a Dexterity Saving Throw. On a failed save, a creature takes **a number of d6s of damage equal to your Proficiency Bonus**. The damage is of your weapon’s type. On a successful save, it takes half as much damage.
>
>Regardless of whether it succeeds or fails, the creature cannot make Opportunity Attacks against you until the end of the current turn.