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Martial

Power Source

Martial classes rely on pure skill. Mechanically they have the most consistent output.

Level 4 Feats

Axpertise

Prerequisites: Str 15

Benefits: Whenever you roll a 1 on the damage die of an attack you make with an axe, you may reroll it, but you must use the second result. If your axe has the Brutal property, instead increase that value by 1. In addition, you deal an additional 1[W] damage to prone targets. This bonus damage increases to 2[W] at level 11, and to 3[W] at level 21.

Bludgeon Expertise

Prerequisites: Str 13, Con 13

Benefits: Whenever you hit an enemy with an opportunity attack with a hammer or mace you may push them 10'. Whenever you make a non-opportunity attack that pushes a target with a hammer or mace you may push them an additional 5'.

Bow Expertise

Prerequisites: Dex 15

Benefits: You have edge against enemies that have no other enemies adjacent to them. In addition, your short and long ranges with a bow attack are doubled

Chainmail Expertise

Prerequisites: Str 13, Proficiency in Chainmail

Benefits: You may ignore the armor check penalty and speed penalty from wearing Chainmail.

Crossbow Expertise

Prerequisites: Dex 13

Benefits: You ignore partial and superior cover for attacks you make with a crossbow..You may load a crossbow as a free action. You don't provoke opportunity attacks for making a ranged weapon attack with a crossbow.

Dueling Expertise

Prerequisites: Dex 13

Benefits: You may shift an additional 5' whenever you use your move action to shift as long as you are only wielding a single one-handed melee weapon and are not using a shield. You have combat advantage against an enemy so long as no other creatures are adjacent to either you or the enemy and you are only wielding a single one-handed melee weapon and are not using a shield.

Flail Expertise

Prerequisites: Str 13, Dex 13

Benefits: Whenever you make an attack that slides a target with a flail you may slide the target an additional 5'. Whenever you make an attack that slides an enemy 15 or more feet with a flail you may knock them prone at the end

Great Weapon Expertise

Prerequisites: Str 15

Benefits: When you reduce an enemy to 0 hit points using a two-handed melee weapon, you may deal 1[W] damage to another enemy adjacent to you. This damage increases to 2[W] at level 11 and to 3[W] at level 21. You may take a -5 penalty to hit on an attack with a two-handed melee weapon to get a bonus to the damage roll equal to your level.

Heavy Blade Expertise

Prerequisites: Str 13, Dex 13

Benefits: You have +2 to all defenses against opportunity attacks while wielding a heavy blade. You have combat advantage on opportunity attacks made with a heavy blade

Hide Expertise

Prerequisites: Dex 13, Proficiency in Hide Armor

Benefits: You may ignore the armor check penalty from wearing Hide armor. While you are slowed your speed is only reduced to 15' instead of 10' if you are in Hide armor

Leather Expertise

Prerequisites: Dex 15, Proficiency in Leather Armor

Benefits: While wearing leather armor you gain a +2 bonus to the following

  • All defenses against opportunity attacks
  • Acrobatics and Athletics checks to escape a grab
  • Stealth checks

Light Blade Expertise

Prerequisites: Dex 15

Benefits: Your bonus to hit from edge is increased to +3 on attacks you make with a light blade. You have advantage on rolls to hide light blades on your person

Pick Expertise

Prerequisites: Str 13

Benefits: Picks you wield have the High Crit property. If it already has the High Crit property, double the bonus damage dice from this property. You score a critical hit on a roll of 19-20 against enemies that are at least one size category larger than you.

Plate Expertise

Prerequisites: Str 17, Proficiency in Plate Armor

Benefits: You gain resist to all non-area attacks equal to your level while you are wearing plate armor. This resistance stacks with any provided by masterwork plate armor.

Polearm Expertise

Prerequisites: Str 13, Wis 13

Benefits: Whenever an enemy enters a space adjacent to you as part of a charge attack you may make an opportunity attack against them. You gain a +1 shield bonus to AC and Reflex while wielding a polearm.

Scale Expertise

Prerequisites: Str 15, Proficiency in Scale Armor

Benefits: You gain an additional healing surge. You gain a +1 bonus to Fortitude, Reflex and Will while you are wearing scale armor.

Shield Expertise

Prerequisites: Proficiency with Light Shields

Benefits: You gain proficiency with heavy shields. You and each adjacent ally have resist 5 to area and close attacks. This resistance increases to 10 at level 11 and to 15 at level 21. You ignore the check penalty for using a shield.

Sling Expertise

Prerequisites: Dex 13

Benefits: You don't provoke opportunity attacks for making a ranged weapon attack with a sling.

Spear Expertise

Prerequisites: Str 13

Benefits: You have combat advantage on charge attacks you make with a spear. You don't provoke opportunity attacks you make while charging while wielding a spear

Throwing Expertise

Prerequisites: Str 13, Dex 13

Benefits: The close and long ranges of thrown weapons you throw is doubled. You may use Dexterity or Strength as you choose for the attack and damage rolls you make with thrown weapons. Whenever you hit an enemy with a thrown weapon the target grants combat advantage to your melee attacks until the end of your next turn.

Two-Weapon Expertise

Prerequisites: Str 13, Dex 13

Benefits: You gain a +1 shield bonus to AC and Reflex while wielding two weapons. You have a +1 bonus to damage rolls while wielding two weapons. This bonus increases to +2 at level 11 and to +3 at level 21. You may draw or store two weapons instead of one as a single action

Unarmed Expertise

Prerequisites: Str 13, Dex 13

Benefits: Your unarmed attacks are treated as a +2 proficiency bonus weapon with a 1d8 damage die and the off-hand property. You have a +2 bonus to strength checks made to grab an enemy while you are not wielding any weapons. You have a +2 bonus to all defenses against attempts made to escape your grab.

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