Weapon Master Feats

Feats make stick kill better.

Axe Master
Prerequisite: Proficiency in handaxes, battleaxes, or greataxes.

You master the handaxe, battleaxe, and greataxe. You gain the following benefits when using any of them:
 * You gain a +1 bonus to attack rolls you make with an axe.
 * Whenever you land a critical hit against an enemy they suffer additional injury from the blow. Roll on the Lingering Injury table to determine the nature of the injury and its effect on the enemy. The Lingering Injury table for humanoids is given below, tables for non-humanoid enemies provided by the DM.
 * Whenever you make an attack roll with an axe you may choose to attempt to shear a weapon or shield your target is wielding. When you do you gain advantage on the attack, if the roll is high enough to succeed against both your enemy's AC and the item's AC then the attack is a success. On a successful attack, damage is rolled normally and dealt to the item. In addition, the enemy must make a Strength saving throw (DC: 8 + your proficiency bonus + your Strength modifier) on a failure your target drops the item you struck (some items, such as a shield strapped to an arm, are impossible to drop), if the item is held with two hands the target has advantage on the saving throw.

Blade Master
Prerequisite: Proficiency in shortswords, longswords, scimitars, rapiers, or greatswords.

You master the shortsword, longsword, scimitar, rapier, or greatsword. You gain the following benefits when using any of them:
 * You gain a +1 bonus to attack rolls you make with a sword.
 * Whenever you could make an attack roll you may forgo the attack and instead take up a parrying stance. Whenever you do so you gain a +5 bonus to your AC until the start of your next turn.
 * You make attacks of opportunity with advantage.

Bow Master
Prerequisite: Proficiency in longbows or shortbows.

You master the longbow and shortbow. You gain the following benefits when using either of them:
 * You gain a +1 bonus to attack rolls you make with a bow.
 * Whenever you could make an attack roll using a bow you may instead choose to forgo the roll and instead focus on one target, preparing your next shot against them. Choose a creature you can see, your next attack against them is made with advantage and does not suffer from the effects of long-range, half cover or three-quarters cover. If the attack is a success you may roll each of the weapon's damage die one additional time.

Hammer Master
Prerequisite: Proficiency in light hammers, warhammers, maces, or mauls.

You master the light hammer, warhammer, mace, or maul. You gain the following benefits when using any of them:
 * You gain a +1 bonus to attack rolls you make with a hammer. This bonus increases to +2 against creatures wearing heavy armor, or who have natural armor similar to heavy armor (DM discretion)
 * You gain a +2 bonus to damage rolls with weapon attacks against creatures wearing heavy armor as described above
 * Whenever you hit a creature with an attack roll using a hammer you may choose to deal additional, crushing damage against a specific body part of the creature. You may roll each of the weapon's damage die one additional time when determining damage Additionally you may choose one of the creature's body parts, causing them to suffer an additional effect based on the part chosen. The length of this effect is determined by a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) made by the creature, on a success, the effect lasts until the beginning of your next turn, on a failure the injury is more serious and lasts until the creature has been healed. Once you use this feature you cannot use it again until you finish a short rest. Body part options and effects vary based on creature type; the table for humanoids is given below.

Knife Master
Prerequisite: Proficiency in daggers or darts.

You master the dagger, dart, and throwing knife. You gain the following benefits when using any of them::
 * You gain a +1 bonus to attack rolls you make with a knife.
 * When you use a knife, its damage die changes from a d4 to a d6. (This benefit has no effect if another feature has already improved the weapon’s die.)
 * Whenever you make an attack roll you may draw a knife as a part of the roll (this does not count as your one object interaction per turn). Additionally, whenever you make an ability check to conceal a knife on your person, you have advantage on the roll.
 * As a bonus action on your turn, you may make two attack rolls with a knife. Once you use this feature, you can’t use it again until you finish a short rest.

Spear Master
Prerequisite: Proficiency in simple spears or war spears.

You master the simple spear and war spear. You gain the following benefits when using either of them:
 * You gain a +1 bonus to attack rolls you make with a spear.
 * You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, you may roll each of the weapon's damage die one additional time. You can’t use this ability if the creature used the Disengage action before moving.
 * As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.