Archery Expert
Prerequisite: 6th-level, Archery
You gain an additional +1 bonus to attack rolls with ranged weapons. Attacking at a weapon’s long range no longer imposes disadvantage on your ranged weapon attack rolls.
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Balanced Expert
Prerequisite: 6th-level, Balanced Fighting
When you are wielding a versatile melee weapon and a shield, you use the versatile weapon’s larger damage die, and you can use your shield to do a Shove attack as a bonus action.
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Brawling Expert
Prerequisite: 6th-level, Brawling
You gain a +1 bonus to the damage rolls of unarmed strikes. You also gain the benefits below while grappling creatures:
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- You can drag grappled creatures up to your full speed.
- In place of an attack, you can make another grapple check against a target you are grappling. On a success, the target is Restrained for the duration of that grapple.
Classical Swordplay Expert
Prerequisite: 6th-level, Classical Swordplay
When you are hit by an attack while using Classical Swordplay, you can use your reaction to add your Dexterity modifier to your Armor Class against that attack.
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Defensive Expert
Prerequisite: 6th-level, Defensive Fighting
While wearing heavy armor you can reduce all non-magical bludgeoning, piercing, or slashing damage you take by your Constitution modifier (minimum of 1).
If your armor is magical, this can also reduce magical damage of the types above.
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Dual Wielding Expert
Prerequisite: 6th-level, Dual Wielding
One-handed melee weapons are considered to have the Light property for you, and when you are wielding a melee weapon in each hand, you gain a +1 bonus to your Armor Class.
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Featherweight Expert
Prerequisite: 6th-level, Featherweight Fighting
When Featherweight Fighting, creatures have disadvantage on opportunity attacks against you, and you can take the Disengage action as a bonus action on each of your turns.
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Great Weapon Expert
Prerequisite: 6th-level, Great Weapon Fighting
Whenever you reduce a creature to 0 hit points with a heavy melee weapon attack, you can make another attack as part of that action, bonus action, or reaction with the same weapon.
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Heavyweight Expert
Prerequisite: 6th-level, Heavyweight Fighting
When you hit a creature equal to your size or smaller with a heavy melee weapon attack you can knock it 5 feet away from you in a straight line so long as the space behind the creature is unoccupied.
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Mounted Expert
Prerequisite: 6th-level, Mounted Warrior
While you are riding a trained mount, you have advantage on melee attack rolls against unmounted creatures smaller than your mount, and whenever your mount takes damage you can use your reaction to take that damage in its stead.
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Polearm Expert
Prerequisite: 6th-level, Polearm Fighting
Whenever you take the Attack action while using Polearm Fighting, you can use your bonus action on that turn to make a melee attack with the end of your weapon. On hit, it deals bludgeoning damage equal to 1d4 + your Strength modifier.
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Protection Expert
Prerequisite: 6th-level, Protection
When a creature within 5 feet is forced to make a Dexterity saving throw, you can use your reaction to interpose a shield, adding your Proficiency Bonus to its saving throw roll.
You can use this reaction after the creature rolls the d20, but before you know the outcome of its saving throw.
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Shield Expert
Prerequisite: 6th-level, Shield Warrior
While wielding a shield, you can use a bonus action on each of your turns to make a Shove attack, even if you do not take the Attack action. You also add the Armor Class bonus from your shield to any Dexterity saving throws you make.
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Superior Technique
Prerequisite: 6th-level, at least one Exploit Known
You learn one 1st-degree Martial Exploit from those available to the Alternate Fighter, but it doesn’t count against your total Exploits Known. You also gain one additional Exploit Die.
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