Whip Master

Whip Master

Your training with the whip allows you great control over its ferocity.

  • You increase the damage dealt by a whip to 1d6 slashing damage. Against creature who’s armor class is not increased by armor (natural, material, or magicl), your whip’s critical strike range is increased by one.
  • When you strike a large or smaller creature with an opportunity attack, the creature must make a Strength saving throw (DC= 8+proficiency modifier+ attack modifier) or be knocked prone.
  • Melee weapons with the reach property have advantage against prone creatures for the full length of their reach.

Thrown Master

Thrown Master

Your understanding of the weight of weapons and flight gives you powerful understanding of how thrown weapons work.

  • You increase your Strength or Dexterity score by 1.
  • You increase the range of thrown weapons by 10 feet.
  • When you hit a creature with a thrown weapon attack, you may use a bonus action to make another thrown weapon attack against the same creature.

Talented

Talented

Prerequisite: Human, Half-elf or Half-orc

  • Increase an ability score of your choice by 1.
  • You gain one human talent of your choice that you are able to take.

Psionic Acolyte

Psionic Acolyte

You learn two psionic talents of your choice from the mystic class. Additionally, you learn one psionic discipline of your choice. You have 2 psi points to use on this discipline. You regain all used psi points when you complete a long rest. Intelligence is your psionic ability for these.

Thrown weapon Expert

Thrown weapon Expert

Thanks to extensive practice with thrown weapons, you gain the following benefits:

  • When you use the Attack action and attack with a thrown weapon, you can use a bonus action to draw and attack with a dagger or dart.
  • You may draw extra weapons with the thrown property as part of the attack action.
  • When you throw an improvised weapon The weapon’s damage die is a d6.