Weapon Arts DND 5e
Weapon Arts DND 5e
Weapon Arts DND 5e
Different weapons have different properties; skilled warriors can leverage these properties to
perform special techniques known as Weapon Arts. You can perform the Weapon Art for any weapon
you are proficient with up to a total number times equal to your proficiency bonus; you regain spent
uses after completing a long rest. The DC for saving throws against Weapon Arts is 8 + your proficiency
bonus + your Strength or Dexterity modifier (your choice).
Variant Weapons
Some weapons are very similar to other weapons. They may have specialized uses or other
variable properties but, overall, they have more in common than not. These are called variant weapons.
If you are proficient with a certain kind of weapon, you are also proficient with that weapon’s variants.
Common variants of some weapons, along with their differences, are listed below.
Fully martial classes (Barbarians, Fighters, Monks, and Rogues) gain more Weapon Art uses as
they level up: Barbarians at 3rd, 6th, 10th, and 14th level; Fighters at 3rd, 7th, 10th, 15th, and 18th level; Monks
at 3rd, 6th, 11th, and 17th level; and Rogues at 3rd, 9th, 13th, and 17th level.
Starting at 3rd level, the Battle Master may spend a Superiority Die to add it to attack or damage
rolls when using a Weapon Art.
Starting at 3rd level, when the Berserker goes into a frenzy, they may use Weapon Arts an
unlimited number of times.
Starting at 6th level, the Kensei may spend a ki point to add a Martial Arts Die to attack or
damage rolls when using a Weapon Art with a Kensei weapon. This replaces the effect of their Deft
Strike feature.
Because shields are now three different weapons, proficiency with shields now follows weapon
proficiency with the following addenda: