Holocron

Weapon Focus

Wretched Hives · Customization Options

The Weapon Focused feat offers your choice of weapon focus. You can't take a weapon focus option more than once, even if you later get to choose again.

Alternative Weapon Focus

Your weapon of choice may be governed by one weapon focus, whereas your character can be better realized utilizing a different focus. For instance, your blaster rifle might work better for you with Carbine Focus rather than Rifle Focus. Work with your GM to determine if a different focus is better suited, and mechanically appropriate, to your character's identity. A weapon's focus and supremacy must match.

You may choose your weapon focus from the following options or roll on the table below to determine it randomly.

d8 Weapon Focus
1 Blade Weapon
2 Carbine Weapon
3 Crushing Weapon
4 Heavy Weapon
d8 Weapon Focus
5 Polearm Weapon
6 Rifle Weapon
7 Sidearm Weapon
8 Trip Weapon

Weapon Classifications

Each weapon has a classification, as shown in Weapons by Class table later in this chapter, that determines which weapon focus it is governed by.

Blade Focus

You've focused your combat training on blade weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.
  • When you score a critical hit with the weapon, the next attack roll the target makes before the start of your next turn has disadvantage.
  • When you take the Attack action, you can choose to forgo one or more attacks to parry. For each attack you forgo, you gain a +1 bonus to AC until the start of your next turn.

Carbine Focus

You've focused your combat training on carbine weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.

  • When you score a critical hit with the weapon, the next attack roll the target makes before the start of your next turn has disadvantage.

  • When you take the Attack action, you can choose to forgo one or more attacks to startle. For each attack you forgo, you expend 1 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property) and is within your weapon's normal range. The creature must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or become shocked until the start of your next turn.

Crushing Weapon Focus

You've focused your combat training on crushing weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.
  • When you score a critical hit with the weapon, you add the attack's governing ability modifier twice, instead of once, to the attack's damage.
  • When you take the Attack action, you can choose to forgo one or more attacks to shatter the ground. For each attack you forgo, choose a separate 5-foot square within your weapon's reach to shatter. That square becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Additionally, each creature other than you in an affected square must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, a creature takes damage equal to the attack's governing ability modifier.

Heavy Weapon Focus

You've focused your combat training on heavy weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.
  • When you score a critical hit with the weapon, you add the attack's governing ability modifier twice, instead of once, to the attack's damage.
  • When you take the Attack action, you can choose to forgo one or more attacks to suppress. For each attack you forgo, you expend ammunition equal to half your weapon's reload number (minimum of 2) and choose a 10-foot-cube area within your weapon's normal range. Each creature in the area that is no more than one size larger than you (your size or smaller if your weapon has the light property) must make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon) or become frightened of you until the end of their next turn.

Polearm Focus

You've focused your combat training on polearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.

  • When you score a critical hit with the weapon, you can roll one additional weapon damage die.

  • When you take the Attack action, you can choose to forgo one of your attacks to choke up. If you do so, your reach increases by 5 feet until the start of your next turn.

Rifle Focus

You've focused your combat training on rifle weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.
  • When you score a critical hit with the weapon, you can roll one additional weapon damage die.
  • When you take the Attack action, you can choose to forgo one or more attacks to scramble. For each attack you forgo, you can move up to 10 feet without provoking opportunity attacks.

Sidearm Focus

You've focused your combat training on sidearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.
  • When you score a critical hit with the weapon, the next attack roll made against the target before the start of your next turn has advantage.
  • When you take the Attack action, you can choose to forgo one or more attacks to daze a creature. For each attack you forgo, you expend 2 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property), has a head, and is within your weapon's normal range. The creature must succeed on a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon) or become incapacitated until the end of its next turn or until it takes damage, whichever happens first.

Trip Weapon Focus

You've focused your combat training on trip weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon's damage rolls.
  • When you score a critical hit with the weapon, the next attack roll made against the target before the start of your next turn has advantage.
  • When you take the Attack action, you can choose to forgo one or more attacks to interrupt. For each attack you forgo, one creature within your reach gains no benefit to armor class from its shield until the end of its next turn.