Hidden Skills (5e Reward)
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Hidden skills are features that can be given to players at the DM's discretion. Players can learn these special skills as the DM decides or as a feat.
One-Handed Melee Weapons
(Longswords, Warhammers, Spear, Mace, Battleaxe, Flail, Morningstar, Rapier, Trident, Warpick)
1: Throw Weapon: The wielder may throw their weapon a distance up to their Strength score or up to 3 times that with disadvantage.(If the weapon can already be thrown this distance is added as a bonus)
2: Counter: If you are attacked with a melee bludgeoning, piercing, or slashing weapon you use your reaction to add 2 to your AC. If the attack misses, you may attack with with your weapon.
3: Vorpal Strike: As an action, make a melee weapon attack that can crit on a natural attack roll of 18 or higher. Bonuses that allow decreasing the critical hit threshold do stack and decrease the critical hit threshold like usual.
4: Combo: You may use an action to make an attack against an opponent, if you hit you may make another attack with a -3 to hit, if that hits you may make another attack with a cumulative -3 penalty to hit, this process continues until you miss.
(Longbow, Shortbow, Light Crossbow, Heavy Crossbow, Hand Crossbow, Sling, Blowgun)
1: Scatter Shot: You can shoot multiple projectiles at once. Make a ranged attack against each target in a group in a 20ft circle as an action. Roll once for all of them.
2: Quick Shot: You may shoot an extra arrow as a bonus action.
3: Ricochet: You may shoot an arrow off of a surface to ignore cover.
4: Point Blank Shot: Deal double damage to targets within 30 feet.
(Shortsword, Dagger, Club, Light Hammer, Sickle, Scimitar, Rapier, Whip)
1: Mobile Skirmisher: When you take a move action and move at least 10 feet you may make an attack with +2 to hit.
2: Get Their Knees!: When you make an attack, once per round you may try to trip your target, knocking them prone. They must make a Strength save with a DC equal to 8+your proficiency bonus+your STR or DEX(your choice).
3: Envenomed Knife: Your weapons deal 1d4 extra poison damage.
4: Draining Blade: Whenever you hit with a weapon, gain 1/4 the damage as temporary hit points.
(Quarterstaff, Glaive, Halberd, Lance)
1: Pole Vault: Using a bonus action, you can use your weapon to pole vault up to 10 feet.
2: Spinning Swing You may use an action to make an attack against all enemies in reach. Roll once for all of them.
3: Shell Crusher When you hit with an attack, you may reduce the targets AC by -1 for 1 round.(an enemy may only be penalized by this once)
4: Mana Drain On a critical hit you gain 1 mana point, which may be used to regain spell slots. You can spend 1 mana point for a level 1 spell slot, 2 mana points for a 2nd level spell slot, up to 5 mana points for a lvl 5 spell slot. Mana points are lost on a long rest
Two-Handed Melee Weapons
(Greatsword, Greataxe, Greatclub, Glaive, Halberd, Maul, Versatile weapons when using as versatile)
1: Crushing Blow: As an action you can make an attack against a creature, if you hit it is sent 5 feet away from you for each point of your strength modifier.
2: Sunder: When you get a critical hit, the opponent must make a Strength saving throw with a DC equal to 8 + your proficiency + your strength modifier, If it fails the weapon it was wielding is broken.
3: Ground Pound: As an action you may slam the ground, making all creatures(touching the ground) make a strength saving throw with a DC equal to 8 + your proficiency + your strength modifier, If it fails they fall prone.
4: Viscous: When you hit with an attack you may deal extra damage equal to your weapon's damage (2d6 for greatsword, 1d12 for greataxe, etc.) however you also take this extra damage.
(Dagger, Handaxe, Javelin, Light Hammer, Spear, Dart, Net, Trident)
1: Deft Hands: You may make an additional attack with thrown weapons.
2: Piercing Strike When you get a critical hit, you deal an extra 1d6 damage.(multiplied by crit, 2d6 in most cases)
3: Parting Throw As an action make a thrown attack on a creature, that creature can't take attacks of opportunity against you for 1 round.
4: Fan of Knives: You may make a thrown attack against enemies within 20 feet equal to your proficiency bonus, assuming you have enough throwing weapons.
Other Skills can be created and implemented by the DM.