⚔️Combat Perks
Stronger Attack
Perk
Farther Attack
Perk
1 Point | 10 Max
When rolling damage for an attack made with a melee weapon, ranged weapon, improvised weapon, or firearm, add +1 to the total
No Requirement
1 Point | 10 Max
Increase the range of Ranged Weapons and Firearms by 5ft
No Requirement
Extra Attack
Perk
Improved Crit
Perk
4 Points l 1 Max
When you use your action to attack with a melee weapon, ranged weapon, improvised weapon, or firearm, you can make two attacks instead of one.
No Requirement
4 Points | 1 Max
You now need to roll either a natural 19 or 20 in order to get a critical strike on an attack or a critical save on a saving throw.
No Requirement
Weapon Adept
Perk
Armor Adept
Perk
1 Point | No Max
Gain a +1 bonus with a weapon you currently have, cannot use this to have the bonus go past 5
No Requirement
4 Points | No Max
Gain proficiency with an armor that you currently have
No Requirement
Quick Equip
Perk
Duel Master
Perk
4 Points | 2 Max
Once per turn, you can equip or unequip a weapon as a free action
Requires At Least +0 DEX
2 Points | 5 Max
Add an additional +1 bonus to duel combo related combo skill checks
No Requirement
Flurried Strike
Perk
Unarmed Style
Perk
4 Points | 1 Max
Once per combat, you can make an additional martial arts attack on your quick action
Requires Martial Arts
4 Points | 1 Max
When rolling damage for a martial arts attack, double either your strength or dexterity
Requires Martial Arts
Protective Style
Perk
Defensive Style
Perk
2 Points | 1 Max
If you are in melee range of another creature, you can use your reaction to take an incoming attack for them
No Requirement
2 Points | 1 Max
You gain a new Special Action: Block
As an action you can choose a physical non-magical damage type, you are now resistant to it until the start of your next turn
No Requirement
Gentle Reminder:
Perks use the battle points you get after a combat.