Homebrew Weapon Master 2.0

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Weapon master rework

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or
pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true
challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow.
Experimentation with alchemical components and rare metals have unlocked the secrets of controlled
explosive force. A weapon master makes versatility his moto and excels at wielding any kind of weapon to the
best of his interest. The weapon master loses heavy armor and favors his own agility to avoid attacks,
dexterity becomes your most valuable skill.

Subclass Features
• When you chose this archetype at 3rd level, you gain proficiency in all weapons, add your proficiency
bonus to all weapons attack rolls. As long as you are not wearing heavy armor, as bonus action, after
you make a melee weapon attack, you can make a ranged attack with a light ranged weapon that you
are holding.
• You gain proficiency in a set of tools
Subclass levelling
1. +2 Fighting Style, Second Wind
2. +2 Action Surge (one use)
3. +2 True Mastery(2), Dueling
4. +2 Ability Score Improvement
5. +3 Extra Attack
6. +3 Ability Score Improvement
7. +3 Nimble fighter, dramatic moves
8. +3 Ability Score Improvement
9. +4 Indomitable (one use)
10. +4 Improved fighting style.
11. +4 Extra Attack (2)
12. +4 Ability Score Improvement
13. +5 Indomitable (two uses)
14. +5 Ability Score Improvement
15. +5 True Mastery (4)
16. +5 Ability Score Improvement
17. +6 Action Surge (2), Indomitable(3)
18. +6 Dramatic exit 1d8.
19. +6 Ability Score Improvement
20. +6 Extra Attack (3)
Basic subclass features

• Unpredictable foe: Starting at 3rd level, you gain the


ability to use your tactical acumen, physical prowess,
and sometimes a dash of unbelievable luck to achieve
unexpected moves.

• True Mastery: When you reach 5th level, pick 2 new skills
and gain proficiency in them, or pick two skills you are already
proficient with and double your proficiency bonus when rolling
on these. Pick 2 more when reaching 15th level.
Path of the unpredictable
foe
• The Unpredictable foe learned to hide their skills behind dramatic, foolish-looking behaviors. They favor illogic,
aformal moves that surprise and trigger enemies in unexpected ways. You become an expert at fencing and
dueling with a single opponent, no matter the situation.

• Duel: Overwhelming presence. If this exchange of blows is a dramatic play, let your rejoinder be its final act.
• When you engage a creature, you start a fencing duel with it. Each of your attacks that don’t hit force the creature to move 5ft
backwards and you follow it, attacks that don’t hit you force you 5ft backwards and the creature has to follow you as well. It triggers
opportunity attacks on both the creature and you. You must keep the creature as your target for the duration of the effect. Due to
the fast back and forth of the duel, enemies out of the duel have disadvantage on attack rolls against you.

• Duel: Attention hog. Exchanging blows with you is a dialog, and you have things to say. Once you’ve started, they
can’t let you down.
• When a creature makes a melee attack against you it finds itself in a duel with you. This creature must keep you as their target or they
provoke an opportunity attack. This opportunity attack happens immediately when it picks a target other than you, before the
creature’s own attack.
• All duel effects end if either you or the creature are knocked, grappled, turned, or unable to follow each other.

• Dramatic provocation. ( 7th level) Your weapon moves in a weird, hypnotic pattern and you utter a silly provocation
or an make an obscene gesture, luring your foe to blunder and walk into your trap. 120ft range.
• As a bonus action, expend a martial exploit and select a creature that can see you within 15 feet of you. You roll performance against
the creature’s wisdom. (it must understand you or your gesture). If you pass, it moves up to 15 feet closer or further from you.
Disoriented or enraged, it triggers opportunity attacks when entering and exiting range of your allies until the end of its next turn. (or
action and move speed).

• Dramatic Exit. (7th level) Your overly dramatic strikes and anormal moves distracts your opponent, allowing you to
slip away from their grasp.
• Whenever a creature attacks you, you may use your reaction to parry the attack, roll a d6+your dexterity modifier, and reduce the
damage you take by the result of that roll. You can do so a number of times equal to your proficiency modifier and you regain uses
when you finish a long rest.

• Way of the nimble fighter. (7th level) You blend your martial talent with the softer skills needed to navigate the world.
If you are holding a weapon when you make a Strength, dexterity, and charisma skill check, you gain a bonus to the roll
equal to half your proficiency bonus (rounded up). You use your weapon to assist in your check, such as pole vaulting with
a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail. You can do so a number of
times equal to your proficiency modifier and you regain uses when you finish a long rest.
Improved fighting styles.
As you gain experience you learn new tricks, allowing you more agile and exotic moves. Your weapons become tools that you
use as freely as your own body. You may add a second fighting style to your current one at 10 th level, or chose your own
fighting style and improvie it as this:

• Superior Archery. You gain a +3 bonus to attack rolls you make with ranged weapons.
• Superior Defense. While you are wearing armor, you gain a +1 bonus to AC. You also gain a +1 bonus to all
saving throws.

• Superior Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +4
bonus to damage rolls with that weapon.

• Superior Great Weapon Fighting. When you roll a 1, 2, or 3 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if
the new roll is 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this
benefit.
• Superior Protection. When a creature you can see attacks a target other than you that is within 5 feet of you,
you can use your reaction to impose disadvantage on the attack roll and make an opportunity attack against
the attacker. You must be wielding a shield.
• Superior Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack. You gain a +1 bonus to AC while you are wielding a separate melee
weapon in each hand.

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