Weapon Master, Variant (5e Subclass)
Weapon Master, Variant[edit]
Loved the original Weapon master but thought it needed some more balancing. Variant Made By Dndcrafter. I hope y'all like it.
Fighter Subclass Unlike most fighters you train to master one weapon or more, expanding your lethality. and versatility in combat.
- Weapon Specialist
At 3rd level, your skill allows you specialize in weapons and craft them. Gain the Smith Tools Proficiency and Choose 3 properties to specialize in:
- Finesse: You can add half (rounded up) of the modifier of the ability score that you don't use to you attack and damage rolls. Ex. If you use Dexterity for attack and damage rolls, you add half of your Strength modifier.
- Light: When Two-Weapon Fighting, you can make two attacks as a bonus action, instead of one. You can use this feature up to your Dex mod, regaining all expended uses on a long rest.
- Ammunition: Gain proficiency with guns. You no longer require ammunition for your weapons that require ammunition and the damage that you deal with them is considered magical.
- Range: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls and no longer have disadvantage on attacks rolls beyond the normal range.
- Reloading: You can reload as an object interaction.
- Loading: You ignore the loading quality of weapons.
- Heavy: You no longer have disadvantage on attack rolls with heavy weapons. Once per turn, when you make an attack with a heavy weapon, you can attempt to knock the target prone. The target must make a con save, Dc equals 8 + your proficiency bonus + your strength modifier. On a failure, the target is knock prone.
- Two-Handed: With melee weapons when you damage a target you also damage another creature within 5ft of it and within range of your weapon with your Strength mod. (Only if the attack roll of the original attack would hit the second target.)
- Versatile: Both the normal damage die and the versatile damage die increase by one size. 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12 becomes 2d6, 2d6 becomes 2d8.
- Thrown: You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- Special: You no longer have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance no longer requires two hands to wield when you aren’t mounted. The DC and AC of the net increases to 18.
- Lightning Reflexes
At 7th lvl You gain proficiency in Dexterity saving throws and gain advantage on acrobatics checks.
- Relentless
At 10th level when you action surge you gain an additional bonus action. Also, double your proficiency bonus on any tool you're proficient in when crafting weapons or ammo.
- Stances Of The Warrior
At 15th lvl you gain the following abilities.
- Defensive stance: You can use your bonus action to take the dodge action.
- Rush Stance: You can use your bonus action to take the dash action.
- Lethal Stance: You can use your bonus action and action to covert your extra attacks into one Lethal strike, adding together the weapon dice and modifer damage you would normally do for each attack. You crit 17 to 20 for this attack. Any spell effects that increase damage get applied once unless the spell used is shadow blade, holy weapon, or Tensor's Transformation.
- All out Assault
- At 18th lvl You can cast the Tensor's transformation spell as a bonus action, requiring no components. When the spell ends instead of making a con save to avoid exhaustion you immediately take 1 lvl of exhaustion. You can cast this spell once before you need a long rest to use it again.
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