Weapon Master (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Weapon Master[edit]

Victory Day

A battle rages on the plains, the orcs slowly pushing the empire's soldiers back foot by foot. Suddenly a lone warrior rushes into the fray from the side, cutting a swath of death and gore into the orc lines. The warrior, rallying the troops, leads them to victory.

Unseen Victory

The Goliath and the Gnome are alone in the arena, ready for the final fight of the tournament. Everyone knows who the winner will be, but the fight starts anyway. The Goliath swings its club at the poor creature, only to find that he isn't there. The gnome rushes the Goliath's legs, and starts cutting with unimaginable speed, until the giant can no longer stand. Pressing his glaive to his opponent's neck, the judge calls the fight.

Dance of Death

A lone woman waits in the forest for the bandits to pass, longbow drawn. Suddenly they appear, and she releases the arrow, and three more after that. Four bandits fall before they realize that they are being attacked, but the women is already on the road, swinging her scimitars all around, killing bandits all in range. Only the leader remains, who runs but two steps before finding a dagger in his heart.

The Legend

The Weapon masters are warriors whose legendary status has been maintained throughout the years, and whose legendary exploits could fill enough books to satisfy even the greatest of libraries. The Weapon master is a skillful fighter who can use any weapon to its utmost level of perfection and treat it as if it were an extension of their body, enhancing their natural combat prowess beyond the limits of a normal soldier.

Creating a Weapon Master[edit]

When creating a weapon master, ask yourself why did your character choose to pursue the skill with weapon combat. Have you learned your technique from joining an army or fighting in a war? Do you see the handling of weapons as an art form, and decided to express yourself trough your martial style? Or have you been trained unwillingly since young age, in order to preserve the martial traditions of your clan, family or order?

5a50fc3339e25c59c058a65bfaf8a8c8.jpg
From Legends of Cryptids[1]
Quick Build

You can make a Weapon master quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Weapon Master you gain the following class features.

Hit Points

Hit Dice: 1d10 per Weapon Master level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Weapon Master level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons and martial weapons
Tools: Smith's tools
Saving Throws: Strength and one of the following: Dexterity or Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Weapon Master

Level Proficiency
Bonus
Features Favored Weapon Bonus
1st +2 Favored Weapon +1
2nd +2 Opportunist, Fighting Style +1
3rd +2 Martial Archetype +1
4th +2 Ability Score Improvement +1
5th +3 Extra Attack +1
6th +3 Unbeatable Precision +1
7th +3 Martial Archetype Feature, Favored Weapon Improvement +1
8th +3 Ability Score Improvement +1
9th +4 Flawless Stance +2
10th +4 Martial Archetype Feature +2
11th +4 Extra Attack Improvement +2
12th +4 Ability Score Improvement +2
13th +5 Adrenaline +2
14th +5 Imposing Fighter +2
15th +5 Martial Archetype Feature +2
16th +5 Ability Score Improvement +2
17th +6 Favored Weapon Improvement +3
18th +6 Martial Archetype Feature +3
19th +6 Ability Score Improvement +3
20th +6 Favored Weapon Improvement +4

Favored Weapon[edit]

For a Weapon master, your weapons are what makes you who you are. Through your life you have adapted to fight with all kinds of weapons but have specific weapon as your signature weapons. Choose one simple or martial weapon you are proficient with. You have a +1 bonus to attack and damage rolls when you use your favored weapon. When wielding a favored weapon that has a bonus to attack and damage rolls, use the highest bonus (the bonuses don't stack). This bonus increases as you gain levels in this class, as shown on the Favored Weapon Bonus column on the Weapon Master table.

You can choose another weapon as your favored weapon when you reach 7th level and 17th level. When you reach 17th level, you have advantage on attacks with your favored weapons if your target is below half their maximum hit points. At 20th level you have advantage on attack rolls with all of your favored weapons.

Fighting Style[edit]

Through your training with weapons, you adopt a particular style of fighting as your specialty at 2nd level. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 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. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Opportunist[edit]

At 2nd level, whenever a creature would make an opportunity attack against you, you can use your reaction to make a melee weapon attack against the attacking creature. If your attack is successful, the creature's attack misses.

Martial Archetype[edit]

At 3rd level, you choose the path that you walk as a Weapon master. Choose Combat Mastery, Tactic Mastery, or Evasive Mastery all detailed at the end of the class description. The pathway you choose grant you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Unbeatable Precision[edit]

Starting at 6th level, your strikes become so graceful, precise and swift, that you can easily target exposed vital organs of a creature before they have enough time to react. Your weapon attacks score a critical hit on a roll of a 19 or 20.

Flawless Stance[edit]

At 9th level, you become extremely hard to fight due to your uncanny stance. When a creature you can see or hear attacks you, you can use your reaction to make one attack from that creature roll with disadvantage when attacking you. If the creature misses the attack against you, in the same reaction you can counter attack, making one attack against that creature. You can use this feature a number of times equal to your Dexterity modifier(minimum 1) and regain uses of this feature when you finish a short rest.

Adrenaline[edit]

Beginning at 13th level, when you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your initiative, you gain temporary hit points equal to your weapon master level + your proficiency bonus + your Constitution modifier.

Imposing Fighter[edit]

At 14th level, you gain proficiency in the Intimidation skill, if you already have proficiency in it, you can double your proficiency bonus. In addition, you can make Charisma (Intimidation) checks using a bonus action.

Finally, you can use your intimidation prowess to demoralize a target. As a bonus action, make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Martial Archetypes[edit]

Combat Mastery[edit]

The Combat Mastery archetype specialises in combat techniques of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows in combat.

Athleticism

At 3rd level, you gain proficiency in the Athletics skill, if you already have proficiency in it, you can double your proficiency bonus.

Quick Action Prowess

Starting at 3rd level, you can add your proficiency bonus to your initiative roll.

In addition, At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack with your favored weapon as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Combat Prowess

At 7th level, when you miss a weapon attack, you can choose to reroll the attack. You can use this feature twice, and you can't use this feature again until you finish a short or a long rest.

Fury

Starting at 10th level, your attacks become more than harmful to your foes. When you make a weapon attack with your favored weapon and roll the highest possible number on any of the dice on the damage roll, roll an additional die of the same type for each highest possible number.

Whirlwind Attack

At 15th level, you may now make a spinning attack on all attackers within 5 feet of you as an action. You have to roll a separate attack roll for each of the enemies. You can use this equal to your Dexterity modifier (minimum of 1), regaining your uses after a short or a long rest.

Survivor

Beginning at 18th level, you attain the pinnacle of resilience on battle. As a bonus action, you can spend a hit dice to heal yourself equal to hit die + your Constitution modifier + your proficiency bonus if you have no more than half of your hit points left. You can not use this feature if you have 0 hit points.

Tactic Mastery[edit]

The Tactic Mastery archetype specialises in uncanny tactics to be able to lead anyone they fight alongside to victory. Those who model themselves on this archetype have exceptional skill in making strategies during battle and have unbreakable willpower.

Commanding Presence

At 3rd level, you gain proficiency in the Persuasion skill, if you already have proficiency in it, you can double your proficiency bonus.

Natural Leader

Starting at 3rd level, when you make an attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack with advantage.

Know Your Enemy

Starting at 7th level, you can spend an action and a bonus action observing or interacting with another creature within 60 feet of you. You can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regards to the following characteristics; Strength score, Dexterity score, Constitution score, Armor class, current hit points, and total class level or CR.

Helper

Beginning at 10th level, when you take the help action, you may Help a separate target as a bonus action.

Multiattack Defense

From 15th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Parry

At 18th level, you gain one additional reaction between your turns, which you can only use to parry an attack. You can choose to parry one melee weapon attack against you as long as you aren’t surprised or the creature attacking you doesn’t have advantage against you. The damage of the attack from that creature is reduced by your proficiency bonus + your Dexterity modifier + your Weapon Master level. If you reduce the damage of the attack to 0, you can instantly make an attack against that creature as part of the same reaction.

Evasive Mastery[edit]

The Evasive Mastery archetype specializes in agile movements to maneuver around the battle field like the wind. Those who model themselves on this archetype are nimble and have excelling awareness of their surroundings.

Eagle's Eye

At 3rd level, you gain proficiency in the Perception skill, if you already have proficiency in it, you can double your proficiency bonus.

Wind Walker

Starting at 3rd level, you can use the dash or disengage actions as a bonus action.

Evasion

From 7th level, when you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Land's Stride

Starting at 10th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against any effects or conditions that would reduce your movement, such as the paralyzed condition or the entangle spell.

Mobility

Beginning at 15th level, you can take the dodge action as a bonus action. You can use this bonus action a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

In addition, your movement speed is increased by 5 feet.

Supernatural Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the weapon master class, you must meet these prerequisites: Strength or Dexterity 13 and Constitution 13.

Proficiencies. When you multiclass into the weapon master class, you gain the following proficiencies: Light armor, medium armor, simple weapons, and 1 martial weapon.

5.00
(one vote)

Back to Main Page5e HomebrewClasses