Weapon Specialist (5e Class)

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Weapon Specialist[edit]

Weapon specialists are like the name, people who specialize in certain weapons.

Weapon specialists are true masters of their weapons and use them with more skill than a standard soldier would.

Weapon specialists have usually trained and therefore used their weapons their entire life and practice has earned them their title.

They have an unique way of fighting that sets them apart from the usual fighter.

Creating a Weapon Specialist[edit]

When deciding on the history of a weapon specialist, there are a few key questions for development of the character. 1: How did the character start using their weapon or weapons? 2: How did the character grow skilled with their weapon? 3: For what purpose and/or reason does the character use their weapon/weapons?

Quick Build

You can make a weapon specialist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the city watch, gladiator, or soldier background. Third, choose the Fighting Specialty which shows what equipment proficiency the character receives.

Class Features

As a Weapon Specialist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Weapon Specialist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Weapon Specialist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons, martial weapons
Tools: Smith's tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, and Perception.

Equipment

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

Table: The Weapon Specialist

Level Proficiency
Bonus
Features Property Mastery Focus Points (Focus Limit) Martial Techniques Known
1st +2 Property Mastery, Fighting Specialty 1 2 (2) -
2nd +2 Martial Techniques 1 2 (2) 2
3rd +2 Refocusing 1 5 (3) 2
4th +2 Ability Score Improvement 1 5 (3) 2
5th +3 Extra Attack 1 9 (5) 3
6th +3 Fighting Specialty Feature 1 10 (5) 3
7th +3 Combat Proficiency 1 12 (6) 3
8th +3 Ability Score Improvement 1 15 (6) 3
9th +4 Combat Trickery 2 19 (7) 4
10th +4 Weapon Versatility 2 21 (7) 4
11th +4 Gambit Combo (1) 2 21 (7) 4
12th +4 Ability Score Improvement 2 22 (7) 4
13th +5 Gambit Combo (2) 2 22 (7) 5
14th +5 Fighting Specialty Feature 2 23 (7) 5
15th +5 Gambit Combo (3) 2 23 (7) 5
16th +5 Ability Score Improvement 2 23 (7) 5
17th +6 Gambit Combo (4) 3 23 (7) 6
18th +6 Fighting Specialty Feature 3 24 (7) 6
19th +6 Ability Score Improvement 3 24 (7) 6
20th +6 Weapon Mastery 3 25 (7) 6

Property Mastery[edit]

You have developed a deeper comprehension on the use of weapons, learning how to use them in the fullest of their potential. Each weapon have specific properties and damage types, and the Property Mastery allow you to use weapons with such properties and use them in new ways.

Tricks

Each property mastery grants you a trick. To use a trick, you must be wielding a weapon that have the associated property or damage type. If the trick requires an attack roll, you must attack with a weapon that has the associated weapon property or damage type.

Property Masteries Known

You know one property mastery of your choice from the Property Masteries List bellow. Each time you learn a new property, you can choose a previous one you know for a new one.

Focus Points

The Weapon Specialist table shows how many focus points you have to use your Gambits. To use a gambit, you must spend the amount of gambit points shown between parenthesis in front of the gambit name. You regain any expended focus point when you finish a short or a long rest. You must spend at least 30 minutes on your short rest performing weapon forms and doing light combat practice to refocus.

Focus Limit

In parenthesis on the Focus Points column in the class table you have the Focus Limit. That number the maximum number of focus points you can spend in a gambit.

Fighting Specialty[edit]

At 1st level, you choose your specialty, a style of combat you decided to put emphasis on. Your options are detailed on the Fighting Specialty section bellow.

Your choice grants you features at 1st level, and again at 6th, 14th and 18th levels.

Additional Property Mastery

Each fighting specialty presents you with two options of additional Property Mastery for you to choose. You can choose only one of them, and you learn that mastery. It doesn't count against the property mastery you already know.

Martial Techniques[edit]

At 2nd level, you start to develop secret techniques that enhance your abilities in manipulating and using weapons. You learn two Techniques of your choice when you gain this feature, but learn additional ones as you gain levels in this class, as shown on the Martial Techniques column on the class table.

When you use a gambit, a trick or make an attack with a weapon, you can apply one of your Techniques to it, unless otherwise stated. The focus spent on a Martial Technique are not included on your focus limit for your Gambits, but you can't use more than one Martial Technique in each turn.

When you gain the Extra Attack feature and use the Technique on your regular attacks, the technique apply to all attacks made as part of the Attack action on that turn that don't use a gambit or trick.

The techniques are detailed in the section Martial Techniques List bellow.

Refocusing[edit]

You can recover your focus by spending some time meditating. Starting at 3rd level, you can spend 1 minute meditating to center your attention, causing you to regain expended focus points equal to your Weapon Specialist level.

Once you use this ability, you must finish a long rest before you can use it again.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action. You must use a weapon that has a property in which you have mastery to benefit from this extra attack.

Combat Proficiency[edit]

Starting at 7th level, you gain proficiency with improvised weapons, and you can pick up any number of objects (no action required), as long as you use each of these objects to attack this round. You can never hold more than one improvised weapon in each hand, and some might require to be wielded with both hands. Also, you can gain proficiency in any weapon you are not proficient with by practicing with it for 10 minutes. You lose this proficiency after gaining another proficiency using this feature, or after finishing a long rest.

Furthermore, whenever you make a Charisma (Performance) check to perform with weapons you are proficient in, you can add twice your proficiency bonus instead of any you would normally add.

Combat Trickery[edit]

Starting at 9th level, you can use one of your tricks from the property masteries list that require an action to use in place of one of your attacks made as part of the Attack action.

Moreover, you can spend 1 focus point to use a trick that requires an action as a bonus action on your turn.

Weapon Versatility[edit]

Starting at 10th level, As an action on your turn, you can maneuver from any Weapon Property that is equal to your Focus Limit or lower. You expend the appropriate amount of focus points, as normal.

Once you use this ability, you must complete a long rest before you can use it again.

Gambit Combo[edit]

Starting at 11th level, you can link together your weapon gambits. Choose a number of gambits that can be used with your current weapon, whose points sum a total of 9. As an action, you can activate all this gambits at the same time. If you choose a stance, you can't concentrate on more than 1 stance at the same time.

At 15th level, the total number of gambits you can chain together equal 9 points.

Once you use this feature, you can't use it again, until you finish a long rest. You gain one additional use of this feature at 13th (for a total of 2), 15th (for a total of 3), and 17th (4 uses) levels.

Weapon Master[edit]

Starting at 20th level, whenever you roll initiative and have no focus, you regain 5 focus.

In addition, whenever you finish a short or long rest, choose one gambit that costs 2 focus. Until you finish another short or long rest, you can use this gambit a number of times equal to your proficiency bonus without spending focus.

Fighting Specialties[edit]

Archer[edit]

Archery

You learn the Archery fighting style:

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

In addition, you gain the Ammunition or the Loading property mastery (choose one).

Vantage Point

Starting at 1st level, you gain a climbing speed equal to your base walking speed, and whenever you take the Dash action, you can move along vertical surfaces and walls until the end of the turn. In addition, whenever you are on a place on the ground at least 10 feet higher than another creature, you have cover one step higher (minimum half cover) in relation to that creature.

In addition, when calculating the distance you have fallen when you end a fall, reduce the distance by 9 feet.

Wounding Shot

Starting at 1st level, when you deal damage with a ranged weapon, you can spend 2 focus points and force the target to make a Strength saving throw. On a failed save, the target is wounded and the projectile stuck on its body, and its movement speed is reduced by an amount of feet equal to 10 feet x your proficiency bonus until the end of your next turn.

This reduction lasts until the start of your next turn, unless a creature uses an action to remove the projectile.

Traveling Projectile

Starting at 6th level, as a reaction, when you reduce a creature to 0 hit points with a ranged weapon, you can cause your arrow to penetrate the creature. Creatures in a 5-feet wide and 30 foot long line starting on the target must make a Dexterity saving throw. A target takes damage equal to twice the weapon's damage die (without modifiers) on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Restraining Shot

Starting at 14th level, when a creature fails the saving throw against your Wounding Shot feature, if you reduce the target's movement to 0, it is restrained until it takes a turn to remove the projectile.

Archery Master Stance

Starting at 18th level, you learn a special stance. This stance doesn't require concentration, but you can't concentrate on other stance while using this stance. As a bonus action, you must spend 5 focus points to enter the stance. For 1 minute, you gain the following benefits while in this stance:

  • You gain a bonus of +2 on your attack and damage rolls with ranged weapons.
  • You can make one additional attack with a ranged weapon on each of your turns.
  • You can take the Dash or Disengage action as a bonus action.

Bulwark[edit]

Defense

You learn the Defense fighting style:

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

In addition, you gain the Versatile or the Reach property mastery (choose one).

Armor Specialist

Starting at 1st level, you learn a few tactics of how to use your armor in combat. You gain proficiency with medium and heavy armor. In addition, you learn one armor trick and two gambits to use while wearing armor.

Trick: Ironclad Guardian. As an action while wearing armor, you can assume a defensive posture. You may choose one creature you can see within 60 feet of you. Until the start of your next turn, if that creature hits an attack made against any creature other than you, that attack's damage is reduced by 1d8 and you can make an attack against it as long as it is within your range (no action required).
At 5th level, you deal 1d8 addition damage with the attack you make and this trick's damage reduction also increases by 1d8. This bonus damage and damage reduction also increases by 1d8 when you reach 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
Gambit: Focused Protection (2 points) As an action, you can grant yourself 10 temporary hit points for 1 hour.
Gambit: Bulwark Stance (Stance, 3 points) As an action, you can enter this stance. For 1 minute, whenever you take damage, you can use your reaction to reduce the damage taken by 1d12.
Defensive Posture

Beginning at 6th level, when you are hit by an attack while wearing armor you can give yourself resistance to bludgeoning, piercing, and slashing damage until the end of the attacker's turn. As part of this reaction, you can shove the target, kicking him back.

You can use this reaction a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Armored Rest

Starting at 14th level, when you expend focus to use a Bulwark Gambit, you regain hit points equal to the number of points spent + your Constitution modifier.

Inexorable Guardian

Upon reaching 18th level, you can sleep in armor without suffering any type of harmful effect, and have advantage on Constitution saving throws made against extreme heat or cold while wearing it. In addition, while wearing armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Duelist[edit]

Dueling

You learn the Dueling fighting style:

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.

In addition, you gain the Piercing or the Finesse property mastery (choose one).

Duel Master

Starting at 1st level, when you are wielding a melee weapon in one hand and no other weapons and you are within 5 feet of a creature, and no other creatures are within 5 feet of you, Duel Master is active. When Duel Master is active and you make a melee attack, before the results of the roll are announced, as a reaction, you may give yourself advantage on an attack roll made against the creature within 5 feet of you. Alternately, when Duel Master is active and when a creature makes a melee attack against you, and before the results of the roll have been announced, as a reaction you may impose disadvantage on its attack roll.

You can use this feature a number of times equal to your proficiency bonus, an regain your uses after finishing a long rest.

Parrying Blade

Starting at 6th level, when you are benefiting from the dueling fighting style, you gain resistance to the nonmagical damage type of the weapon you are wielding against damage targeting you.

In addition, your attacks, gambits, and tricks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while you benefit from the dueling fighting style.

Fencer's Concentration

At 14th level, you can enter into a special stance as a bonus action. This stance doesn't require concentration, but prevents you from entering any other stance for its duration.

For 1 minute, you can't have disadvantage on attack rolls, and no creature can have advantage on their attacks made against you. In addition, whenever you roll an attack while benefiting from the dueling fighting style, you can treat a 9 or lower as a 10, and you may treat melee weapon attacks made against you that roll above an 10 as 10.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 focus points to use it again.

Duelist Precision

Starting at 18th level, your attacks are unavoidable and can pierce trough any defense. Your attacks with weapons while you benefit from the dueling fighting style ignore damage resistance, and treat immunity as resistance.

Twined Blades[edit]

Two-Weapon Fighting

You learn the Two-Weapon Fighting fighting style:

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

In addition, you gain the Light or the Finesse property mastery (choose one).

Cross Block

If you are reduced to 0 hit points by an attack, you can try in a last effort parry the incoming blow. Make a DC 5 + the damage taken Dexterity or Strength saving throw (your choice). On a success, you instead drop to 1 hit point.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

In addition, while wielding a weapon in each hand and not wearing armor, your AC equals 12 + your Dexterity modifier. At 3rd level, when benefiting from this unarmored AC, as an action you can spend 2 focus points to impose disadvantage on all attacks made against you, for 1 minute.

Steel Cyclone

Starting at 6th level, whenever you are wielding one weapon in each hand and able to engage in two weapon fighting with them, you have resistance to non-magical slashing and piercing damage from attacks with melee weapons.

In addition, whenever you use a gambit from the Light tree, you make multiple attacks with your blades. You can make one attack with each weapon against each target within 5 feet. On a miss, you deal damage equal to your Strength or Dexterity modifier (your choice).

When this ability activates, you can expend additional focus point to make one additional attack. For each additional focus point you expend, you make one additional attack, up to a maximum of 6 attacks. You don't add your ability modifier to these extra attacks. On a miss, you deal half damage.

Swirling Blades

Also at 6th level, you learn to graciously manipulate both of your weapons. Whenever you are making a Charisma (Performance) or (Intimidation) check, you can instead use your to hit bonus with a melee weapon for the check. In addition, if you are wielding a weapon in each hand and able to engage in two weapon fighting with them, you can use your bonus action to give yourself advantage on the check.

Karmic Strike

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to attack with both of your weapons. Both attacks must be made against the attacker, and you had to be engaged in two weapon fighting on your last turn.

Steel Tempest

Starting at 18th level, you learn a special stance, Steel Tempest. You assume this stance as a bonus action by spending 6 focus point, but this stance doesn't require concentration. You still can't assume another stance while in Steel Tempest.

For the duration of the stance, while you are engaged in two-weapon fighting, you can use your bonus action to attack twice, instead of once. In addition, you can move 15 feet after making each attack. The target of that attack can't make opportunity attacks against you until the end of your turn.

Shielder[edit]

Protection

You learn the Protection fighting style:

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. You must be wielding a shield.

In addition, you gain the Versatile or the Finesse property mastery (choose one).

Shield Gambits

Starting at 1st level, you learn a few tactics of how to use your shield in combat. You gain proficiency with shields. In addition, you learn one shield trick and two gambits to use while wielding a shield.

Trick: Shield Bash As an action while wielding a shield, you can make an attack against a creature within 5 feet with it. On a hit, you cause 1d10 bludgeoning damage and the creature is pushed 5 feet back if it is Large size or smaller.
This damage increase to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level.
Gambit: Reactive Defense (2 point) As a reaction after being targeted by an attack, and before the results of the roll have been announced, you can give yourself a bonus AC equal to your Strength or Dexterity modifier (whichever is higher) until the start of your next turn.
Gambit: Shielder Stance (Stance, 3 points) As an action, you can raise your shield and assume a defensive stance for 1 minute. All attacks made against you are made at disadvantage while the stance is active.
Reactive Shove

At 6th level, immediately after you use a shield trick or gambit, you can try to shove up to two creatures within 5 feet of you with your shield. The creatures must succeed on a saving throw against your Gambit save DC, or be pushed away 10 feet.

Shield Guardian

Beginning at 14th level, you can use a bonus action to expend 3 focus points to use a shield you wield in a defensive position for 1 minute. At the start of each turn, you can designate 1 creature within 5 feet, including yourself, to protect with your shield. That creature have resistance to bludgeoning, piercing and slashing damage from nomagical sources until the start of your next turn.

When a creature hits a protected target with a melee attack, you can use your reaction to shove the creature back to an unoccupied space within 5 feet of the attacker and make one melee weapon attack against it.

Aegis

At 18th level, whenever you or a creature within 5 feet takes acid, cold, fire, force, bludgeoning, piercing or slashing damage, you can use your reaction to reduce the damage taken by half.

In addition, you can have your Shield Guardian to designate up to 3 creatures at the same time.

Overwhelming Force[edit]

Great Weapon Fighting

You learn the Defense fighting style:

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

In addition, you gain the Two Handed or the Heavy property mastery (choose one).

Brutal Enhancement

Starting at 1st level, you can use a bonus action to enhance your physical capabilities temporarily assuming a combat stance. You gain the following benefits:

  • Whenever you take damage from an attack while wielding a melee two-handed weapon or a versatile weapon in two hands, you can use your reaction to reduce the damage taken by 1d10.
  • If you are not wearing armor or wielding a shield, while you are wielding a weapon with the heavy property, your AC equals 13 + your Strength modifier.
  • You can throw rocks, weapons and any object you can wield in two hands, as if it were a simple weapon with the thrown property, up to a short range of 20 feet and long range of 40 feet. You cause 1d8 damage with this thrown attack, or 1d10 if you throw it with both hands.

This combat stance lasts for 1 minute, or until you end it as a bonus action or fall unconscious. You can assume another stance at the same time you use this. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Overwhelming Strikes

Starting at 6th level, when you hit a creature with a weapon you wield in two hands, you can expend Focus Points to deal additional damage to the target. The damage is 1d6 for each focus point you spend, up to 6d6 with 6 focus points.

In addition, when you use your overwhelming strikes, all damage for that attack is considered magical for the purposes of overcoming resistance to non-magical damage.

Armor Shattering

At 14th level, your attacks ignore your targets defenses. Whenever you make an attack with a weapon using strength, you can spend 1 focus to treat the AC of the target as 10 for that attack.

Crushing Blows

Upon reaching 18th level, you are considered to be one size larger for the purposes of lifting, carrying and dragging weight, and can wield two-handed weapons in only one hand.

In addition, when you hit a creature with a melee weapon you wield in two hands, you can use your bonus action to force the attacker to make a Strength saving throw. On a failed save, the creature takes damage equal to twice your weapon specialist level and is pushed back 15 feet in a straight line and knocked prone. On a successful save they take half damage are are not pushed or knocked prone.

Martial Artist[edit]

Hardened Bones

Your body is built to endure punishment. Starting at 1st level, you gain resistance to bludgeoning damage and have advantage on saving throws to resist being grappled, unwillingly moved, or knocked prone.

In addition, you gain proficiency in Athletics, if you don't already have it. If you already are proficient in Athletics, you can choose any other skill from the Weapon Specialist list.

Unarmed Strikes

You learn the Unarmed Fighting fighting style:

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
  • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Also, when you gain this feature, you can choose to apply one of the following properties to your unarmed strikes: finesse, light, versatile (d10) or heavy.

In addition, you gain the Finesse, Light , Versatile or Heavy property mastery, depending on your chosen property for unarmed strike.

Martial Master

At 6th level, whenever you use a gambit from your additional Property Mastery granted by this subclass, you need less focus to do so.

The gambits that cost 2 and 3 points, now cost 1 and 2, respectively. The gambits that cost 5, 6 and 7 now cost 3, 4 and 5 focus points respectively.

In addition, you can use this gambit with any weapon, regardless of prepossessing the required property or not.

Shielded Mind

Also at 6th level, your martial arts training also have led you to become incredibly mentally focused. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Warrior Surge

Beginning at 14th level, when you use a gambit of 1st-level or higher that deals from your archetype gambits, you can choose to regain hit points equal to the number of points spent + your Constitution modifier.

Grandmaster

At 18th level, all unarmed strikes from creatures with large size or lower made against you are made at disadvantage. In addition, when you take damage from a creature within 5 feet, that you can see, you can use your reaction to counter that attack, making two unarmed strikes against that target.

Property Masteries List[edit]

Depending on the weapon's damage type and properties, you can create specific and fantastic effects with your weapon mastery. To use a gambit, you must spend the amount of points required from you. You can only use one gambit in each of your turns.

To use a gambit, you must use a weapon with the appropriated property to gain the benefits of that gambit.

Each gambit also comes with a trick. A weapon trick doesn't cost any focus points and can be used at will, as an action.

Stances

Some gambits are stances. A stance is a specific combat position that grants you some type of advantage. When you assume a stance, you keep it for 1 minute, until you lose the weapon related to that stance or until you lose concentration (as if you were concentrating on a spell).

Slashing[edit]

Trick - Tendon Cut

As an action, you perform an attack against the tendons of the target, hindering its movements. Make a weapon attack. On a hit, you cause the weapon's normal effects and the target next attack is made at disadvantage. The target can choose to attack normally, without disadvantage, suffering 1d8 additional damage.

At 5th level, the attack causes 1d8 damage on a hit, and the additional damage increases to 2d8 if the target forgoes its disadvantage. Both damage increase at 11th level (2d8 and 3d8) and at 17th level (3d8 and 4d8).

Bleeding Strike (2 points). As a bonus action, you can aim a bleeding strike for 1 minute or until you hit an attack. Aiming the strike requires concentration. When you hit a target using this ability, the target must make a Constitution saving throw. On a failed save, the target takes the normal damage, and it starts to bleed, taking 1d6 necrotic damage at the end of each of its turns or until the creature is stabilized (either by spell or a Medicine check) or regains at least 1 hit point. On a successful save, the creature doesn't bleed.

Deep Slice (3 points). You can make an attack with a slashing weapon as an action. On a hit, you deal the weapon's damage + 1d6 and the target takes additional 2d6 at the start of its next turn. On a miss, the target take half damage on the first turn, and no damage on the second turn.

Sword Tempest (5 points - Stance). As a bonus action, you start to swing your weapon in a circular pattern around you, hurting any nearby creatures, for 1 minute or until your concentration ends. Any creature that end its turn within 5 feet of you takes your weapon damage (including modifiers).

Blade Wall (6 points - Stance). As an action, you raise your sword, becoming prepared to attack enemies that approach you. For 1 minute, whenever a creature moves within 5 feet of you, you can make an attack against it (no action required), causing the weapon's damage + 1d12 slashing damage. In addition, whenever a creature ends its turn within 5 feet of you, it takes damage equal to your weapon's damage + 1d12 whenever it ends its turns within 5 feet of you.

Vorpal Strike (7 points). As a bonus action when you hit a creature with a slashing weapon, you can try to dismember it, and potentially cut its head off. On a hit you deal additional 6d8 slashing damage. If the target is reduced to 50 points or less, roll a d20. On a 20, you decapitate the target. Another result will cut one of its members.

Piercing[edit]

Trick - Drilling Strike

As an action, make an attack with a weapon that deals piercing damage. A creature behind your target within 5 feet of it must succeed on a Dexterity saving throw, or also take your weapon damage.

At 5th level, you add 1d8 to both damages, 2d8 at 11th level and 3d8 at 17th level.

Piercing Aim (2 points - Stance). You can enter this stance as a bonus action. For 1 minute, whenever you make an attack roll or a damage roll with a piercing weapon, you can add 1d4 to the roll. You can choose to either enhance an attack roll or a damage roll in each attack (but not both).

Defense Gaps (3 points). You can pierce trough the target's defense. When you take the Attack action, you can use this gambit, without taking an action, to treat the AC of the creature equal 10 + its Dexterity modifier until the end of your turn.

Eyepoke (5 points). The next time you hit a creature with a piercing weapon, you can use your bonus action to go for the eyes of the creature. You cause additional 2d8 piercing damage and the target must succeed on a Constitution saving throw or be blinded for 1 minute.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Vital Strike (6 points). As an action, you target a vital area of your opponent with an attack. On a hit, you deal additional 6d10 piercing damage. If you target a humanoid or giant with size large or lower, you deal maximum damage for the attack and have advantage on the attack roll.

This attack has no effect on undead and constructs.

Field of Needles (7 points - Stance). As a bonus action, you gain a pool of damage equal to 30. For the duration, while you are within 5 feet of a creature, you can spend any amount of this pool of damage to cause piercing damage, without making an attack, on a creature equal to the amount spent (without taking an action). Until the stance ends, all your attacks with a piercing weapon cause additional 1d12 damage on a hit. Also, whenever you take the Attack action, you can move 10 feet without taking opportunity attacks.

Bludgeoning[edit]

Trick - Dazing Strike

As an action, make an attack with a weapon that deals bludgeoning damage. You don't add your ability modifier to the damage, and the target can't take reactions.

Starting at 5th level, you can add your ability modifier. You add 1d10 to the damage at 11th level, and 2d10 at 17th level.

Shoving Strike (2 points). When you hit a target with an attack from a melee weapon with the heavy property, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 20 feet away. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 2d6 bludgeoning damage.

Crushing (3 points - Stance). You can assume this stance as an action, allowing you to make an Attack roll against a target within 30 feet. On a hit, you cause the damage of the weapon (without modifiers) and the target is knocked prone and have its movement speed reduced to 0 until the end of your next turn.

As an action, while the stance is active, you can make another attack against the prone creature, causing half damage on a miss. A hit will keep the creature prone and without movement.

Hammering (5 points - Stance). As a bonus action, you swing your weapon against any creature that moves close to you. Any creature that end its turn within 5 feet of you takes 2d10 bludgeoning.

Dizzying Slam (6 points). When you hit a creature with a bludgeoning weapon, you can use your bonus action to make the target dizzy. The attack deals additional 2d10 bludgeoning damage, and the target must succeed on a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Bone Breaker (7 points). Make a melee weapon attack with a bludgeoning weapon against a creature. On a hit, you cause the weapon's normal damage and you try to break its bone. The target is knocked prone and it falls prone at the end of each of its turns.

On the end of each turn thereafter, the target must succeed on a Constitution saving throw. After three successes, the target recover himself from injury and doesn't break a bone. After three failures, the creature's bones are broken, imposing the following disadvantage, depending on the bone targeted:

  • Arms. You break one of the target's arms. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
  • Leg. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
  • Head. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
  • Chest. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

This negative effects last for 7 days, but can be recovered earlier by the regenerate spell. This gambit doesn't work on elementals and ooze.

Ammunition[edit]

Trick - Quick Shot

As an action, you make an attack against a target within 30 feet. On a hit, you can quickly make one additional attack against a second target within 5 feet of the first. This second attack doesn't add your ability modifier to the damage.

Eagle Eye (2 points). As a bonus action, you analyze a creature you see, looking for weak spots and defensive gaps. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.

Flurry of Arrows (5 points - Stance). As a bonus action, you can use your focus to move your hands quicker with precision. For 1 minute, you can make one additional attack with your weapon in each of your turns (no action required).

Archer Sentinel (6 points - Stance). You can enter this stance as an action. At the start of each of your turns, you can choose an cone centered on yourself, with a length equal half your weapon's short range. Whenever a creature enter the cone or start its turn there, for 1 minute, you fire an arrow against it, forcing it to make a Dexterity saving throw, taking your attack's damage on a failed save. You can move this cone in each of your turns.

Storm Shooting (7 points). As an action, choose up to five targets within your weapon short range. You can make two attacks against each target. You add 1d12 to the damage of each attack, on a hit.

Loading[edit]

Trick - Precise Shot

As an action, you make an attack against a target within 30 feet. On a hit, you mark the creature. Until the end of your next turn, the firs successful attack you make against the marked creature is made at advantage.

At 5th level, the attack made at advantage deals additional 1d6 damage on a hit. This increases to 2d6 at 11th level and 3d6 at 17th level.

Both attacks deal additional 1d6 damage at 5th level, 2d6 at 11th level and 3d6 at 17th level.

Steady Shot (2 points). As an action, choose one target within either short or long range of your weapon. The attack hits without any roll.

Piercing Projectile (3 points). As an action, you fire an arrow or bolt that pierce trough all creatures within its path. The projectile travel a range equal to half the weapon's short range. Each creature in its path must make a Dexterity saving throw against the result of your Attack roll, or take the damage of the attack, or half as much on a success. In addition, any creature that fail the save have its movement speed reduced in 5 feet until the end of your next turn.

Shooter's Stance (5 points - Stance). You can assume this stance as a bonus action, for 1 minute. For the duration, you gain a bonus equal +2 to all your attacks and add 1d8 to your damage rolls.

Assassin Stance (6 points - Stance). You can enter this stance as an action. On this turn and each turn after for 1 minute, you can use your action and your bonus action to make an attack with a weapon that has the Loading property. On a hit, the target takes additional 2d10 piercing damage and suffer one level of exhaustion. Any level of exhaustion ends when this stance stance ends.

In addition, your attacks ignore any cover other than full cover. And any attack you miss cause half damage, instead of no damage.

Head Shot (7 points). You choose a target within range and shoot its head. On a hit, you cause the weapon's normal effects and add 6d10 to the damage. In addition, the target takes additional 3d6 psychic damage and is dazed. The dazed target must in each of its turns, for 1 minute, roll a d6 and subtract the number rolled from any attack roll, ability checks, and concentration checks it makes. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Heavy[edit]

Trick - Knockback

As an action, you can push a target back with an attack from a heavy weapon. Make an attack roll and, on a hit, the target is pushed 5 feet back. If the is pushed towards a space occupied by another creature or by an solid object of the same size or higher, the creature also takes additional 1d8 bludgeoning damage.

The initial attack deals additional 1d8 damage from the weapon's damage at 5th level, and the collision damage increase to 2d8. Both damage increase at 11th level (2d8 and 3d8) and 17th levels (3d8 and 4d8).

Powerful Swing (2 points). As a bonus action when you hit a creature you can add 2d8 to the damage of that attack.

Crippling Blow (3 points). As an action, you can hurl your thrown weapon against a creature within range. On a hit, it suffers the weapon normal effects, and its speed is reduced to 0 until the end of its next turn. On a miss, it takes half as much damage.

Devastating Strike (5 points). You swing your weapon towards your opponent, aiming for sheer destruction. Make an attack as an action. On a hit, you roll the damage dice of your weapon four times, then add your modifiers, and the target is knocked prone and is paralyzed for 1 minute if it is large or lower. The target can make a Constitution saving throw at the end of each of its turns to end the effect. On a miss, the target take half damage and isn't knocked prone or paralyzed.

Mighty Ox Stance (6 points - Stance). As a bonus action, you can assume this stance, and move 10 feet towards a creature, making an attack with your weapon. On a hit, you cause damage equal to your Strength modifier, from the same type as the weapon, and the target is thrown 10 feet back and knocked prone. While you are in this stance, you can use your bonus action to move 10 up to 10 feet and make this attack again.

Bullete Stance (7 points - Stance). As a bonus action, you can assume this stance for 1 minute. For the duration, you deal additional damage equal to twice your Strength modifier with your two-handed weapon.

As a bonus action on your turn, you can perform a powerful jump, allowing you to fly up to 30 feet towards an enemy. You must end your movement in the ground, or else you fall aloft. If you end your movement within 5 feet of a creature, you can make an attack roll as normal. On a hit, you cause your weapon damage and the target is weakened. On a miss, you cause half damage and the target is not weakened.

A weakened creature deals only half damage with weapon attacks that use Strength. The creature can make another saving throw in each of its turns to end the effect.

Finesse[edit]

Trick - Parry and Riposte

As an action, you can prepare your weapon to parry an attack. You assume a challenging stance, when a creature hits you with a melee attack, you reduce the damage taken by an amount equal to the weapon's damage + your Dexterity modifier. If you reduce the damage to 0, you instantly cause your weapon's damage to that creature.

Both the damage reduction and the damage deal to the creature increase in 1d8 at 5th level, 2d8 at 11th level and 3d8 at 17th level.

Feinting Flourish (2 points). As a reaction when you miss with an weapon attack with this weapon, you can repeat the attack roll against the same target.

Parrying (3 points). When you are hit by an attack, you use your reaction to parry it with your weapon, imposing disadvantage on that attack roll, possibly causing it to miss.

Careful Footwork (5 points). As a reaction when you are hit by an attack, you can parry the attack with your weapon while moving away from it. The attack misses, and you move up to 5 feet without provoking opportunity attacks.

Flowing Blade (6 points - Stance). You can enter this stance as an action. While in this stance, all your attacks with finesse weapons are made at advantage, and all attacks against you are made at disadvantage. In addition, you have advantage on Dexterity saving throws and your movement doesn't provoke opportunity attacks.

Dueling Master (7 points - Stance). You can enter this stance as an action. While in this stance, you gain the following benefits, lasting for 1 minute.

  • You can use your reaction in each of your turns to parry an attack with a finesse weapon. You reduce the damage taken by an amount equal to your proficiency bonus + your Dexterity modifier.
  • You have advantage on your attack rolls with finesse weapons.
  • When you hit a target with a finesse weapon, it takes additional 4d6 damage if you have advantage on the attack.

Light[edit]

Trick - Double Slash

As an action, you can make an attack with a light weapon against a creature. On a hit, you cause the weapon's normal effects, and can instantly make one additional attack against the same target. The additional attack cause damage equal to the ability modifier used on the attack.

Both damage increase in 1d8 at 5th level, 2d8 at 11th level and 3d8 at 17th level.

Instant Counter (2 points). As a reaction when you take damage from a melee attack, you counter the attack from that creature, causing damage to the creature equal to your weapon damage (adding modifiers).

Triple Strike (3 points). As an action, you can make two attacks against a creature with a light weapon. On a hit, you can make one additional attack as part of the same action.

Quick Blade (5 points - Stance). You assume this stance as an action. For the duration, when wielding a weapon with the light property, you can use your bonus action to either block incoming attacks gaining the benefits of the Dodge action, or to make one additional attack.

Steel Flurry Stance (6 points - Stance). As a bonus action, you can enter this stance. While in this stance, you gain the following benefits:

  • All attacks you make with light weapons are made at advantage.
  • You can forgo advantage on your attacks and make two attacks with light weapons instead of one.
  • Whenever you take damage from a weapon attack, you can reduce the damage by an amount equal to a roll from the damage die of your weapon.
  • Whenever you hit a creature with an attack, you can disengage from it as a reaction.

Hemorrhagic Strike (7 points). When you hit a creature with a light weapon, you cause 7d6 additional damage and the target must succeed on a Constitution save or start to bleeds profusely. At the end of its turns for 1 minute, the target takes 6d6 damage. The target can retry the Constitution saving throw at the start of each of its turns to end the effect.

Versatile[edit]

Trick - Blade Pirouette

As an action, you can make one attack with a weapon that have the versatile property. On a hit, you can make a pirouette, targeting a second target within 5 feet of you.

Both attacks increase their damage in 1d8 at 5th level, 2d8 at 11th level and 3d8 at 17th level.

Attack Blocking (2 points). When you take bludgeoning, piercing or slashing damage, you can use your reaction to block the incoming attack and gain resistance to damage of that type including the triggering damage until the end of your next turn.

Spinning Movement (3 points - Stance). You must be wielding the weapon in two hands to use this ability. As an action when you enter in this stance, all creatures within 5 feet must succeed on a Dexterity saving throw, or take your weapon's damage (no modifiers).

While you are spinning and moving, you can't suffer opportunity attacks. As a bonus action in this and in each subsequent turn, you can move 30 feet and any creature that ends its turn within 5 feet of you must succeed on the check or take the aforementioned damage. If you move towards an enemy, your movement is reduced to 0 for the remainder of the turn, and that enemy must succeed on the saving throw to avoid the damage.

Versatile Stance (5 points - Stance). You can assume this stance as a bonus action, gaining benefits depending on how you are wielding your weapon:

  • One hand: When you are hit by an attack, you can use your reaction to add your proficiency bonus to your AC against the triggering attack, potentially causing it to miss. If the attack miss, you can make one attack against the attacker, as a reaction.
  • Both hands: You can give yourself a bonus equal to your proficiency bonus in all damage rolls. In addition, you can use your bonus action to make one additional attack with the weapon.

If you are not wielding a shield, you gain a bonus of +2 to your AC while in this stance.

Flexible Posture (6 points). You can use your bonus action to make two attacks until the end of your next turn. You use the versatile damage even if you are wielding the weapon in one hand. Wielding the weapon in two hands give you a bonus of +1 to your AC until the end of your next turn.

Flowing Water Stance (7 points - Stance). You assume this stance as an action, and can use your bonus action on this turn and each subsequent turn to perform one of the following maneuvers:

  • Wide Swing: You make an attack with the weapon wielding it with both hands. On a hit, you deal additional 2d6 damage.
  • Defensive Cover: You can give yourself half-cover until the start of your next turn. If you are wielding a shield, you gain three-fourths of cover.

Two-Handed[edit]

Trick - Cleave

You can use an action to cleave with a weapon that deals slashing damage trough multiple opponents. You make a weapon attack, and on a hit, you deal the weapon normal effects and choose one target within 5 feet of it. That target takes the weapon damage (without modifiers).

You deal additional damage to both damage rolls equal to 1d8 at 5th, 11th and 17th levels.

Defensive Guard (2 points). Until your next long rest, you give yourself an AC of 13 + your proficiency bonus while wielding a two-handed weapon. Once you use this ability, is active regardless if you are wielding the weapon or not, but you only gain the benefits from it when wielding the weapon.

Aggressive Stance (3 points - Stance). You can activate this stance as a bonus action. For 1 minute, you deal additional damage equal to 1d6 with all your weapon attacks with two-handed weapons.

Improved Cleave (5 points). As a bonus action when you hit a creature, you can try to cleave trough it. You cause additional 6d6 damage on the attack, or half as much on a missed attack, and hit or miss, all creatures within 5 feet from you (on a melee attack) or in a 5 foot long and 30-foot line (on a ranged attack) must succeed on a Dexterity saving throw, or take your weapon damage plus 6d6 damage, or 3d6 as much on a failure.

Iron Gate Stance (6 points - Stance). As a bonus action, you can activate this stance, gaining the following benefits:

  • You gain a pool of dice equal to 4d4. Whenever you take damage, you can spend any amount of die from this pool and reduce the damage taken by the number rolled.
  • All your attacks with two-handed weapons are made at advantage.
  • You add 1d6 to the damage of your attacks on a hit.
  • Your melee attacks gain 10 foot of reach, and your ranged attacks have the range doubled.

Iron Rush (7 points). As an action, you can use your two-handed weapon to carve trough your enemies in a furious rush. You move up to 30 feet, and for each 5 feet moved, you make two attacks against two creatures within range. Once you can attack each creature twice, and on a missed attack, you cause half damage instead of no damage. In addition, any creature you hit is knocked prone.

Thrown[edit]

Trick - Double Thrown

As an action, you can throw two weapons instead of one. You don't add your ability modifier to the damage of the throwns on a hit.

At 5th level, you add your ability modifier to both damage rolls. At 11th level the damage increase in 1d10 on a hit. At 17th level, increases in 2d10 on a hit.

Revenge Thrown (2 points). Whenever you are hit by an attack from a creature within your weapon's thrown range, you can make an attack roll against that creature as a reaction.

Thrower Stance (3 points - Stance). You can assume this stance as a bonus action. When you assume this stance and as a bonus action in each subsequent turn for the duration, you can make a ranged attack with a thrown weapon against a creature within range.

Opportunist's Stance (5 points - Stance). You can assume this stance as an action. For the duration, whenever you or an allied creature within 30 feet hits an enemy within range with an attack, you can exploit that distraction to throw a weapon against that target. The attack automatically hits, and you don't add your ability modifier or any bonuses to the damage, just rolling the weapon's damage.

Ricochet Throw (6 points). You can throw a weapon on a target, causing it to bounce of from target to target. Make an attack roll and on a hit, the attack causes bludgeoning damage, instead of the normal damage, and the target must succeed on a Dexterity saving throw. On a failed save, the target is stunned until the start of your next turn and takes additional damage equal to the weapon's damage + 2d10 and the weapon bounce of to another creature within the weapon's short range. The next creature must succeed on a the saving throw, or suffer the same effects as the main target, being stunned and taking the weapon damage + 2d10. The weapon keep bouncing until it runs out of targets, until some target succeeds the save or it hits 10 creatures.

Precise Throw (7 points). Make an attack roll against a target within range. The long range doesn't impose disadvantage on this attack. On hit, the target takes additional 7d6 damage. On a miss, the target doesn't take the weapon damage and take 5d6 damage, from the same type of the weapon's damage. In addition, you can use this throw to counter the effects of an attack. Whenever a creature suffer an attack with a weapon within range, you can use your reaction to throw your weapon, deflecting that attack. You don't need to make an attack roll, and you roll the damage of your weapon + 7d6. The damage is reduced by the same amount, and if the damage is reduced to 0, any extra damage is dealt to the attacker.

Reach[edit]

Special (Whips). Whenever you use a whip as your reach weapon of choice, you "grapple" a creature whenever the text says "shove" and "pull" whenever the text say "push"

Trick - Guard

As an action, you can the area within 10 feet of you. When a creature moves towards the area until the start of your next turn, you can make an attack with your weapon (without spending any action). On a hit, you cause the weapon's damage, without modifiers, and push the creature 5 feet back.

At 5th level, you can push up to two creatures when using guard. At 11th level, you add your ability modifier to the damage. At 17th level, you can push up to three creatures.

Trip (2 points). You can use a bonus action to try to cause the creature to fall down. Make an attack against a creature within 5 feet. On a hit the creature take no damage and it is knocked prone.

Acrobatic Defense (3 points - Stance). As an action you can activate this stance. When you are hit by an attack while you are in this stance, you can use your reaction to add +4 bonus to your AC against the triggering attack, potentially causing it to miss. You then use your weapon to aid you to move 10 feet to any direction you can see, ignoring difficult terrain, passing trough spaces occupied by hostile creatures and without provoking opportunity attacks.

Whirlwind Strike (5 points). As an action when fighting with a weapon that has the reach property, you can force all creatures within your reach to make a Dexterity saving throw. On a failed save, all creatures take damage equal to your weapon's damage + 1d10, and are pushed 10 feet back and knocked prone. As part of the same action, you can jump 15 feet to any direction, without taking opportunity attacks.

Vigilant Stance (6 points - Stance). You can enter this stance as an action. For the duration, all attacks against you are made at disadvantage, and any attack you make is made at advantage. Creatures that not rely on sight are not affected by this.

You also have resistance to damage from melee attacks from the same type of your weapon. In addition, whenever a creature within reach hits you with an attack, you can make an attack against it, causing damage without needing a weapon attack.

Sentinel Stance (7 points - Stance). You can enter this stance as an action. While active, you gain the following benefits:

  • Any area within your reach is considered difficult terrain to any creatures of your choice.
  • At the start of each of your turns, each of your enemies within reach must succeed on a Dexterity saving throw or suffer your weapon damage + 1d6.
  • At the end of each of your turns, you can make one attack against a creature of your choice within reach. On a hit, instead of causing damage, the target is pushed 10 feet back and knocked prone.
  • For the duration, you can use your bonus action to both attack and shove one creature within range.

Martial Techniques List[edit]

Listed below are the martial techniques available to you, listed in alphabetic order. When you gain a level in this class, you can choose one of the Martial Techniques you know and replace it with another of your choice.

Adaptable Gambit

When you use a gambit or trick, you can spend 1 focus point to use it with a weapon that doesn't have the required properties.

Bull's Eye

Whenever you make an attack roll with a weapon, or force a creature to make a Dexterity saving throw against a gambit or trick, you can spend 1 focus point to ignore half and third cover.

Correcting Strike

When you make an attack roll and miss, you can spend 2 focus points to re-roll the d20. You must use the new d20 roll, potentially turning it into a hit.

Distant Shot

you can spend 1 focus to double the distance of any ranged weapon attack. If the attack doesn't have range, you can spend 1 focus to throw a weapon up to a range of 30 feet.

Penetrating Strike

At the start of your turn, when you make an attack with a weapon or unarmed strike, you can spend 1 focus to ignore resistances and immunities to damage until the end of your turn. If you use a gambit or trick, you must spend 1 focus for each one.

Empowered Strike

After you roll the damage for a gambit, you can spend 1 focus point to re-roll a number of the damage dice up to your Strength or Dexterity modifier (minimum of 1), and use the new rolls.

Death Strike

When you choose this Technique, you can spend 2 focus point when you use a trick or gambit to change all damage type of the attack to necrotic.

Double Strike

When you make an attack against a single target with an attack, trick or gambit, you can spend twice the number of focus (or 1 focus for tricks or attacks) to target a second target within range.

Hold Stance

You can spend 2 focus points to extend the duration of a stance you assume to 10 minutes.

Quickened Gambit

When you use a gambit that requires an action, you can spend 2 focus points to use it as a bonus action. You can also spend 2 focus points to take the Attack action again, as a bonus action.

Rending Strike

As a bonus action, you can choose one weapon you are wielding and spend 2 focus. For 1 minute or until you drop this weapon, your attacks are considered magical for the purposes of overcoming resistance to nonmagical damage.

Target Weaknesses

When you force a creature to make a Strength, Dexterity or Constitution saving throw with an Attack roll, a trick or a gambit, you can spend 2 focus to change the saving throw for another one from that list.

This ability only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Weapon Specialist class, you must meet these prerequisites: Strength or Dexterity 13

Proficiencies. When you multiclass into the Weapon Specialist class, you gain the following proficiencies: Light armor, simple weapons, martial weapons.



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