Weapon Wielder (5e Class)
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[edit]
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a Jack of all weapons quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Slayer background. Third, choose The weapon that starts your collection.
Class Features
As a you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor: None
Weapons: All
Tools: Smithing,
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose two of the following Acrobatics, Athletics, Intimidation, Perception, Sleight of hand, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Class Feature->[edit]
Weapon Versatility[edit]
Starting at 1st level, you adopt a highly adaptable style of fighting. You gain the following benefits:
- You ignore the heavy property for weapons.
- You can draw a weapon as part of the same action you used to stow another weapon.
Weapon Masteries[edit]
- Oaken Heart Stance (Club)
You can spend your Mastery as a bonus action to assume the Oaken Heart stance using a Bonus Action. When you do so, you gain 10 temporary hit points.
When these hit points reach 0, you can use a reaction to make an attack with the club against your enemy, if that enemy is within 5 feet. On a hit, this attack is a critical.
- Shadowless Shot (Longbow)
You can spend your Mastery when you roll initiative to make the roll with Advantage. When you do so, your first attack made on the first turn of this combat also is made at Advantage.
- Bloodied Rampage (Battleaxe)
You can spend your Mastery when you are hit by an attack to immediately make two attacks against your attacker, as a reaction. Each attack that hits is a critical.
- Third Arm (Whip)
You can spend your mastery when you hit a creature with a whip to attempt to take its weapon from it. The target must succeed on a Strength saving throw. On a failure, you snatch the weapon from its hand and, while wrapped on the whip, you can use it to make an attack as a reaction, against a creature within range, using a reaction.
If you have a free hand and the weapon is one handed, you can grab it using your free hand and make one additional attack using a Bonus Action.
- Heatseeker Blade (Dagger)
When you hit a creature with a dagger, you can use a Mastery to find a gap on the creature's armor. The AC of that creature is reduced by 5, up to a minimum of 10 (doesn't work on creatures not wearing armor or without natural armor). You can then instantly make an additional attack with the dagger against that target, using a bonus action. This attack have Advantage, and on a hit you cause additional 3d6 piercing damage to it and the target.
- Soft Art (Unarmed)
When you hit a creature with an unarmed strike, you can use your Mastery to make a grapple attempt to it. On a success, you can instantly make a shove attempt (no action required) and knock him prone. The target takes 3d6 bludgeoning damage after being knocked prone in such a manner.
- Blinding Barrage (Rapier)
When you make an attack with a rapier on your turn, you can use a Mastery to cause the target of that attack to be unable to make opportunity attacks against you. You can then make one additional attack as part of the Attack action using the rapier. If the additional attack hit, your target is blinded until the end of your next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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