Weaponsmaster (5e Class)
Prestige Class: Weaponsmaster[edit]
A weaponsmaster is one who is skilled in the art of attacking with multiple weapons. While a normal fighter will only use one weapon. A Weaponsmaster will use multiple weapons in combat and are deadly foes.
Prerequisites[edit]
In order to become a weaponmaster, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):
- Proficiency with all martial weapons. Knowing how to use a variety of weapons is the core trait of weaponmasters.
- 10th level. Only the most skillful warriors can become a weaponmaster, and because of that, you must be a 10th-level character before you gain levels in this class.
- Extra Attack feature. In order to become a weaponmaster, you need to be able to strike with quickness.
Class Features[edit]
As a Weaponmaster you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Weaponmaster level
Hit Points per Level: 1d10 (or 6) + Constitution modifier per Weaponmaster level
- Proficiencies
Tools: None
Saving Throws: None
Skills: None
Level | Proficiency Bonus |
Features | Weapon Specializations |
---|---|---|---|
1st | Switch-out, Specialized Weapons | 2 | |
2nd | Weapon Expertise | 2 | |
3rd | Lightning-fast Reactions | 3 | |
4th | Ability Score Increase | 4 | |
5th | Critical Attack | 5 |
Switch-out[edit]
Starting at 1st level, your training has enabled you change weapons in between attacks, when you take the attack action on your turn, you can use your bonus action to make another attack, as long as you are using a different weapon than you did for the main attack. This is usable a number of times equal to your proficiency bonus per short rest.
In addition, when you make an attack on your turn, you can choose to draw a weapon. When the attack resolves, you can choose to keep the weapon on your hand, or stow it.
Specialized Weapons[edit]
Starting at 1st level, you gain special knowledge of how to use certain weapons to their fullest extent. While a fighter learns a single fighting style, you master many weapons and learn how to use each of them to your advantage. You know two specializations at 1st level, and at higher levels you gain more as seen in the Weaponsmaster table.
Weapon Expertise[edit]
Starting at 2nd level, when making an attack with a weapon with which you are specialized(for example, Reaping Strike is a specialization for scythes) you can double your proficiency bonus for attack rolls. If a specialization you choose encompasses multiple types of weapons(for example, Crushing Blow is a specialization for clubs, maces, and mauls), you do not gain weapon expertise on any of them. If a specialization encompasses multiple weapons of a single type(for example, Shoving Strike is a specialization for polearms, which encompasses glaives, quarterstaffs, javelins, and spears), you may add 1 and a half times your proficiency bonus, rounded down. You will see a star* in the specializations, next to any weapon you gain expertise in, and a star*(1/2) next to any weapon you gain half expertise in.
Weapon Categories[edit]
- Maces - Mace, Flail, Morningstar
- Polearms - Glaive, Halberd, Quarterstaff,
- Spears - Javelin, Spear, Pike
- Swords - Longsword, Shortsword, Rapier, Scimitar, Broadsword
- Axes - Handaxe, Greataxe, Battleaxe, Warpick
- Bows - Longbow, Shortbow
- Crossbows - Light Crossbow, Hand Crossbow, Heavy Crossbow
- Hammer - Light Hammer, Warhammer, Maul
Lightning-fast Reactions[edit]
Starting at 3rd level, you have advantage on opportunity attacks with specialized weapons
Critical Attack[edit]
At 5th level, whenever you score a critical hit with a specialized weapon, you can make an additional attack with a different specialized weapon, no action required.
Specialized Weapons:[edit]
- Shoving Strike
When you hit with a melee attack with a lance or Polearm the target must make a Strength saving throw with a DC equal to 8 + proficiency bonus + your Dexterity or Strength modifier (your choice). On a failure, the target is pushed 5 feet away from you
- Assisted Leap
While wielding a polearm*1/2, your long jump distance is 2 x your Dexterity or Strength modifier (your choice) and your high jump distance is 3 + your Dexterity or Strength modifier (your choice), as long as you have a 15 foot run up distance.
- Crushing Blow
When you hit a melee attack with a club, mace, or hammer against a creature of your size or smaller, you can force the creature must make a Strength saving throw with a DC equal to 8 + proficiency bonus + your Strength modifier. On a failure, the target is knocked prone. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses of this feature after finishing a short or long rest.
- Exacerbating Shot
When you hit a creature with a ranged weapon attack with a blowgun*, the next attack roll against that creature that beats its AC by more than 2 deals additional damage equal to your proficiency bonus.
- Reaping Strike
When you make an attack roll with a sickle* against a creature and miss, you may use your reaction to attempt a second attack against a creature within 5 feet of the original target, as long as it is within 5 feet of you
- Unconventional Ammuntion Usage
Prerequisite: Proficiency in one weapon with the Ammunition property
You may use take the attack action with a ranged weapon with the ammuntion property(see weapon properties), you may use your bonus action to make a melee attack with the ammunition of the weapon. This attack is considered an improvised weapon attack.
- Grasping Strike
You may use your action to make an melee attack roll with a whip* against a creature within 10 feet. They must make a Strength saving throw with a DC of 8 + your Strength or Dexterity modifier + your proficiency bonus. On a failure, they are pulled 5 feet towards you
- Spinning Strike
Prerequisite: Proficiency in swords, sickles, or axes
You may use your action to swing a sword, sickle, or axe you are wielding in a circle. All creatures within 5 feet of you must make a Dexterity save with a DC of 8 + Strength or Dexterity modifier + proficiency bonus, taking 1d6 slashing damage on a failure.
- Three-pronged strike
When you roll damage for a trident*, once per turn, you may reroll the one damage die, but you must take the reroll.
- Giant Hunter
When you hit a creature of a size larger than you with a sling*, it deals 1d6 damage as opposed to the normal 1d4.
- Giant Slayer
Prerequisite: Giant Hunter
When you hit a creature of a size larger than you, you may choose to take a -5 to your attack roll. On a hit, the target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failure, they are incapacitated until the end of their next turn.
- Improvised Strike
Your gain proficiency in improvised weapons*, they deal 1d6 damage, and for thrown weapons, the close range increases by 10 feet and long range increases by 30 feet.
- Bare Fist Strike
Your unarmed strikes* deal 1d4 damage and can use Strength or Dexterity for attack and damage rolls.
- Quick Rotation
When you take the attack action and hit with a Warpick, you may quickly rotate the weapon and use your bonus action to try to hit the creature again, dealing 1d4 bludgeoning damage on a hit.
- Dart Burst
You may throw multiple darts* in one go. You may use your action to throw 5 darts. All creatures in a 5 foot square centered on a point within 20 feet must make a Dexterity save with a DC of 8 + your dex mod + proficiency bonus. On a failure, they take 3d4 piercing damage, and half as much on a success.
- Arcing Shot
When using a bow*1/2 you may choose to treat a creature using cover as using one less level of cover as long as long as they aren't protected by full cover(1/2 cover becomes no cover, 3/4 cover becomes half cover) and there isn't anything directly above them. When doing so, your range is halved.
- Piecing Shot
When you hit a creature with a crossbow, if the attack roll beats the target's AC by an amount depending on the type of crossbow (5 for a have crossbow, 4 for a light crossbow, 2 for a heavy crossbow), the bolt continues traveling. The next creature in a 10 foot line is hit by the bolt too. If your original attack roll, - the same number depending on the type of crossbow (-5 for a have crossbow, -4 for a light crossbow, -2 for a heavy crossbow) beats the second creature's AC. They take 1d6 damage.
Debilitating Strikes[edit]
When using these strikes, you target a certain part of the body to debilitate the target. The target, when hit, must make a Constitution saving throw with a DC of 8 + your Strength or [[5a|dex}} modifier + your proficiency bonus. On a failure, the additional property as described below happens, depending on which option you use.
- Severing Strike
If you are using a weapon that deals slashing damage, you may choose one of the below. If the attack roll is a critical hit, the effect lasts until the target regains hit points
- Hand. Attack rolls and ability checks using Dexterity are made at disadvantage until the end of the target's next turn
- Foot. The target's movement speed is reduced by 10 feet until the end of their next turn.
- Bruising Strike
If you are using a weapon that deals bludgeoning damage, you may choose one of the below. If the attack roll is a critical hit, the effect lasts until the target regains hit points
- Head. Target has disadvantage on the next attack roll, ability check, or saving throw it makes
- Arm. Strength saves and checks are made until the end of its next turn
- Leg. Dexterity saves are made at disadvantage until the end of its next turn
- Piercing Strike
As long as your attack roll is at least 3 above the target's AC, and you are using a weapon that deals piercing damage, choose one of the below. If the attack roll is a critical hit, the effect lasts until the target regains hit points
- Eye. Target is blinded until the end of their next turn
- Internal Organs. Target is poisoned until end of their next turn
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