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Thread: Weapon-master: A fighter archetype

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    Ettin in the Playground
     
    Daemon

    Join Date
    May 2016
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    Tampa, FL
    Gender
    Male

    Default Weapon-master: A fighter archetype

    PEACH, especially the weapon groups and associated mastery features. The intent is for someone who can really switch hit, since you get 5 at master, 3 at superior master, and 1 at expert. Plus a bunch of non-damage-dealing utility. Somewhat inspired by the 3e PrC, but also by 4e weapon group feats.

    Version 2 Changelog:
    * renamed the features to better follow the old 2e flow.
    * added a note about not stacking.
    * modified some of the features (shortened ranges, etc).
    ---------------
    Youíve mastered one type of weapon after another. While wielding your mastered weapons, you can perform feats that most can only dream of.

    Level Feature
    3 Weapon Expertise
    7 Centering Kata
    10 Weapon Superiority
    15 Field Medicine
    18 Weapon Mastery

    Weapon Mastery
    When you choose this archetype at 3rd level, you master one family of weapon of your choice, gaining the mastery effect as described at the end of this archetype description while wielding a weapon from that family. You master an additional family at 7th, 10th, 15th, and 18th level. If you gain mastery in a weapon from multiple families, you must choose which set of benefits to apply; they do not stack. You can alter this choice without spending an action, but only once on each of your turns.

    Centering Kata
    Starting at 7th level, your mastery of your weapons has payed off in an increased personal center. You can reroll a failed ability check involving Wisdom or Charisma and take the second roll. You can use this feature a number of times equal to your Intelligence modifier. Expended uses are regained when you spend at least one minute performing weapon drills with a weapon you have mastered as part of long or short rest.

    Superior Mastery
    Starting at 10th level, your mastery over certain weapon families has grown. Choose one of the weapon families youíve mastered (including the one gained at this level). You gain the superior mastery effect listed in the description while wielding a weapon from that family. You achieve superior mastery in additional families at 15th and 18th levels. This stacks with your Mastered Weapons feature

    Field Medicine
    Starting at 15th level, the harsh training youíve undergone to master your weapons bears related fruit. Not only can you end life, you can restore it to the deceased and heal the wounded. You can use an action to do one of the following:
    • Bring a recently dead person within 5 feet of you back to life as if you had cast revivify on them. You do not expend components and this functions even where spells cannot, although you must obey the time restrictions listed in that spell.
    • Touch someone who is at zero hit points but not dead and restore them to 1 hit point.
    • End one condition afflicting the target as if you had cast greater restoration on them.

    Once you use any part of this feature, you cannot do so again until you complete a long rest.

    Weapon Mastery
    At 18th level, choose one weapon family you have weapon superiority in. You gain the Mastery effect listed while wielding a weapon from that family. This stacks with both Weapon Expertise and Weapon Superiority.

    Spoiler: Weapon Families
    Show

    Weapon mastery, superiority, or expertise effects do not stack with themselves.

    Chopping Weapons
    Battleaxe, greataxe, halberd, handaxe, and war pick
    Expertise: You can reroll any 1s or 2s on a damage roll but must take the second result.
    Superiority : When you take the Attack action on your turn you can choose to make one of the attacks at disadvantage. If you hit with this attack, it deals 2 extra dice of damage.
    Mastery: When you hit with an attack on your turn, a second enemy within your reach also takes damage equal to your Strength modifier.

    Bow
    Longbow, shortbow
    Expertise: You no longer suffer disadvantage when making ranged attacks when enemies are within 5 feet of you.
    Superiority: Once per turn when you hit with a bow, you can force the target to make a CON save against a DC of 8 + your Dexterity modifier + Proficiency. On a failed save the target takes 1 damage for every 5 feet they move until they take their action to remove the arrow.
    Mastery: You can use your action to shoot a hail of arrows, affecting all targets you choose within 20 feet of a point you choose within range. Make an attack roll against each target, dealing damage as normal on a hit. You expend one piece of ammunition for every attack made this way.

    Crossbow
    Hand crossbow, light crossbow, heavy crossbow
    Expertise: You ignore the loading property of crossbows. In addition, you can wield the crossbow as a finesse melee weapon with which you have proficiency. The damage die for this weapon is 1d4.
    Superiority: Once per turn when you attack with a crossbow, the bolt continues past the target. Make an attack roll against the next enemy on the 5-foot-wide line between you and your target, continuing from the target out to the short range of the weapon. The target has half cover on this attack. If you hit with your first attack, the second target has resistance to the damage of this attack.
    Mastery: You can use your action to shoot an explosive bolt from your crossbow. Choose a location within the normal range of your crossbow. All creatures within 10 feet of there must make a Dexterity saving throw against a DC of 8 + your Dexterity modifier + your proficiency bonus. On a failed save they take 6d10 thunder damage and are staggered until the end of their next turn. On a success they take half damage and are not staggered. While staggered, they can either move or take an action but not both.

    Crushing
    Club, flail, greatclub, light hammer, mace, maul, morningstar, warhammer, quarterstaff
    Expertise: Once per turn when you hit a creature, its speed is reduced by 10 feet until the end of your next turn.
    Superiority: When you miss with an attack using a crushing weapon, you deal bludgeoning damage equal to your Strength modifier to the target.
    Mastery: Once per turn when you hit a creature, you attempt to inflict a staggering wound on the target. The damage dealt increase by 1 weapon die. The target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save they are staggered until the end of their next turn. While staggered, they can either move or take an action but not both.

    Cutting Blade
    Glaive, greatsword, longsword, scimitar
    Expertise: Whenever you make an opportunity attack you have advantage on the attack roll. If you hit with an opportunity attack, roll one extra weapon damage die and add it to the damage dealt.
    Superiority: When you hit with an attack using a heavy blade and deal less than half of the maximum damage (before applying resistance or immunity), you instead deal half the maximum damage (before applying resistance or immunity).
    Mastery: As an action, you attempt to cripple them by striking at a limb or other sensitive area. Make an attack roll against the target. On a hit, you deal normal damage plus one weapon die and the target must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, they have disadvantage on all attacks made until the end of their next turn.

    Polearm
    Glaive, halberd, lance, pike, trident, spear
    Expertise: When an enemy enters your reach, you can use your reaction to make an attack against them.
    Superiority: Once per turn when you hit an enemy you can take the Shove action against them without spending an action and without the normal size restrictions. The target has disadvantage on the opposed ability check to resist this action.
    Mastery: As an action, you attempt to pin them in place. Make an attack roll against the target. On a hit, you deal normal damage plus one weapon die and the target must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, the targetís speed is reduced to 0 until the end of their next turn and all attacks against them have advantage.

    Stabbing Blade
    Dagger, rapier, shortsword, sickle
    Expertise: Whenever you make an opportunity attack you have advantage on the attack roll. If you hit with an opportunity attack, roll one extra weapon damage die and add it to the damage dealt.
    Superiority: When you hit with an attack and roll less than half the maximum damage, you may reroll a number of damage dice equal to your proficiency modifier and take the second result.
    Mastery: Once per turn when make an attack you may choose to make the attack at disadvantage in an attempt to disable their weapons. If you do so and hit, the target must make a Constitution saving throw against a DC of 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the creature cannot attack until the end of their next turn.

    Throwing
    Dagger, dart, handaxe, javelin, light hammer, sling
    Mastery: You may draw any number of thrown weapons in conjunction with the action used to throw them. Additionally, you no longer need a free hand to load a sling.
    Superior Mastery: Both normal and far ranges of any Thrown weapon are doubled and the damage dice increases by one step (1d4 to 1d6, 1d6 to 1d8, etc).
    Expertise: When you throw a qualifying weapon as part of taking the Attack action, you can make an additional attack immediately afterward with an identical weapon. This can be done no more than twice per attack action. The additional attacks do not add your ability modifier to the damage dealt.
    Last edited by PhoenixPhyre; 2019-05-22 at 12:08 PM.
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