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  1. - Top - End - #1
    Titan in the Playground
     
    Daemon

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    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).
    ---------------
    You’ve 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 you’ve 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 you’ve 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 target’s 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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  2. - Top - End - #2
    Dwarf in the Playground
     
    sleepyhead's Avatar

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    Default Re: Weapon-master: A fighter archetype

    Weapon Mastery
    Spoiler
    Show
    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.


    This is fine. I'll go over the weapon families at the end.

    Centering Kata
    Spoiler
    Show
    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 Charisma 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.


    Rerolling is fine. Why is it equal to your charisma mod? Shouldn't it be Intelligence representing how you've studied to master your weapons? I would also recommend having it reset on just long rest so you don't have tons of these.

    Superior Mastery
    Spoiler
    Show
    Starting at 10th level, your mastery over certain weapon families has grown. Choose one of the weapon families you’ve 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

    Okay.

    Field Medicine
    Spoiler
    Show
    Starting at 15th level, the harsh training you’ve 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 hit points to them. You restore hit points equal to half the greater of yours or their maximum hit points.
    • 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.


    Probably a bit to strong, mainly the second ability, Probably should just set them to 1hp like undying monk and phoenix sorcerer.

    Weapon Expertise
    Spoiler
    Show

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


    Okay.

    Spoiler: Weapon Families
    Show

    Chopping Weapons
    Spoiler
    Show
    Battleaxe, greataxe, halberd, handaxe, and war pick
    Mastery: You can reroll any 1s or 2s on a damage roll but must take the second result.
    Superior Mastery: 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.
    Expertise: When you hit with an attack on your turn, a second enemy within your reach also takes damage equal to your Strength modifier.

    This is fine but maybe find something new for first feature? With this already being a fighting style it kind of takes the neatness out of it


    Bow
    Spoiler
    Show
    Longbow, shortbow
    Mastery: You no longer suffer disadvantage when making ranged attacks when enemies are within 5 feet of you.
    Superior Mastery: 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.
    Expertise: You can use your action to shoot a hail of arrows, affecting all targets you choose within a 90-foot cone. 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.

    First is fine. Superior Mastery should only last one round and shouldn't be spamable. Expertise definitely should have a limit on how many you can fire, lets say you got a magic bow that can reload itself or you got tons of arrows, shooting in a 90ft cone would allow you to hit 30+ enemies on a square grid (dealing 30d8 damage). So maybe shrink the area or make a limit on how many arrows you can shoot in this way.

    Crossbow
    Spoiler
    Show
    Hand crossbow, light crossbow, heavy crossbow
    Mastery: 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.
    Superior Mastery: 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.
    Expertise: 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. If they attack while staggered, they can only make a single attack.

    First two are fine, expertise is definitely to strong, able to hit 36 targets at most dealing 6d10 to each of them (216d10 damage)+staggering. I would recommend lowering damage and range and putting a limit use.


    Crushing
    Spoiler
    Show

    Club, flail, greatclub, light hammer, mace, maul, morningstar, warhammer, quarterstaff
    Mastery: Once per turn when you hit a creature, its speed is reduced by 10 feet until the end of your next turn.
    Superior Mastery: When you miss with an attack using a crushing weapon, you deal bludgeoning damage equal to your Strength modifier to the target.
    Expertise: 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. If they attack while staggered, they can only make a single attack.


    For mastery make it so it can't stack on other effects (including own) we don't want a whole party sticking people in the mud. SM is fine. Expertise is to strong, with most creatures needing to attack 2-4 times to get damage out on the party this really limits them.

    Cutting Blade
    Spoiler
    Show

    Glaive, greatsword, longsword, scimitar
    Mastery: 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.
    Superior Mastery: 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).
    Expertise: Once per turn when you hit a creature, you attempt to cripple them by striking at a limb or other sensitive area. The damage dealt increases by 1 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.


    First two seem fine enough. Last one is a bit iffy. Making the opponents miss half of their attacks is pretty strong.


    Polearm
    Spoiler
    Show
    Glaive, halberd, lance, pike, trident, spear
    Mastery: When an enemy enters your reach, you can use your reaction to make an attack against them. If you do, you have advantage on this attack but that enemy has advantage on its next attack against you until the end of its next turn.
    Superior Mastery: 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.
    Expertise: Once per turn when you hit a creature, you attempt to impale them. The damage dealt increases by 1 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 target’s speed is reduced to 0 until the end of their next turn and all attacks against them have advantage.

    Mastery first bit is fine but why are they getting advantage on you? Get rid the the normal size restriction stuff, you should not be shoving the tarrasque. Expertise is cool but probably shouldn't work on creatures bigger then you, like storm giants.

    Stabbing Blade
    Spoiler
    Show
    Dagger, rapier, shortsword, sickle
    Mastery: 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.
    Superior Mastery: 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.
    Expertise: 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. On a success, the target may only attack once on their next turn, no matter how many times they would normally be able to attack.


    First two are fine. Expertise basically makes the target useless. Even if they succeed they are 1/3 their strength.

    Throwing
    Spoiler
    Show
    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 ignore the loading property of slings.
    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: You can attack twice for each weapon attack with a thrown weapon you would normally have. The second attack does not add your ability modifier to the damage dealt.


    Mastery, so you can draw two darts with one action? or is it that you can draw 30 and throw them all at once? Superior mastery is fine. Expertise is to strong, is it really just doubling your damage?

    Last edited by sleepyhead; 2019-05-22 at 10:07 AM.
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  3. - Top - End - #3
    Librarian in the Playground Moderator
     
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    Default Re: Weapon-master: A fighter archetype

    As a nomenclature thing, perhaps make the tiers Expertise, Specialization, then Mastery? For one, it's a throwback to the old 2e classifications, but I also think it makes a more logical connotative progression... You're good at something, you've specialized in it, you've mastered it.

    I agree with ThatDude () about field medicine. What about, instead of being able to heal them, you give them a Cure spell cast at a certain level? Since Greater Restoration is a 5th level cleric spell, what if they options were "Greater Restoration, HP as if a 5th level Cure spell, or revivify plus 2d8 Hit points (i.e. about a 2nd level cure spell)"? That makes everything about the equivalent of a 5th level slot (with Revivfy being a 3rd plus a 2nd level slot), and keeps all the options equal.

    As for styles, where your weapon expertise bonuses overlap with fighting style bonuses and feats, consider if there's a synergistic bonus. Does Chopping Expertise overlap with Great Weapon style? What if having both meant you rerolled 1s, 2s, and 3s?
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  4. - Top - End - #4
    Titan in the Playground
     
    Daemon

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    Default Re: Weapon-master: A fighter archetype

    @Mark Hall--I can change the names if that flows better. Naming things is hard . I had intended for you to spread this out, so you pick a fighting style and then branch out to give versatility or extend the benefits of the fighting styles to more weapons (chopping includes the 1H axes, so you can have both the fighting style's benefits and also pick up Dueling), but I'll consider it.

    General note: I think I'm going to include a rule under the Weapon Group heading that does not allow effects to stack with themselves. So you can only only use the Bow Superior Mastery feature once on a single target. I want most of these to not have use restrictions, but will add those if needed as a last resort. I'll drop staggered to just the move or attack restriction, removing the "only attack once" restriction.

    Replies in blue to avoid chopping the quote a billion times
    Quote Originally Posted by thisdude901 View Post

    Centering Kata
    Spoiler
    Show
    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 Charisma 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.


    Rerolling is fine. Why is it equal to your charisma mod? Shouldn't it be Intelligence representing how you've studied to master your weapons? I would also recommend having it reset on just long rest so you don't have tons of these.

    You're right. INT mod works better. I said SR recharge in part because I was thinking that INT (or CHA) is a tertiary stat and so unlikely to be above +2. 2/day is weak, 2/SR seems about right. But if they pump INT...I'll think about it.

    Field Medicine
    Spoiler
    Show
    Starting at 15th level, the harsh training you’ve 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 hit points to them. You restore hit points equal to half the greater of yours or their maximum hit points.
    • 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.


    Probably a bit to strong, mainly the second ability, Probably should just set them to 1hp like undying monk and phoenix sorcerer.

    Agreed.

    [SPOILER=Weapon Families]
    Chopping Weapons
    Spoiler
    Show
    Battleaxe, greataxe, halberd, handaxe, and war pick
    Mastery: You can reroll any 1s or 2s on a damage roll but must take the second result.
    Superior Mastery: 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.
    Expertise: When you hit with an attack on your turn, a second enemy within your reach also takes damage equal to your Strength modifier.

    This is fine but maybe find something new for first feature? With this already being a fighting style it kind of takes the neatness out of it

    Only the greataxe and halberd qualify for GWF, so it does extend the benefit of the style and let you pick a different one (so dueling + battleaxe + GWF benefit). I had trouble picking a good one for this.

    Bow
    Spoiler
    Show
    Longbow, shortbow
    Mastery: You no longer suffer disadvantage when making ranged attacks when enemies are within 5 feet of you.
    Superior Mastery: 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.
    Expertise: You can use your action to shoot a hail of arrows, affecting all targets you choose within a 90-foot cone. 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.

    First is fine. Superior Mastery should only last one round and shouldn't be spamable. Expertise definitely should have a limit on how many you can fire, lets say you got a magic bow that can reload itself or you got tons of arrows, shooting in a 90ft cone would allow you to hit 30+ enemies on a square grid (dealing 30d8 damage). So maybe shrink the area or make a limit on how many arrows you can shoot in this way.

    I think I'll change the Expertise to hit targets within a 10 (15?) foot circle.

    Crossbow
    Spoiler
    Show
    Hand crossbow, light crossbow, heavy crossbow
    Mastery: 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.
    Superior Mastery: 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.
    Expertise: 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. If they attack while staggered, they can only make a single attack.

    First two are fine, expertise is definitely to strong, able to hit 36 targets at most dealing 6d10 to each of them (216d10 damage)+staggering. I would recommend lowering damage and range and putting a limit use.

    IIRC, I pulled the numbers from the 9th-level spell damage chart. These are competing with a spell like meteor swarm, so I'm OK with a big effect. By comparison, meteor swarm deals 40d6 (140) damage across 3 40'-radius spheres within 1 mile. And an evoker can drop that right on the party without hurting any of them.

    Crushing
    Spoiler
    Show

    Club, flail, greatclub, light hammer, mace, maul, morningstar, warhammer, quarterstaff
    Mastery: Once per turn when you hit a creature, its speed is reduced by 10 feet until the end of your next turn.
    Superior Mastery: When you miss with an attack using a crushing weapon, you deal bludgeoning damage equal to your Strength modifier to the target.
    Expertise: 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. If they attack while staggered, they can only make a single attack.


    For mastery make it so it can't stack on other effects (including own) we don't want a whole party sticking people in the mud. SM is fine. Expertise is to strong, with most creatures needing to attack 2-4 times to get damage out on the party this really limits them.

    Cutting Blade
    Spoiler
    Show

    Glaive, greatsword, longsword, scimitar
    Mastery: 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.
    Superior Mastery: 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).
    Expertise: Once per turn when you hit a creature, you attempt to cripple them by striking at a limb or other sensitive area. The damage dealt increases by 1 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.


    First two seem fine enough. Last one is a bit iffy. Making the opponents miss half of their attacks is pretty strong.

    What if I make it a separate action (so no Extra Attack)? You get 2 dice of damage + effect, but give up 2 other attacks.

    Polearm
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    Glaive, halberd, lance, pike, trident, spear
    Mastery: When an enemy enters your reach, you can use your reaction to make an attack against them. If you do, you have advantage on this attack but that enemy has advantage on its next attack against you until the end of its next turn.
    Superior Mastery: 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.
    Expertise: Once per turn when you hit a creature, you attempt to impale them. The damage dealt increases by 1 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 target’s speed is reduced to 0 until the end of their next turn and all attacks against them have advantage.

    Mastery first bit is fine but why are they getting advantage on you? Get rid the the normal size restriction stuff, you should not be shoving the tarrasque. Expertise is cool but probably shouldn't work on creatures bigger then you, like storm giants.

    I'm all for people doing amazing things, including shoving the tarrasque around. Heck a warlock can do it from level 2 with no check, and by level 17 can do it 4x/round! I'll pull the enemy advantage.

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    Dagger, rapier, shortsword, sickle
    Mastery: 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.
    Superior Mastery: 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.
    Expertise: 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. On a success, the target may only attack once on their next turn, no matter how many times they would normally be able to attack.


    First two are fine. Expertise basically makes the target useless. Even if they succeed they are 1/3 their strength.

    I'll pull the "on success" line.

    Throwing
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    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 ignore the loading property of slings.
    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: You can attack twice for each weapon attack with a thrown weapon you would normally have. The second attack does not add your ability modifier to the damage dealt.


    Mastery, so you can draw two darts with one action? or is it that you can draw 30 and throw them all at once? Superior mastery is fine. Expertise is to strong, is it really just doubling your damage?

    Mastery should just avoid the action-economy problems so that if you have 4 attacks you can throw with all of them. QoL improvement. I do need to change that second sentence, since slings don't have the loading property. The new version will let you load a sling with a shield in the other hand. I'll change expertise to only granting 2 extra attacks, so a full set of javelin attacks would look like 6d8+4*MOD (a total of 27+4*MOD, compared to a greatsword at 28 (8d6)+4xMOD). I forgot I gave them the dice size boost at the previous step.
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    Default Re: Weapon-master: A fighter archetype

    Staggered isn't a condition in 5e - what condition do you think your crossbow ability should inflict in its stead?
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    Default Re: Weapon-master: A fighter archetype

    Quote Originally Posted by Composer99 View Post
    Staggered isn't a condition in 5e - what condition do you think your crossbow ability should inflict in its stead?
    I'm adding it as a condition, as it describes in the ability. It's one I miss from 4e (and I pretty much took it exactly from there).
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    Default Re: Weapon-master: A fighter archetype

    Quote Originally Posted by PhoenixPhyre View Post
    @Mark Hall--I can change the names if that flows better. Naming things is hard . I had intended for you to spread this out, so you pick a fighting style and then branch out to give versatility or extend the benefits of the fighting styles to more weapons (chopping includes the 1H axes, so you can have both the fighting style's benefits and also pick up Dueling), but I'll consider it.
    If the 3.0 design process taught us anything, it's that intentions don't matter, it's the mechanics on the page. 3.0 was designed with the idea that it would be played much like 2e was, but the mechanics allowed for far different playstyles. The "5 minute workday" possible in 3e would never have been considered in 2e, due to a variety of restrictions that were eased.

    (A favorite example of game design and PEACHing for me comes from Knights of the Dinner Table. Weird Pete is designing a wargame about cannibal fairies, and he invites three people to help him playtest: Gordo, who knows fairies, Bitter Stevil, who will give him an unvarnished opinion, and Brian, who will try to break the game)
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    Titan in the Playground
     
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    Default Re: Weapon-master: A fighter archetype

    Quote Originally Posted by Mark Hall View Post
    If the 3.0 design process taught us anything, it's that intentions don't matter, it's the mechanics on the page. 3.0 was designed with the idea that it would be played much like 2e was, but the mechanics allowed for far different playstyles. The "5 minute workday" possible in 3e would never have been considered in 2e, due to a variety of restrictions that were eased.

    (A favorite example of game design and PEACHing for me comes from Knights of the Dinner Table. Weird Pete is designing a wargame about cannibal fairies, and he invites three people to help him playtest: Gordo, who knows fairies, Bitter Stevil, who will give him an unvarnished opinion, and Brian, who will try to break the game)
    Then, spitballing replacement for chopping weapons' Expertise feature (options, not all of them)--

    I see the image of an axe-wielder as using wild swings and being hard to block. I know that's not necessarily true, but...

    1) Crit on a 19-20? That feels like too much, since that's an entire level 3 feature.
    2) Attack at disadvantage to deal an extra die of damage?
    3) Move the Mastery feature down to Expertise, except make it so when you miss, the target takes STR mod damage anyway?
    4) Something else?
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    Librarian in the Playground Moderator
     
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    Default Re: Weapon-master: A fighter archetype

    Quote Originally Posted by PhoenixPhyre View Post
    Then, spitballing replacement for chopping weapons' Expertise feature (options, not all of them)--

    I see the image of an axe-wielder as using wild swings and being hard to block. I know that's not necessarily true, but...

    1) Crit on a 19-20? That feels like too much, since that's an entire level 3 feature.
    2) Attack at disadvantage to deal an extra die of damage?
    3) Move the Mastery feature down to Expertise, except make it so when you miss, the target takes STR mod damage anyway?
    4) Something else?
    How about:

    Expertise: 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.
    Specialization: When you hit with an attack on your turn, a second enemy within your reach also takes damage equal to your Strength modifier.
    Mastery: When you score a critical or maximum damage on an attack, you may choose to make the opponent either Stunned or Prone for 1 round.

    So, an Expert can hit really hard. A specialist can hit so hard your cousin feels it. A mastery can hit you hard enough to knock you down or rattle you a bit.
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    Default Re: Weapon-master: A fighter archetype

    Quote Originally Posted by Mark Hall View Post
    How about:
    Mastery: When you score a critical or maximum damage on an attack, you may choose to make the opponent either Stunned or Prone for 1 round.
    Definitely not common enough to be balanced with the rest of the weapon expertises. I'd suggest increasing odds or stun duration.
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