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Weapon Master

Weapon Effects
A Martial Archetype
Once per round, you may lunge up to 10 feet
Weapon Masters choose to use each weapon's capability to at a creature with your weapons, dealing
its fullest. They train to fluently switch between multiple Battleaxe damage with both your weapons. This round
weapons in a matter of seconds, while also applying various you can't deal damage with your bonus
uses that other combatants wouldn't think of. action.
Favourite Weapons Once per round, you may attempt to pin a
Crossbow, creature with your crossbow. After a hit, the
At 3rd level, you learn how to use a weapon as an extension of any martial creature has their movement reduced to 0
your own body, unlocking abilities unknown to others. until the end of their next turn.
Choose 3 weapons that you specialise in from the table
below, you gain the appropriate bonuses when wielding a As a bonus action, you may attempt to
given weapon. Flail
disarm a creature with your flail. The creature
must make a Strength Saving Throw against
Weapon Effects your Mastery Save DC, losing grip of their
weapon on a fail.
Battleaxe Your weapon gains Light property.
As a bonus action, you may attempt to knock
Crossbow, a creature prone with your glaive. The
Your weapon loses the Loading property.
any martial Glaive creature must make a Dexterity Saving Throw
Flail You ignore AC given by shields. against your Mastery Save DC, being knocked
prone on a fail.
Glaive Your weapon gains the Finesse property.
As a bonus action, you may establish a Kill
You may choose to deal piercing damage Zone. You gain an additional reaction for this
Halberd
instead. Longbow round that can be used only as an
You may use your Strength Modifier for rolls opportunity attack, and you may perform
Longbow ranged opportunity attacks.
with this weapon instead.
You gain 1 AC when you wield this weapon Once per round, you may perform a cleaving
Longsword attack. Your damage dice degrades a level for
with both hands. Longsword
this attack. You strike all creatures 5 feet
After hitting a creature, they lose 1 AC, up to beside and in front of you.
2 AC. The effect persists until they doff their
Maul Once per round, you may perform a
armour, or restore their hit points in any way
if they don't wear armour. devastating attack. Your damage dice
Maul degrades two levels for this attack. You strike
you gain +2 to damage rolls against a creature and crush their defence, reducing
Morningstar
armoured targets. their AC by 4 until your next turn.
Rapier You may use a dagger in your off-hand. Once per round, you may aim to knock an
armoured creature out. After you successfully
Your weapon gains the Finesse property, and
Trident land a hit, the creature is forced to make a
its throwing range increases to 40/90 ft. Morningstar
Constitution saving throw against your
Whip weapon's damage dice upgrades a level. Mastery Save DC, being stunned until the end
of their next turn on a fail.
Quick Hands As a reaction, when you are about to get hit
with a melee attack, you may add your
Also at 3rd level, as a free action, you may switch the weapon Rapier
dagger's damage roll to your AC, possibly
or weapons that you are holding with another weapon or turning a hit into a miss.
weapons in your possession (applies also to shields).
Additionally, you gain proficiency in Sleight of Hand. Once per round, you may attempt to stab a
creature in their foot or other limb they use
Trident
Mastery for movement, if you hit, they are knocked
prone.
At 7th level, your specialisation unlocks hidden abilities with
your chosen weapons. You gain the appropriate benefits from As a bonus action, you may attempt to
the table below when wielding a given weapon. You gain a induce fear in a creature after hitting them.
certain amount of Stamina Points, and each ability from the Whip
The creature must make a Wisdom Saving
table below consumes 1 Stamina Point upon use. You regain Throw against your Mastery DC, becoming
Frightened of you until your next turn on a
all your Stamina Points after completing a Long Rest. fail.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mastery Save DC = 8 + your Proficiency Bonus + your
Strength Modifier or Dexterity Modifier (if the weapon
used has Finesse property)
Stamina Points = your Proficiency Bonus + your
Constitution Modifier (minimum of 1).
Adaptability
The combat has taught you to expect the unexpected, being
always prepared for your enemy's next move.
At 10th level, after switching a favourite weapon with
another favourite weapon, you score critical hits on 19, and
20 for your next attack.
Physical Damage Specialist
At 15th level, you learn how to gain an advantage using every
weapon at your disposal. You gain the appropriate benefits
from the table below while using weapons with a given
damage type.
Damage
Type Effects
Wounds inflicted by you cause severe
bleeding. The hit creature takes 1d4 slashing
damage at the start of their turn for 4
rounds. They may try to end this effect
Slashing
prematurely at the end of their turn by
succeeding on a Constitution saving throw
against your Mastery Save DC. This doesn't
work on undead and constructs.
You deal double the damage to structures,
Bludgeoning and constructs hit by your attacks receive an
additional dice of your weapon's damage.
A creature hit by your attack has a -2 penalty
to their Constitution Saving Throws, scaling
Piercing
up to a maximum of -6 with each hit, and
lasting until the end of their next turn.

Arsenal of Weaponry
At 18th level, you may choose 2 additional weapons from the
table above to specialise in. Additionally, you gain +1 to attack
and damage rolls with the original 3 favourite weapons.

Weapon Master, a fighter subclass by _Neflin |1.2


picture 1, source: wargamer,
https://www.wargamer.com/dnd/fighter-5e-guide

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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