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Weapons Master ⚔

W
eapons Masters are elite warriors who have
learned to master all forms of weaponry. Their
versatility makes them a threat in any
circumstance. They can summon weapons to
their hand in the blink of an eye, use them to
devastating effect, and even learn to command
their weapons with their mind. The endless
barrage of attacks from a Weapons Master can make even the
most seasoned warrior think twice before challenging one.
Weapons Master Features
Fighter Melee Ranged
Level Feature Die Die
3rd Endless Arsenal, Combo 1d8 1d6 Adding to your Arsenal
Attacks
You can bind a number of physical weapons to
7th Forceful Weapons 1d10 1d6 your arsenal equal to your proficiency bonus by
performing an hour long ritual with the weapon as
10th Dissemination 1d12 1d8
part of a short or long rest. These weapons can
15th All-Out Assault, Armory 2d6 1d8 then be summoned in the same way as an arsenal
weapon, but they use their original damage dice.
18th Ultimate Arsenal 2d6 1d10
Sentient weapons must agree to be bound and
can choose to unbind themselves at any point.
Endless Arsenal You can remove a weapon from your arsenal
with a simple one-minute ritual. If you try to add a
3rd level Weapons Master feature weapon to your arsenal that would exceed your
You forge a connection to an extraplanar space known as the proficiency bonus, the ritual fails. All the weapons
stored in this way appear at your feet if you die.
Endless Arsenal. As a bonus action, or as part of making an
attack, you can summon an arsenal weapon to your empty
hand. You can choose the form of the arsenal weapon each
time you summon one. If you summon a ranged weapon you Forceful Weapons
can also create ammunition for it.
An arsenal weapon automatically disappears when you are 7th level Weapons Master feature
incapacitated or when it leaves your hand. Thrown weapons Your arsenal weapons are considered magical for the
and ammunition used in a ranged attack do not disappear purposes of overcoming resistance and immunity to non-
until the attack roll is resolved. magical attacks and damage. They deal your choice of force
Arsenal weapons are made of extraplanar energy. The die damage or the damage type appropriate to the weapon.
you roll for damage depends on your level and if the attack is
melee or ranged, as shown in the Weapons Master table. Dissemination
Arsenal weapons can only have the following special
properties, depending on the physical weapons they imitate: 10th level Weapons Master feature
ammunition, heavy, light, range, reach, thrown, two-handed.
You can share the properties of magical weapons within your
Combo Attacks arsenal. When you bind a magic weapon to your arsenal, you
can give its properties to any arsenal weapon you summon. If
3rd level Weapons Master feature you have bound multiple magic weapons, you can change
You can use your arsenal to end your attacks with a flourish. which weapon's magical properties are shared with a 10-
After you take the Attack action on your turn and the attack minute ritual, which you can do as part of a short or long rest.
succeeds, you can use a bonus action to summon a weapon A weapon must be an appropriate type for the properties
that strikes and harries your target. added; for example, a melee property cannot be applied to a
Choose one creature you hit this turn; it takes 1d6 of your ranged weapon. You cannot add magical properties to a
choice of acid, cold, fire, lightning, or thunder damage and the magic weapon you've bound to the arsenal. If a magical
next attack against it before the end of your next turn is made property has a certain number of charges, each use counts
with advantage. against this number, even if using different arsenal weapons.
If you have the Extra Attack feature, you can add 1d6 For example, if you bind a +1 longsword to your arsenal,
damage for each successful attack beyond the first. You only you can summon a +1 battleaxe, a +1 mace, or a +1 longbow
select a damage type once per use of this feature. as your arsenal weapon. If you also bind a moon-touched
You can use this ability a number of times equal to your dagger to your arsenal, you can use the ritual to allow you to
proficiency bonus and you regain all expended uses after a summon a moon-touched mace or bow, but you could not
short or long rest. summon a +1 moon-touched dagger.

1
All-Out Assault Ultimate Arsenal
15th level Weapons Master feature 18th level Weapons Master feature
You learn how to cast steel wind strike and conjure volley Your arsenal is now a perfect extension of your mind, body,
without using a spell slot or material components. and spirit. You can now initiate your armory ability as part of
You can cast each spell once, and you regain any expended an attack action; it still takes a bonus action to change
uses when you finish a long rest. formations.
Additionally, you can bring out the full force of your arsenal
Armory in an instant, filling the space around you with dozens of
15th level Weapons Master feature weapons. As an action, choose any number of creatures
within 60 feet of you. Each creature must make a Dexterity
You learn to summon more of your arsenal weapons at once. saving throw, taking 10d6 force damage, or half as much on a
As a bonus action, you can summon 5 arsenal weapons that successful save. These weapons don't benefit from the
hover in your space and move with you. These weapons don't Dissemination feature and disappear at the end of your turn.
benefit from the Dissemination feature. When summoned Once you use this feature, you can't use it again until you
these weapons can be placed in one of three formations: finish a long rest.
Assault. Your arsenal weapons deal an additional 1d6
damage when you make a weapon attack.
Ambush. You can make one attack each round with Version 1.3: May 26, 2021
advantage.
Guard. The first attack against you each turn is made with Created by u/morethanwordscansay with The Homebrewery.
disadvantage.
Special Thanks
Once summoned, your armory lasts for 1 minute. You can
change the formation each round as a bonus action. This subclass was inspired by and adapted from:
You can use this ability twice, and you regain any expended The Sword Saint, u/CamBam65
uses when you finish a short or a long rest. Disciple (Journey of the Collector), u/InfKore
Arsenal, u/Juractive

Spellcasting Modifier Image Sources


You use your Strength modifier when setting the "Yukine and The Flying Sword," RaitVisualWorks at
saving throw DC for a spell you cast or a feature DeviantArt
you use and when making a spell attack roll. Granblue Fantasy Versus, Cygames
Save DC = 8 + your proficiency bonus +
your Strength modifier

Spell attack modifier = your proficiency bonus +


your Strength modifier

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