Great Weapon Master (5e Subclass)

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Great Weapon Master[edit]

fighter archetype

Great weapon masters are warriors who specialize in heavy two-handed weapons. These fighters are usually extremely strong, and can wield these big weapons with unexpected skill and grace, being at the same time fast and brutal with such weapons.

Restriction. Strength 15 or higher, Great Weapon Master Fighting Style

The technique used by these fighters usually require a huge amount of physical strength strength to master. Also, a previous experience on fighting with great weapons is needed to build the necessary power choose this archetype.

Your DM can lift this restriction to better suit the campaign. This restriction exists for thematic purposes, and might not apply to your DM's setting.

Great Weapon Fighter

At 3rd level, you develop an astounding mastery over fighting with great weapons. You gain the following benefits when fighting with weapons that have the two-handed and heavy property:

  • You ignore the heavy property of weapons you are proficient with.
  • You can wield two-handed melee weapons in one hand. The damage die is reduced when you do so: 2d6 or 1d12 become 1d10 and 1d10 becomes 1d8.
  • When you deal damage with a weapon you wield in two hands, you can roll the damage die twice and choose the highest number between the two. If you have the great weapon fighting style, you re-roll 1 or 2's before making the choice.
Enhanced Strength

Starting at 7th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Cleave in Two

At 10th level, when you hit a creature with an attack from a melee weapon that has the two-handed property, you can use your reaction to attack a second target within 5 feet of it. The target must be within your reach.

You can use this reaction a number of times equal to your Strength modifier, and regain your uses after finishing a long rest.

Heavy Hitter

A 15th level, once per turn when you hit a creature with a weapon that has the heavy property, that creature must make a Strength saving throw or be Shoved.

  • Saving Throw DC = 8 + your Strength modifier + your proficiency bonus.

At 18th level, you attain the pinnacle of strength in battle. When you use your Action Surge, all your successful attacks are critical hits.

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