Talk:Weapon Master (5e Class)

From D&D Wiki

Jump to: navigation, search

Favoured weapon says "Choose a weapon type." and then "That weapon becomes a +1 weapon."

Does that mean that weapon type becomes a "+1 weapon"? Or one physical weapon of that type?

Does "+1 weapon" mean the magic weapon from the DMG? What if I'm already using a magic weapon?

Know your Enemy says "you can spend 12 seconds..." and "in or outside of combat". Perhaps this can be rewritten to work with the rules. Also, it's already fairly obvious if a creature is hostile or not. Marasmusine (talk) 05:17, 13 May 2016 (MDT)

Personally, I feel a few of the abilities seem rather lack luster. And the lack of a real capstone at level 20 just seems unfortunate.Grimeagle4 (talk) 23:33, 26 July 2016 (MDT)

Hello. First question. gains +1 to the weapon. This means that the weapon becomes a +1 weapon similar to a magical weapon +1. But the difference is that this is a Misc bonus, not a Magical bonus. EG you dont overcome magic immunity with it for example. As of having a +1 magic weapon ver of the weapon you can choose to use either +1. Question two about "Know your enemy," its written how the creators of DnD write it. There is nothing there that needs to be reworded ^^ Just take a quick skim through the players handbook Fighters section.

And for "obvious if a creature is hostile or not." I am rather surprised you would say that. You have never come across a creature, lets just say a group of hill giants and thought, "should we just slaughter them cause we donno if they are dangerous or should we approach them and see if they may be friendly." Really basic example but I hope you get the idea. Raiden (talk) 05:30, 6 August 2016 (MDT)

Right, that weapon bonus needs explaining fully on the page. It doesn't become "a +1 weapon", nothing happens with the weapon. You get a +1 bonus to attack rolls and damage rolls with that weapon.
For Know your Enemy, the issue is with "12 seconds". 5e doesn't measure durations in seconds. In combat, things either happen on your turn, or duration of 1 round, or an indefinite duration which is checked each turn to see if it ends. There's never (as far as I can tell) any "round-counting". Outside of combat, things are measured as 1 minute, 10 minutes, 1 hours, etc. These are narrative durations. 1 minute is also shorthand for "about the length of a combat".
There's more.
  • Unbeatable precision. At 12th level, lopping off limbs on a 20 is a big deal, the DM needs to adjudicate what happens, which might be okay, but please compare with the limitations of, say, a vorpal sword. Should you be able to sever the limbs of a legendary creature, or one that's immune to slashing damage? What if I'm not using a "lopping" weapon, like a whip or a rapier?
  • At 5th level I get extra attack, which is standard for a frontline fighter. But I also get another combat style and I get the defensive bonus.
  • I'm also gaining features at 6th and 12th features in addition to an ability score improvement. You've tried to pack in too many features... decide what to drop.
  • Flawless Stance specifies once per turn, but uses your reaction, which you only get once per turn anyway. It's also triggered on an attack, but then mentions "attacks" (plural). Does the counter attack also work against spell attacks and ranged attacks?
  • 5e tries to avoid runaway stacking bonuses, there are only a few examples of numeric bonuses to attack and damage rolls. There's attack and damage from magic weapons, and attack or damage from a fighting style. I'm afraid that the favoured weapon tips this too far. At 13th level I've got +3 to attack and damage from favoured weapon, I might have +2 to attack and damage from a magic weapon, and a +2 to attack or damage from fighting style. Marasmusine (talk) 02:34, 20 December 2016 (MST)

Relooking at the Weapon Master class[edit]

This class feels like a best of all worlds damage class with all the different options to add damage to your attacks and basically every feature being powerful in some way, and there are still being problems with the class. The problems in the class are:

  • Weapon proficiencies. Exotic weapons is not a term in 5e should be removed
  • Starting equipment. Change breastplate to scale mail or chain shirt, breastplate armor is way too expensive for starting armor
  • Multiclassing. You get way too many proficiencies. Change to medium armor, 1 martial weapon, and either simple weapons or shields

The class has some very broken features and is extremely powerful and general, I will list all the powerful features here with notes on which ones need massive nerfing:

  • Favored Weapon. The feature itself is very powerful, giving +1 to attack and damage rolls, an extra damage die at LEVEL 6, and at level 13 getting advantage on attacks. The extra damage die and advantage need to be nerfed or removed.
  • Adrenaline. So your saying I can get unlimited double my level in temporary health when I skirt in and out of combat? Should be changed to you gain temporary hit points equal to your Weapon Master level a number of times equal to your Constitution modifier(minimum 1) and regain uses of this feature after you finish a long rest.
  • Action Surge. Icing on the cake for adding another powerful feature to the class, no problems with this feature, but it is again a powerful feature
  • Unbeatable Precision. Adding more critical hits to a very powerful class is not a good idea with how powerful currently this class is
  • Combat Style. I can get a fighting style and bonus to AC! Change to just bonus fighting style.
  • Extra Attack. 4 attacks is not ok for this class. 4th attack should be removed and third attack moved to a much later level at the very least.
  • Flawless Stance. Basically makes you unbeatable in single combat. Limit the number of times you can use it equal to your Dexterity modifier.
  • Advanced Combat. It is again another powerful feature. Replace with third attack
  • Limitless Endurance. What? This is beyond broken, remove the 10ft bonus move speed.
  • Whirlwind Attack. Change to you may now make a spinning attack on all attackers within five feet of a total you a number of times equal to your Dexterity modifier(minimum 1). You have to roll a separate attack roll for each of the enemies, and regain all uses of this feature at the end of a long rest.
  • Survivor. Change to using hit dice instead.
  • Natural Leader. Pretty strong, especially if your companion uses a feature or spell that gives them bonus damage on striking.
  • Parry. Very strong feature for tanking. Not outright broken.
  • Multiattack Defence. Change to defense, combined with Parry, makes Tactic Mastery unbelievably broken. Should be replaced.
  • Stand Against The Tide. This feature should not exist, you should not be able to use your reaction in this way and should be replaced
  • Know Your Enemy. Do not round count, like the idea of this feature, just needs a bit of work, maybe use your action and bonus action to do this in a single round?
  • Wind Walker. Should remove move speed on this feature
  • Mobility. Get rid of you do not provoke attacks of opportunity.
  • Evasion 2. Second evasion, really? Should be removed and replaced with attacks of opportunity have disadvantage on you.

The previous class was massively overpowered, and I attempted to balance it, if you have no reasons to change the class don't make the class massively overpowered again and please discuss changes in the talk page.--Blobby383b (talk) 07:50, 14 July 2017 (MDT)

Level 12 Feature for Evasive Mastery Archetype... is a mistake?[edit]

Martial Archetype feature states:

At 3rd level, you choose the path that you walk as a Weapon master. Choose Combat Mastery, Tactic Mastery, or Evasive Mastery all detailed at the end of the class description. The pathway you choose grant you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Notice that there's no features for level 12.

But Evasive Mastery has Mobility feature at level 12:

Beginning at 12th level, your movement speed is increased by 5 feet. You may also take the dodge action as a bonus action. You regain use of this feature after you finish a short or long rest. Which contradicts description of Martial Archetype.

I checked and last time that part was edited it was May 14 2017, when in a series of edits by 2606:6000:500b:5800:7cce:40db:d7c8:d8b2 was removed second Evasion feature (for level 15) which is later replaced with Mobility for level 12. Since then this feature wasn't in any way changed.

So my question is, "Is this a mistake? Or does Evasive Mastery should have unique feature?" -- Nick_Vendel: 12:22, 30 January 2019 (MST)

Home of user-generated,
homebrew pages!