Weapon Master (3.5e Prestige Class)

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Weapon Master[edit]

My sword is my oldest friend, the one that will never stab me in the back
—Grunyar Hammergun, Dwarf Fighter, Weapon Master, The life and Times of Grunyar Hammergun

<-fluff about this prestige class->

Becoming a Weapon Master[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Base Attack Bonus: +6.
Skills: Craft Weapon 6 ranks.
Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (chosen weapon).
Special: Weapon of masterwork quality.

Table: The <-Weapon Master->

Hit Die: d<-d10->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Weapons bond, Masters Damage
2nd +2 +3 +0 +3 Bonus Feat
3rd +3 +3 +1 +3 Armor Mastery Medium
4th +4 +4 +1 +4 Masters Defense +1 AC
5th +5 +4 +1 +4 Increased Multiplier
6th +6 +5 +2 +5 Bonus Feat
7th +7 +5 +2 +5 Masters Critical
8th +8 +6 +2 +6 Masters Defense +2 AC
9th +9 +6 +3 +6
10th +10 +7 +3 +7 Masters Confirm, Bonus Feat

Class Skills (4 + Int modifier per level)
Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Swim(Str), Tumble(Dex).

Class Features[edit]

All of the following are class features of the Weapon Master.

Note: Weapon Master levels count as fighter levels for purposes of feat requirements

Masters Damage: Starting at first level you may chose, after scoring a hit but before confirming a critical, to do full damage instead of rolling to determine damage once in a round, once per day per class level.

Weapon Bond: At first level the Weapon Master chooses a type of weapon i.e. longsword, then bonds with a masterwork version of the weapon. This bond is what allows the Weapon Master to use their abilities with the weapon. A Weapon Master may transfer the bond to another masterwork weapon of the same type but only after training for five eight hour days with the new weapon.

Bonus Feat: At second, sixth, and tenth level you gain a bonus feat from the fighter feat list.

Armor Mastery Medium: At third level you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor and reduces the armor check penalty by two. If this feature is granted by another class it increases to heavy armor and if heavy is granted this feature reduces the armor check penalty by an additional two.

Masters Defense: At fourth level when using your bonded weapon you gain a dodge bonus of plus one to your AC and improves to two at eighth level.

Increased Multiplier: At fifth level your bonded weapon's critical multiplier increases by one.

Masters Critical: Acts as the Improved Critical feat or if you already have it, adds +2 to you bonded weapon's threat range.

Masters Confirm: At tenth level you can chose to automatically confirm a critical hit twice per day per class level. This ability can be used on the same attack as Masters Damage.

Campaign Information[edit]

Playing a Weapon Master[edit]

Combat: Weapon Masters retain the role of their base class

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Weapon Masters in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Weapon Masters in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

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