Weapon Master (5e Class)
From D&D Wiki
- 1 Weapon Master
- 1.1 Creating a Weapon Master
- 1.2 Class Features
- 1.3 Combat Mastery
- 1.4 Tactic Mastery
- 1.5 Evasive Mastery
- 1.6 Multiclassing
Creating a Weapon Master
|From Legends of Cryptids|
- Victory Day
A battle rages on the plains, the orcs slowly pushing the empire's soldiers back foot by foot. Suddenly a lone warrior rushes into the fray from the side, cutting a swath of death and gore into the orcish lines. The warrior, rallying the troops, leads them to victory.
- Unseen Victory
The Goliath and the Gnome are alone in the arena, ready for the final fight of the tournament. Everyone knows who the winner will be, but the fight starts anyway. The Goliath swings its club at the poor creature, only to find that he isn't there. The gnome rushes the Goliath's legs, and starts cutting with unimaginable speed, until the giant can no longer stand. Pressing his glaive to his opponent's neck, the judge calls the fight.
- Dance of Death
A lone woman waits in the forest for the bandits to pass, longbow drawn. Suddenly they appear, and she releases the arrow, and three more after that. Four bandits fall before they realize that they are being attacked, but the women is already on the road, swinging her scimitars all around, killing bandits all in range. Only the leader remains, who runs but two steps before finding a dagger in his heart.
- The Legend
The Weapon masters are warriors whose legendary status has been maintained throughout the years, and whose legendary exploits could fill enough books to satisfy even the greatest of libraries. The Weapon master is a skillful fighter who can use any weapon to its utmost level of perfection and treat it as if it were an extension of their body, enhancing their natural combat prowess beyond the limits of a normal soldier.
- Quick Build
You can make a Weapon master quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.
As a Weapon Master you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons and martial weapons
Tools: Smith's tools
Saving Throws: Strength and Dexterity or Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather
- (a) one simple weapon and a shield or (b) one martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- smith's tools
|2nd||+2||Keen Eye, Fighting Style|
|4th||+2||Ability Score Improvement|
|7th||+3||Martial Archetype Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Martial Archetype Feature|
|11th||+4||Favored Weapon Improvement|
|12th||+4||Ability Score Improvement|
|15th||+5||Martial Archetype Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Extra Attack Improvement|
|18th||+6||Martial Archetype Feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Favored Weapon Improvement|
|From Legends of Cryptids|
For a Weapon master, your weapons are what makes you who you are. Through your life you have adapted to fight with all kinds of weapons but have specific weapon as your signature weapons. You get +1 bonus to attack and damage rolls when you use your favored weapon. Choose one simple or martial weapon, another when you reach 11th level and you have advantage on attack with your favored weapon. When you reach 20th level, yours attack are criticis on 18-20 and deal triple damage rolls instead of double.
- Through your training with weapons, you adopt a particular style of fighting as your specialty at 2nd level. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- While you are wearing armor, you gain a +1 bonus to AC.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- You gain a +1 bonus to damage rolls rolls you make with ranged weapons.
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 2nd level, you gain advantage on Investigation checks related to weapons, armor, other related metal pieces.
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.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 17th level in this class.
Starting at 6th level, your strikes become so graceful, precise and swift, that you can easily target exposed vital organs of a creature before they have enough time to react. Your weapon attack score a critical hit on a roll of a 19 or 20.
At 9th level, you become extremely hard to fight due to your uncanny stance. When a creature you can see or hear attacks you, you can use your reaction to make attacks from that creature roll with disadvantage when attacking you. If the creature misses an attack against you, in the same reaction you can counter attack, making one attack against that creature. You can use this feature a number of times equal to your Dexterity modifier(minimum 1) and regain uses of this feature when you finish a long rest.
Beginning at 13th level, when you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your initiative, you gain temporary hit points equal to your weapon master level.
The Combat Mastery archetype specialises in combat techniques of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows in combat.
- Martial Prowess
- Combat Prowess
At 7th level, when you miss a weapon attack, you can choose to make it a hit instead. Once you use this feature you can’t use it again until you finish a long rest.
Starting at 10th level, your attacks become more than harmful to your foes. When you make a weapon attack with your favored weapon and roll the highest possible number on any of the dice on the damage roll, roll an additional die of the same type for each highest possible number. Do not roll additional dice again if the additional dice result in a highest possible roll.
- Whirlwind Attack
At 15th level, you may now make a spinning attack on all attackers within five feet of you as an action. You have to roll a separate attack roll for each of the enemies.
Beginning at 18th level, you attain the pinnacle of resilience on battle. As a bonus action, you can spend a hit dice to heal yourself equal to hit die + your Constitution modifier if you have no more than half of your hit points left. You can not use this feature if you have 0 hit points.
The Tactic Mastery archetype specialises in uncanny tactics to be able to lead anyone they fight alongside to victory. Those who model themselves on this archetype have exceptional skill in making strategies during battle and have unbreakable willpower.
- Natural Leader
Starting at 3rd level, when you make an attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack with advantage.
At 7th level, you can use your reaction in combat to parry an attack. Once per turn, you can choose to parry one melee weapon attack against you as long as you aren’t surprised or the creature attacking you doesn’t have advantage against you. The damage of the attack from that creature is reduced by half your current weapon master level rounded down + your Dexterity modifier.
- Multiattack Defence
From 15th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Know Your Enemy
Starting at 18th level, you can spend an action and a bonus action observing or interacting with another creature within 60ft of you. You can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regards to the following characteristics; Strength score, Dexterity score, Constitution score, Armor class, current hit points, and total class level or CR.
The Evasive Mastery archetype specializes in agile movements to maneuver around the battle field like the wind. Those who model themselves on this archetype are nimble and have excelling awareness of their surroundings.
- Wind Walker
- Land's Stride
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard.
From 10th level, when you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Hawk's Eye