Weapon Master (5e Subclass)
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Fighters are skilled warriors who excel in martial combat. Weapon Masters focus on the mastery of weapons and their skill with them.
- Weapon Expert
At 3rd level, you have gained a higher level of expertise over your weapons. Your attacks now score a critical hit on a 19-20.
- Improved Weapon Expert
At 7th level, you have gained a higher level of expertise over more complicated weapons. You add your proficiency bonus to damage rolls made with simple or martial weapons.
- Weapon Arts
At 7th level, your practice of weapon arts gives you mastery of your combat style:
- You double your proficiency bonus to weapon attack rolls, signifying the mastery you have with your weapons.
- When you use the Attack action, you may make an additional attack as a bonus action
- Weapon Mastery
At 10th level, your skill allows you to use weapons more efficiently. You gain the following benefits based on the properties of a weapon:
- Ammunition: You no longer require ammunition for your weapons that require ammunition and the damage that you deal with them is considered magical.
- Finesse: You can add half (rounded up) of the modifier of the ability score that you don't use to you attack and damage rolls. Ex. If you use Dexterity for attack and damage rolls, you add half of your Strength modifier.
- Heavy: You no longer have disadvantage on attack rolls with heavy weapons. Once per turn, when you make an attack with a heavy weapon, you can attempt to knock the target prone. The target must make an Athletics or Acrobatics check vs. the attack roll. On a fail, the target is knock prone.
- Light: When Two-Weapon Fighting, you can add your ability modifier to the damage rolls of the bonus attack and you can make two attacks as a bonus action, instead of one.
- Loading: When you use the attack action with a loading weapon, you can make one additional attack, instead of what would normally be permitted normally and with class features. (ie. it stacks on top of class features such as extra attacks, and action surge as examples.)
- Range: You gain the ability to nock two arrows or bolts at once as a single attack, if your weapon is a repeating type crossbow this bonus applies as well. These two arrows or bolts are considered a single attack and the damage is rolled together. Proficiency bonus, ability modifiers and any other damage is applied for each arrow separately. In addition, your maximum range increases by 10 feet.
- Special: You no longer have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance no longer requires two hands to wield when you aren’t mounted. The DC and AC of the net increases to 20.
- Thrown: You no longer have disadvantage on attack rolls beyond the normal range. In addition, your maximum range increases by 10 feet.
- Two-Handed: You deal an additional 1d4 damage with two-handed weapons. Furthermore Two-Handed weapons can now be wielded as if they were light weapons for purposes of duel wielding or in case of crossbows ( of any type, repeating or otherwise) can now be used one in each hand as if were a hand crossbow.
- Versatile: Both the normal damage die and the versatile damage die increase by one size. 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12 becomes 2d6, 2d6 becomes 2d8.
- Hard Hitter
At 10th level, you have learn how to target a creature's weaknesses and exploit them. Your weapon attacks score a critical hit on a roll of 18 or 20. In addition, your weapon attacks deal an additional 1d6 damage.
- Expert Smith
At 15th level, you have gained a higher level of expertise with smithing. You add double your proficiency bonus to checks made with Smith's Tools.
- Legendary Martial Artist
At 18th level, you have become a more powerful martial artist. Your martial arts damage die increases to 1d8.
- Harder Hitter
At 18th level, you have achieved the highest proficiency with weapons. Your weapon attacks score a critical hit on a roll of 17 or 20.