Weapons Fanatic (5e Subclass)
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Fighters that prefer having a large arsenal and using it too.
After you make a weapon attack, you may stow up to one weapon and then draw up to one different weapon as part of the same attack. Cannot be used for Improvised weapons.
Whenever you use this feature, you receive a penalty to your next weapon attack roll, as shown in the Quick-Draw Penalty table. Any penalties expire at the end of your turn.
|Weapon Property||Attack Roll Penalty|
|Heavy or Two-Handed||1d6|
The first time your weapons successfully hit, they gain a bonus to the damage roll based on your Fighter level and the weapon itself, as shown in the Combat Zeal Bonus table. Improvised weapons are treated as having the light property. A weapon regains the bonus if it is unused for one whole turn.
At 10th level, the bonus damage becomes magical for the purpose of overcoming resistance and immunity.
Combat Zeal Bonus
|Heavy or Two-Handed||1d6||1d8||1d10|
At 7th level, weapons weigh half as much when determining carrying weight.
Starting at 15th level, you gain one of the following features of your choice.
- If you would miss a weapon attack due to a Quick-Draw penalty, the attack deals non-magical damage equal to your Strength or Dexterity modifier (minimum of 0) + the penalty's value instead. The attack still counts as a miss.
- If you would roll a 1 or 2 on a Combat Zeal bonus die, you may re-roll the die, but you must take the new result
Starting at 18th level, if you attacked with at least three weapons during your turn, you can perform one of the following:
- You can use your bonus action to make one weapon attack.
- If you were to use your bonus action to make a weapon attack using a feature besides this one (e.g. two weapon fighting, polearm master, etc.), you can instead use your bonus action to make two unrestricted weapon attacks.