Fighter
Base Class: Fighter

From personal vendettas to globe-spanning wars, armaments are just as important as training and tactics in determining the outcome of conflicts. While magic can shape a single weapon to mathematical perfection, true mastery can allow a warrior to turn any weapon into a masterwork.

Bonus Proficiencies

You gain proficiency in Smith’s tools. In addition, you are considered proficient in skill checks relating to the origin, function, and use of weapons, both magical and nonmagical, and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Refined Armaments

Over the course of a long rest, you can use your Smith’s Tools to maintain 2 weapons or armors, granting each item one of the following Refinements until your next long rest. You can maintain an additional one at 5th, 9th, 13th, and 17th level. When you make an attack against a creature using a Refined weapon, any other weapons you are holding gain the benefits of the same Refinement until the end of your turn.

Annoying. This weapon is padded with soft material, making obnoxious squeaking noises when used to attack. Attacks made with this weapon can be heard up to 60 feet away, and cannot deal lethal damage.

Ergonomic. This weapon’s grip comfortably rests in the user’s hands. The wielder has advantage on checks and saving throws against being disarmed.

Heavy Blade. This weapon is modified with additional bulk, giving it more power at the cost of mobility. Once per turn, if the wielder of this weapon hits a creature with an attack and has not yet moved, it can deal additional damage equal to its proficiency bonus. Afterwards, its speed is set to 0.

Lightweight. This armor is stripped to provide maximum mobility while maintaining the same level of protection. The wearer’s movement speed is increased by 5 feet.

Menacing. This item bristles with twisted spikes. While this weapon or armor is being wielded or worn, the user has advantage on Charisma (Intimidation) checks, as well as saving throws against being charmed or frightened.

Padded. This armor integrates strips of cloth to muffle any noise that it makes. If it would normally impose disadvantage on Dexterity (Stealth) checks, it does not; otherwise, it provides advantage on Dexterity (Stealth) checks.

Personalized. This weapon is made for a specific creature. When you modify a weapon in this way, choose a creature within 30 feet of yourself. The chosen creature is considered proficient with this weapon, regardless of what proficiencies it would normally have.

Scoped. This ranged weapon does not suffer disadvantage from attacking at long range.

Shackled. This weapon has a chain that can be used to return it after being thrown. After throwing this weapon, it returns to the user’s hand at the end of the turn.

Slippery. This armor’s surface is oiled, allowing quick getaways. Opportunity attacks have disadvantage against a creature wearing this armor.

Swift Blade. This weapon is angled to provide maximum power while moving. Once per turn, if the wielder of this weapon hits a creature with an attack after moving at least 10 feet in a straight line, it deals additional damage equal to its proficiency bonus.

Weatherproofed. This armor is specially modified to be suited for any sort of environment. A creature wearing this armor does not suffer any ill effects from harsh weather.

Annoying

This weapon is padded with soft material, making obnoxious squeaking noises when used to attack. Attacks made with this weapon can be heard up to 60 feet away, and cannot deal lethal damage.

Ergonomic

This weapon’s grip comfortably rests in the user’s hands. The wielder has advantage on checks and saving throws against being disarmed.

Heavy Blade

This weapon is modified with additional bulk, giving it more power at the cost of mobility. Once per turn, if the wielder of this weapon hits a creature with an attack and has not yet moved, it can deal additional damage equal to its proficiency bonus. Afterwards, its speed is set to 0.

Lightweight

This armor is stripped to provide maximum mobility while maintaining the same level of protection. The wearer’s movement speed is increased by 5 feet.

 

Menacing

This item bristles with twisted spikes. While this weapon or armor is being wielded or worn, the user has advantage on Charisma (Intimidation) checks.

Padded

This armor integrates strips of cloth to muffle any noise that it makes. If it would normally impose disadvantage on Dexterity (Stealth) checks, it does not; otherwise, it provides advantage on Dexterity (Stealth) checks.

Personalized

This weapon is made for a specific creature. When you modify a weapon in this way, choose a creature within 30 feet of yourself. The chosen creature is considered proficient with this weapon, regardless of what proficienies it would normally have.

Scoped

This weapon does not suffer disadvantage from making a ranged attack at long range.

Shackled

This weapon has a chain that can be used to return it after being thrown. After throwing this weapon, it returns to the user’s hand at the end of the turn.

Slippery

This armor’s surface is oiled, allowing quick getaways. Opportunity attacks have disadvantage against a creature wearing this armor.

Swift Blade

This weapon is angled to provide maximum power while moving. Once per turn, if the wielder of this weapon hits a creature with an attack after moving at least 10 feet in a straight line, it deals additional damage equal to its proficiency bonus.

Weatherproofed

This armor is specially modified to be suited for any sort of environment. A creature wearing this armor does not suffer any ill effects from harsh weather.

Study the Blade

While others were out adventuring, you were… also out adventuring. But that didn’t stop you from also studying the blade. Weapons and armors maintained via your Refined Armaments feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, as well as for the purpose of effects that would degrade nonmagical equipment.

In addition, nonmagical weapons maintained via your Refined Armaments feature gain a +1 bonus to attack and damage rolls, while nonmagical armors maintained via your Refined Armaments feature gain a +1 bonus to AC.

Diverse Style

To create and master all weapons, you cannot allow yourself to be restrained to only one. Directly before or after you make an attack with a weapon, you can change your Fighting Style until the start of your next turn.

In addition, the bonus to attack and damage rolls for nonmagical weapons maintained via your Refined Armaments feature incraeses to +2, and the bonus to AC for nonmagical armors maintained via your Refined Armaments feature increases to +2.

Masterwork

When you maintain a piece of equipment with your Refined Armaments feature, you can also give it one of the following Masterwork Refinements. You can only maintain one weapon with a Masterwork Refinement per long rest.

Crafty. This armor is designed to quickly detach and reattach, stifling attempts to keep it down. As an action, the wearer can end the Restrained and Grappled conditions on itself.

Dazzling. This armor flashes and flares with light, making it difficult to pin down. When the wearer is hit by an attack, it can use its reaction to move 5 feet in a direction of its choice. This movement doesn’t provoke opportunity attacks.

Fortified. This armor is designed for maximum durability. Bludgeoning, piercing, and slashing damage the wearer takes is reduced by 3.

Guardian. This armor is designed to defend those around it, not just the wearer. Friendly creatures within 10 feet other than the wearer gain a +2 bonus to their Armor Class.

Iron Wall. This armor provides a +5 bonus to the wearer’s AC if attacked by multiple creatures in one round.

Inexorable. This weapon’s attacks cannot be avoided, only mitigated. On a miss, the target takes damage equal to the wielder’s Strength or Dexterity modifier.

Inspired. This weapon is COOL AS HELL. Once on each of its turns, when the wielder scores a critical hit, it can take an additional Action, just because it’s that cool.

Nimble This weapon can be drawn in the blink of an eye. The wielder gains a +5 bonus to initiative while this weapon is on its person. In addition, on its first turn in combat, the wielder can take an additional Action, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Paragon. This weapon is designed to be superior to others of the same type. Attacks made with this weapon have advantage against a creature wielding a weapon of the same weapon type.

Reflective Finish. This item’s surface is polished to a mirror sheen, warding off spells. When a creature wielding this weapon or wearing this armor would be affected by a spell, it can use its reaction to attempt to deflect the spell, making a weapon attack against the caster’s save DC. On a hit, the spell’s effect is negated. Once this ability is successfully used, it cannot be used again, unless the reflective finish is reapplied during a long rest.

Tempered. This armor is designed to endure damage. The wearer has resistance to a damage type, chosen when you grant this Masterwork Refinement.

Underdog. This weapon is designed to remain reliable even in the most dire situations. When an attack using this weapon would be made with disadvantage, the wielder instead rolls 3 dice and removes both the highest and the lowest.

 

Crafty

This armor is designed to quickly detach and reattach, stifling attempts to keep it down. As an action, the wearer can end the Restrained and Grappled conditions on itself.

Dazzling

This armor flashes and flares with light, making it difficult to pin down. When the wearer is hit by an attack, it can use its reaction to move 5 feet in a direction of its choice. This movement doesn’t provoke opportunity attacks.

Fortified

This armor is designed for maximum durability. Bludgeoning, piercing, and slashing damage the wearer takes is reduced by 3.

Guardian

This armor is designed to defend those around it, not just the wearer. Friendly creatures within 10 feet other than the wearer gain a +2 bonus to their Armor Class.

Inexorable

This weapon’s attacks cannot be avoided, only mitigated. On a miss, the target takes damage equal to the wielder’s Strength or Dexterity modifier.

Inspiring

This weapon is COOL AS HELL. Once on each of its turns, when the wielder scores a critical hit, it can take an additional Action, just because it’s that cool.

Ironwall

This armor provides a +5 bonus to the wearer’s AC if attacked by multiple creatures in one round.

Nimble

This weapon can be drawn in the blink of an eye. The wielder gains a +5 bonus to initiative while this weapon is on its person. In addition, on its first turn in combat, the wielder can take an additional Action, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Paragon

This weapon is designed to be superior to others of the same type. Attacks made with this weapon have advantage against a creature wielding a weapon of the same weapon type.

Reflective Finish

This item’s surface is polished to a mirror sheen, warding off spells. When a creature wielding this weapon or wearing this armor would be affected by a spell, it can use its reaction to attempt to deflect the spell, making a weapon attack against the caster’s save DC. On a hit, the spell’s effect is negated. Once this ability is successfully used, it cannot be used again, unless the reflective finish is reapplied during a long rest.

Tempered

This armor is designed to endure damage. The wearer has resistance to a damage type other than bludgeoning, piercing, or slashing, chosen when you grant this Masterwork Refinement.

Underdog

This weapon is designed to remain reliable even in the most dire situations. When an attack using this weapon would be made with disadvantage, the wielder instead rolls 3 dice and removes both the highest and the lowest.

Hands of a Legend

In the right hands, any weapon can stand equal to a legend. The bonus to attack and damage rolls for nonmagical weapons maintained via your Refined Armaments feature increases to +3, and the bonus to AC for nonmagical armors maintained via your Refined Armaments feature increases to +3.

These bonuses now also apply to magical weapons and armors; however, if the item already has a bonus to attack and damage rolls or AC, only the highest bonus applies.

In addition, nonmagical weapons and armors enhanced by your Masterwork feature gain an additional Masterwork Refinement.

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