Base Class: Fighter
Master of many arms, the armoury masters all weapons and can swap between them seamlessly in the middle of battle. They are often skilled smiths, trained to use all teh weapons they create.
Hotswap
At 3rd level, when you take the attack action, each attack you make can be made with any weapon on your person. If the weapon is not already in your hand, you stow the weapon in your hand and the chosen weapon is drawn as part of the action. You can still interact with another object on your turn as normal.
When you reach 6th level, you can perform the somatic components of spells even when holding weapons or a shield in one or both hands.
Walking Weapon
Starting at 7th level, you treat weapons as weighing half their weight for the purposes of your encumbrance. You ignore the heavy and loading properties of weapons.
Hurl Arms
Starting at 7th level, as a bonus action, you can throw a weapon that is on your person at a creature or object within 30 feet. The chosen weapon gains the thrown property for this attack only. You can use this bonus action three times, and regain all expended uses when you finish a long rest.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
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. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Master of Armaments
Starting at 15th level, you ignore all class, race, spell, and level requirements on attuning to or using magic weapons.
Steel Retribution
Starting at 18th level, when a creature hits you with an attack, you can use your reaction to make an attack against them. If the attack hits, the weapon deals extra damage to the target equal to your proficiency bonus.







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