Base Class: Fighter
A swordsman stands still in the rain, waiting with his hand drawn on the hilt of his blade; and in an instant, the rain temporarily stops around him as his cuts reign supreme over the rain. The rain continues on, but the moment of swordsmanship remains, and the master who cleared the rain for a moment, walks away, happily smiling at his accomplishment of skill. The end of a massive cudgel stands poised over a massive boulder, still. The woman holding it stares at the end of her spiked cudgel, waiting for the perfect moment to strike, analyzing the boulder before her. As the wind calms, she strikes, a shockwave radiates outward from the point of impact, cracking the rock. And as time continues forward, the crack becomes a valley and the boulder turns into a small explosion, parts of it flying forward with enough force to kill an elk. The boulder, as large as she was, is split in two, and the debris from its' breaking, over 20 pieces, are all ahead of the boulder, lodged in the wall of the ravine.
Weapon Specialists hold a special place among fighters, they are masters to their weapons, and able to wield them with such skill that it defies reason at times. Weapon Specialists spend years training in a specific fighting style with a chosen weapon, until finally they surpass all others in skill with their abilities. Of course, this also handicaps them in the event they lose their chosen weapon.
Weapon Specialization
When you choose this Archetype at 3rd level, you choose one weapon Specialization from the table below, and you gain this Weapon Specialization while wielding the associated weapon. You cannot gain the bonuses from two different Weapon Specializations simultaneously on the same weapon.
Armor Breaker (Glaive, Halberd)
While wielding a Glaive or Halberd, you gain the following benefit:
Armor Eater: Creatures wearing armor reduce their AC by 2 against your attacks.
Crusher (Club, Quarterstaff, Light Hammer, Mace, Flail, Maul, Morningstar, Warhammer.)
While wielding a Club, Quarterstaff, Light-Hammer, Mace, Flail, Maul, Morningstar, or Warhammer, you gain the following benefit:
Heavy Blow: Whenever you miss a creatures AC by 5 or less, they still take damage equal to your Strength modifier.
Massive (Greatsword, Great Club, Greataxe, Maul, Glaive))
While wielding a Greatsword, Great Club, or Greataxe, you gain the following benefit:
Massive: You gain a +2 bonus to AC.
Piercing (Pike, Lance, Spear, Trident)
While wielding a Pike, Lance, Spear, or Trident, you gain the following benefit:
Absolute Defense: You can use your reaction to add your proficiency bonus to your AC until the beginning of your next turn, this bonus is not added against ranged attacks.
Quick(Rapier, Dagger, Sickle, Shortsword, Scimitar, Whip)
While wielding a Rapier, Dagger, Sickle, Shortsword, or Scimitar, you gain the following bonus:
True Combo: After you hit a creature with an attack, your next attack deals 1d8 extra damage, this damage continues stacking until you miss. I.e. 1d8, then 2d8, then 3d8.
Thrown (Dagger, Handaxe, Javelin, Light Hammer, Dart, Spear, Trident
While wielding a Dagger, Dart, Handaxe, Javelin, Light Hammer, Spear, or Trident, you gain the following Benefit:
Stunning Strike: Your attacks deal an extra 1d4 damage of the weapons type.
Versatile (Battle-Axe, Quarterstaff, Longsword, Spear, Trident, Two-bladed Scimitar)
While wielding a Battle-axe, Longsword, Two-bladed Scimitar, or Whip, you gain the following bonus:
Unorthodoxy: : You gain a bonus to attacks equal to half your proficiency bonus on the first attack each turn.
Soul-Blade
Starting at 7th level, your weapon has become a part of your soul, and is much more resilient in the face of danger. Your weapon attacks with your Specialized weapon count as magical for the purpose of overcoming resistance.
Special Attack
At 10th level, you gain the ability to manifest incredible feats of martial prowess and use an attack that is phenomenally powerful. Choose one Special Attack for which you have a Weapon Specialization in.
Once per turn, you can add one special attack onto a regular attack you're making. If it has a saving throw, the saving throw DC is equal to 8 + Double your Proficiency bonus.
At 15th and 18th level, you may choose another Special Attack for which you have a Weapon Specialization in.
Advance
- Advance: You may force the target into another adjacent square 5 ft from its’ current location. Does not work on Large or Larger creatures.
Armor Destroyer
- Armor Destroyer: If your attack roll exceeds the creature's AC by 5 or more, they lose 2 AC if they are wearing armor. If they aren't wearing armor, they instead take an additional 3d6 damage of the weapon's type.
Bleeding wound
- Bleeding wound: The creature takes an additional 1d6 damage at the beginning of each of its turns, this ability functions a number of times equal to their Constitution modifier (Min 1.), they can make a Constitution saving throw to end this effect at the end of their turn.
Boom
- Boom: A creature struck must make a Constitution saving throw or be Deafened for one round.
Break
- Break: The target hit must make a Constitution saving throw or lose the use of one limb (your choice) for one minute. They may repeat the saving throw at the end of each of their turns, ending this effect on a success.
Brute force
- Brute force: Your attack deals 3d6 extra damage of the weapon's type.
Bypass
- Bypass: Your opponents' AC counts as 3 less against this attack.
Charge
- Charge: Moving more than 10 ft in a line causes your attack to deal an additional 4d6 damage.
Counter attack
- Counter attack: If you were attacked by the target last turn, they must make a Constitution saving throw or be Stunned until the end of their turn.
Defensive Stance
The creature hit has disadvantage on attack rolls against you until the start of your next turn.
Extreme Sharpness
- Extreme Sharpness: Your Attack Deals 3d6 Extra Damage.
Feint
- Feint: Your next attack has advantage.
First Strike
- First Strike: This attack is a critical hit the first time you attack on a turn.
Foolhardy Approach
- Foolhardy Approach: You have advantage with this attack if the target of this attack moved more than 10 ft toward you and has not reached you yet.
Forced Retreat
- Forced Retreat: The creature hit must move 10 feet backwards in a straight line using its reaction or take an additional 4d6 damage of the weapon's type.
Heavy Attack
- Heavy Attack: Your attack deals 3d6 extra damage.
Hostage
- Hostage: The target is grappled in addition to this attack. You may use your reaction to deal your weapon damage to the target if they attempt to break the grapple.
Knock out
- Knock out: The creature hit must make a Constitution saving throw or be knocked Unconscious for one round, they can be easily woken up, such as being damaged.
Lodge
- Lodge: Your weapon cannot be removed from the wound without a Strength Saving throw.
Pierce through
- Pierce through: Targets gain no benefits from shields, and Chain or Scale Mail wearing targets have their AC reduced by 2 for this attack
Push-through
- Push-through: This attack cannot have disadvantage.
Shield breaker
- Shield breaker: You break the Shield of the creature you hit, or if they are using Partial cover as a shield, it is also broken. Alternatively, if they aren't wielding a shield, they instead take 3d6 extra damage of the weapon's type.
Skillful throw.
- Skillful throw: This attack cannot have disadvantage.
Slam
- Slam: Your attack deals 3d6 extra damage.
Stomp
- Stomp: Characters that are the same size or smaller than you must make a Dexterity Saving throw or be knocked prone, while knocked prone in this way, hits from you count as critical.
Strike from below
- Strike from below: You may make an additional attack if you miss this turn, but only up to one.
Stun
- Stun: The target must make a Constitution saving throw or be stunned until the end of their next turn on a failure.
Superb strike
- Superb strike: This attack counts as a critical strike on a roll of 17 to 20.
Superb throw
- Superb throw: Your attack deals an extra 3d6 damage of the weapon’s type.
Tactical Retreat
- Tactical Retreat: Your attack deals slashing damage, and you gain a +3 bonus to hit. Additionally, you may move up to 15 feet from the creature you hit, and the creature cannot make opportunity attacks against you.
Trip
- Trip: The creature must make a Strength or Dexterity (their choice) saving throw or be knocked Prone.
Underhand
- Underhand: Your opponent’s AC counts as 3 less against this attack.
Unorthodoxy
- Unorthodoxy: Increase the reach of your weapon by 5 ft.
Weakness
- Weakness: You maximize this attack’s damage if the target has any Condition affecting it.
Weapon Breaker
- Weapon Breaker: You have advantage on attack rolls against weapons with this attack, and you Maximize your damage against weapons with this attack.
Fighting Quirk
At 15 level, your fighting style becomes a whole new creature that has a very different move style. Choose one of the following fighting quirks, you gain the benefits of this quirk while you are not incapacitated.
Ambidextrous
You can make 2 attacks with your offhand when you use a bonus action, rather than one.
Charge breaker
Creatures that move more than 10 ft in a line towards you gain disadvantage on attack rolls against you for their first attack.
Deadly
Your attacks are a Critical Hit on a roll of 19 or 20.
Duelist
- While fighting a singular opponent, increase your AC by 3, this benefit ends if any friendly or hostile creature comes within 5 ft of you or your enemy.
Durable.
As a reaction you can gain resistance to Bludgeoning, Piercing, or slashing damage until the beginning of your next turn.
Horde-Slayer
While fighting more than 3 enemies, you may attack two enemies with each attack, with the same attack roll for each creature.
Monster-Slayer
Creatures with higher max HP than you take an extra 1d12 damage when you hit them.
Super-Critical
When you land a critical attack, roll another D20, if you roll a 15 or higher, you instead roll triple the dice for the Critical.
Swashbuckling
Increase your reach by 5 ft for melee weapons. Double your short and long range for ranged weapons.
Ultimate Attack
At 18th level, you gain access to your ultimate attack, which allows you to use an extraordinary feat of martial prowess.
Three times per Long rest, as an action, you may use your ultimate attack. It still functions as an attack and requires an attack roll. You cannot use an action surge following an Ultimate Attack.
Choose one Ultimate Attack from this list for a weapon that you Specialize in:
Airborne
- Airborne: The target is thrown 20 ft in a direction of your choice and 5 ft into the air. The attack deals an extra 6d10 damage.
Bone-Shatter
- Bone-Shatter: Increase your damage by 6d10 bludgeoning damage. Maximize this damage against objects and structures.
Charge
- Charge: If you move more than 10 ft in a straight line, your attack deals extra damage equal to 5 times your Strength Modifier.
Curving Arc
- Curving Arc: This attack moves around one corner, and its range is doubled. If this attack hits it deals extra damage equal to 5 times your Strength or Dexterity modifier(Your choice).
Execute
- Execute: Deal 4d10 extra damage. This attack is a Critical hit if your to hit total is greater than 25
Flash-Strike
- Flash-Strike: If you move more than 5 ft in a straight line, your attack deals extra damage equal to 5 times your Strength modifier.
Jack of all battles
- Jack of all battles: Your weapon deals 6 times the damage dice, and this damage is simultaneously Bludgeoning, Slashing, and Piercing damage.
Mountain Cracker
- Mountain Cracker: Your attack deals extra damage equal to 5 times your Strength modifier. A cloud of dust is also produced if you miss, which provides heavy obscurement in a 5 ft area for one round.
Push
- Push: The target is thrown up to 20 ft away from you. It takes 5 times your strength modifier in damage when it lands.
Rip
- Rip: Your attack deals an extra 6d10 Slashing damage.
Sparrow-killer
Sparrow-killer: Make 7 attacks.
Sweep
- Sweep: Your attack counts as an area of effect for this attack, its area is a 10 ft, 180-degree cone, also, you deal 4d10 extra damage of the weapon’s damage type.
Targetted Attack
- Targeted Attack: Choose an area on the target that is nonlethal(The DM decides its' effects). Your attack deals an extra 6d10 damage.
Versatile Attack
- Versatile Attack: Maximize your weapon damage this turn. You may make your maximum number of attacks after taking this Ultimate attack.
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