Fighter
Base Class: Fighter

The Weapon Maesters are Eldritch Knights that have focussed all their magical power into creating a special pocket dimension. They forgo any spells to instead make special connections to an assortment of weapons. Instead of specializing in any type of weapon, the Weapon Maester can use all his weapons to its full potential. Instantly switching between a great assortment of weapons the Maester keeps his enemies unable to addept. Utilizing every weapons unique properties to suit the current situation.  

Otherworldly Armory:

Starting at 3rd level, you gain access to magical pocket dimension where you can store weapons and armor. In an 1 minute ritual you can send a weapon or set of armor to be stored in this armory. The armory has enough space for up to 9 weapons, 5 armor sets and 500 pieces of ammunition.

On your turn you can use a bonus action to open a connection to your armory. Until the end of turn you can summon and unsummon anything that is stored within at will, no action required. When summoning armor, you can wear it instantly. You can summon weapon directly to your hands, able to summon and unsummon in between attacks. You can summon a shield in tandem with an an weapon if it is a one-handed weapon. Any ammunition you need for an attack is instantly loaded when needed but this doesn’t circumnavigate the loaded property of a weapon.

Reactional Summoning

Starting at 7th level, you can summon items from your armory as a part of a reaction. When making an attack as part of a reaction, you can unsummon any weapon your wielding and summon a weapon of your choice to make the attack. You can also use your reaction when a creature makes an attack against you to switch your armor and the weapons your are wielding.

Martial Measter

Starting at 10th level, you have become an expert with all weapons, allowing you to utilize their properties to their full potential, especially when switching between different weapon types. Based on the weapon properties a weapon has your attacks gain special bonuses, as listed below. If a weapon has more than one property you can choose which one you use the bonus of. You still have to obey the rules of all the properties a weapon has.

  Finesse: These weapons are made for fine movements, allowing accurate attacks. When using your dexterity for the attack and damage roll while attacking with a weapon that has the finesse property you gain +1 to the attack roll. If this isn’t your first attack of your turn and you haven’t used a weapon with the finesse property to attack this turn, the bonus increases to +2.  

  Heavy: These weapon’s weight make their impacts able to knock creatures down. When you hit a creature with a weapon that has the heavy property it must succeed in a DC 11 strength saving throw or be knocked prone. If this isn’t your first attack of your turn and you haven’t used a weapon with the heavy property to attack this turn, the creature makes the roll with disadvantage.

  Light: These weapon’s weight makes them fast fast enough to quickly swing them around. When attacking with a weapon that has the light property, and you don’t have disadvantage,  you can choose to make 2 attacks with disadvantage instead. If this isn’t your first attack of your turn and you haven’t used a weapon with the light property to attack this turn, only the second attack of these 2 attack has disadvantage.

  Loading: These ranged weapons are slower but more powerful than other ranged weapons. When you hit a creature with a ranged weapon that has the loading property you can reroll the damage dice once and use either rolls. If this isn’t your first attack of your turn and you haven’t used a ranged weapon with the loading property to attack this turn,you can set the damage dice to their highest value.

  Range: These ranged weapons are perfect for making precise attacks. When you make a ranged attack with a ranged  weapon (not any weapon that has the ranged property) you can choose to take a -5 penalty to the attack roll. On a hit you can add +5 to the damage roll. If this isn’t your first attack of your turn and you haven’t used a ranged weapon to attack this turn, the penalty is decreased to -4 and the bonus damage to +6.

  Reach: These weapon’s longer reach makes them excellent for keeping the enemy at a distance. When you make an attack with a weapon that has the reach property you can move 5ft in any direction as part of the attack without provoking an attack of opportunity. If this isn’t your first attack of your turn and you haven’t used a weapon with the reach property to attack this turn, you can treat any 1’s and 2’s you roll on the damage roll as a 3.

  Thrown: These weapons can be used in both melee and ranged attacks and can surprise a creature when suddenly thrown. When you make a ranged attack with  weapon that has the thrown property, you can do so at the higher range without disadvantage. If this isn’t your first attack of your turn and you haven’t used a weapon with the thrown property to attack this turn and are within the lower range of the weapon, you gain advantage on the attack roll.

  Versatile: These weapons can be wielded one-handed and two-handed. When you hit a creature with a weapon that has the versatile property you can use the damage die of the two-handed attack while wielding it one-handed. If this isn’t your first attack of your turn and you haven’t used a weapon with the versatile property to attack this turn, you gain +2 to the damage roll.

Artifact Sense

Starting at 15th level, you gain a special connection with magical weapons and armor. You can sense the location of any magical weapon, armor or piece of ammunition within 30ft of you. In addition, you can attune to any number of magical items but you can not wear more than 3 at the same time. When summoning a weapon or armor set that needs attunement  and you already have 3 items attuned you must unsummon a one of the attuned items if able or you cannot summon the weapon or armor.

Weapon Storm

Starting at 18th level, you can empty your armory over a selected area. As an action you can use all weapons in your armory to make an attack against any number creature within a 15ft square in front of you or around you. Every weapon makes 1 attack and you must select its target before any attack is made. Multiple weapons can attack the same creature. The attacks use your strength or dexterity modifier (your choice) for the attack and damage rolls. After their attack hits or misses the weapons return to your armory. You can use your bonus action to then summon any weapon or weapons to your hand.

Once you used this feature you can’t use it again until you have finished a short or long rest.

 

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