Base Class: Fighter
Uses a signature weapon that they continuously work on and upgrade. Intelligence is the secondary ability for this subclass.
Tools of the Trade
Starting when you choose this archetype at 3rd level, you gain proficiency with smith's tools and tinker's tools, allowing you to add your proficiency bonus to skill checks made with them.
Signature Weapon
When you choose this archetype at 3rd level, you craft yourself a Signature Weapon, which takes one of three forms: a Crossbow, a Blade, or a set of Gauntlets.
Your weapon can be modified as you level up. You pick 2 Weapon Modifications at 3rd level, and an additional one at 7th, 10th, and 15th level. These Weapon Modifications are detailed at the end of the subclass description.
Saving Throws. Some of your signature weapon abilities require your targets to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Signature Weapon save DC = 8 + your proficiency bonus + your Intelligence modifier
If your Signature Weapon is lost or destroyed, you may create a new one. To do so takes 1 day of work, plus an additional day for each Weapon Modification. You must have access to smith's tools and other appropriate equipment over this period. You may only have one Signature Weapon at a time. If you forge a new Signature Weapon, your old one loses its Weapon Modification properties.
In addition, starting at 3rd level, you may infuse your Signature Weapon with the properties of a magic weapon you are in the possession of. For example, you may infuse your Signature Blade with properties of a flametongue, transferring all of the magic weapon's abilities, while maintaining those of your Signature Weapon. To infuse a magic weapon into your signature weapon, you must have access to smith's tools or tinker's tools, and must spend an amount of time on the infusion, determined by the item's rarity, as described below.
Common - 1d10 + 3 hours
Uncommon - 2d10 +5 hours
Rare - 1d10 + 3 days
Very Rare - 2d10 + 5 days
Legendary - 5d10 + 10 days
Blade
Base. 1d8 slashing, versatile (1d10)
Crossbow
Base. 1d8 piercing, range 100/400, loading, 2-handed
Gauntlets
Base. 1d6 bludgeoning, light. One gauntlet for each hand. While the gauntlets are equipped, you have disadvantage on all Dexterity checks to do with your hands.
Jury-Rigging
When you reach 7th level, as part of a short or long rest, you may grant a weapon other than your Signature Weapon one of the Weapon Modification options you have access to (at their base level). This improvement lasts until your next short or long rest. You must have access to smith's tools or tinker's tools to do this.
Additional Magic Infusion
Upon reaching 10th level, you learn the secrets to infusing your signature weapon with multiple magical properties. You may now transfer the magical abilities of 2 magic items (not just magic weapons) into your signature weapon, instead of just one.
The items you infuse into your signature weapon must make sense for the weapon, up to your DM's discretion. For example, you may imbue your crossbow signature weapon with the abilities of a wand of magic missile. However, infusing the same weapon with a bag of holding would not work.
For the purposes of attunement, your signature weapon counts as one item.
In addition, the time to infuse a magic item into your signature weapon is halved. It is halved again if the item is a magic weapon. The minimum time for uncommon or rarer items is 1 day.
At 15th level, you may infuse a 3rd magic item into you signature weapon.
Masterful Stunt
Starting at level 15, you gain a new action: a Masterful Stunt. Each base Signature Weapon has a different Stunt action. You may perform this action up to 3 times per long rest. If, at the end of a short rest, you would have no uses of this action remaining, you regain 1 use of it.
Blade - Cleaving Swipe
You spend your action making a melee attack with your Signature Weapon against every hostile creature within reach.
Crossbow - Experimental Bolts
As an action on your turn, you may fire off one of the following Experimental Bolts. Each time you use this feature, you decide which bolt you would like to use (you may use the same one multiple times)
Corrosive Bolt - Make a ranged attack roll against a target within range of your crossbow. On a hit, you deal damage as normal, as well as an additional 6d8 acid damage. In addition, for the next minute, the target's AC is reduced by 3 (this penalty does not stack) to a minimum of 10. If the target is wearing armour, any casting of the mending spell (or other such restorative magic) recovers 1 point of lost AC (or more if a more potent spell is used, up to DM's discretion). Alternatively, if the target's armour is natural, it recovers 1 point of AC for every 15 points of healing it receives (be that magical or otherwise).
Disorienting Bolt - Choose a point within the short range of your crossbow. All creatures within a 20 ft. radius of that point must make a Constitution Saving Throw. On a failed save, they are both blinded and deafened for 1 minute. At the end of their turns, they may re-attempt the saving throw, ending the conditions on a success.
Erupting Bolt - Choose a point within the short range of your crossbow. All creatures within a 15 ft. radius of that point must make a Dexterity Saving Throw. On a failed save, they take 8d6 fire damage, or half as much on a successful save. In addition, lingering flames cause any creature that ends their next turn within that radius to take an additional 4d6 fire damage.
Tethering Bolt - Make a ranged attack roll against a creature or object within the short range of your crossbow. On a hit, a tether extends from you to the target, and you deal your regular weapon damage to the target. Your end of the tether stays connected to your crossbow until you (or anyone else) takes an action to remove it, and tie it around a different object. The tether can support 500 pounds of weight before snapping. The tether has an AC of 15, 20 HP, as well as resistance to piercing and bludgeoning damage. If you have hit a creature with the tether, and it is still connected to your crossbow, you may spend a bonus action to force the creature to make a Strength Saving Throw. On a failed save, it is pulled 20 feet towards you.
Gauntlets - Bulwark
As an action on your turn, you may enter the Bulwark stance, gaining the following benefits until the end of your next turn.
- Attacks of opportunity do not consume your reaction for the turn
- You gain an additional 5 feet of reach on attacks of opportunity
- All attacks against you are at disadvantage
- At the start of their turn, every hostile creature capable of attacking you that is not already engaged in melee must make a Wisdom Saving Throw. If they fail, you are the only creature they can attack for that turn.
Gruesome Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with your signature weapon, your target must succeed on a Constitution Saving Throw, or become maimed in some way, depending on your weapon type.
Blade - Limb Taker
The target creature loses one of their limbs (your choice). If they have no limbs left to lose, this attack instead deals an additional 4 weapon dice worth of damage.
Crossbow - Haemorrhaging Wound
The target creature begins haemorrhaging blood. They immediately gain 1 level of exhaustion. At the end of each turn thereafter, they must succeed on a Con Save against your DC or suffer a level of exhaustion. A DC25 Medicine check can stop the haemorrhage, but taking 15 or more damage from any one source in one turn will resume its progress. The haemorrhage does not heal until the creature takes a long rest, or has no levels of exhaustion remaining, whichever comes first.
Gauntlets - Skull Bash
The target is stunned for one minute, or until they succeed on a Con save, which they may attempt at the end of each turn. In addition, once they recover from the stunned condition, they have disadvantage on Dexterity and Concentration saves and checks until they finish a short or long rest.
Weapon Modifications
You can improve your Signature Weapon. You pick 2 Weapon Modifications at 3rd level. At levels 7, 10, 15, and 18, you may choose another weapon modification, or to improve one of your existing ones.
Only you know how to effectively wield your Signature Weapon. Anyone else who uses your Signature Weapon does so without the benefit of its Weapon Modifications.
Finally, whenever you gain a Fighter level, you may swap out one of your existing modifications for a different one over the course of a long rest, if you have access to tinker's tools.
Blade - Balanced
You even out the balance of your Blade, making it a weapon of grace, rather than one of brute force. Your Signature Weapon gains the finesse property
Improvement - The superior balance of your blade puts you at a strategic advantage. All attempts to disarm you are at disadvantage, and you have advantage on all checks to resist being disarmed. Additionally, when you hit an opponent with a melee attack, instead of dealing damage, you may choose to force them to make a Strength Saving Throw. On a failure, they drop one weapon or other item of your choice.
Blade - Enlarged
You have modified your Blade so that it can reach enemies further away than an ordinary weapon of its variety. Your Signature Weapon gains the reach property.
Improvement - The size of your Blade improves its defensive capabilities. If you are targeted by an attack, you may use your reaction to add +2 to your AC.
Blade - Heavy
If you hit a creature with an attack, you deal an extra d6 slashing damage if you had also hit it with your previous attack.
Improvement - This ability stacks, to a maximum of 4 additional d6. So if you had hit a creature with your previous 4 attacks, and you hit it again, you would deal your regular Signature Weapon damage, plus an additional 4d6. However, if you hit the same creature on the attack after, then you still only deal an additional 4d6. The number of d6 is reset when you miss an attack, or if you attack a different target.
Blade - Serrated
Once per turn, when deal damage to a creature with your Signature Weapon, you may force them to make a Constitution Saving Throw. On a failed save, they become wounded, and take an extra 1d4 damage at the start of each of their turns. The wound persists until a creature takes an action to attempt a Medicine Check (DC equal to your Signature Weapon DC) to close the wound. On a success, the additional damage stops. This ability does not stack.
Improvement - This ability stacks, up to a maximum of 4d4 damage per turn. Passing the medicine check only reduces the amount of d4's of damage taken by 1, but every 5 points the check succeeds by reduces the damage by an additional d4.
Blade - Terrifying
Whenever you deal damage to a creature with this weapon, you may force them to make a Wisdom saving throw, or be frightened of you for 1 minute. While frightened of you this way, their speed drops to 0. They may reattempt the saving throw at the end of each of their turns, ending the condition on themselves on a success. Any creature that saves against this ability is immune to it for the next 1 hour.
Improvement - The frightening ability of your Blade extends beyond your immediate target. All hostile creatures within 30 ft. of you when you incapacitate a creature with this weapon must make a Wisdom saving throw, or suffer the above effect. Additionally, whenever you incapacitate a creature, the cooldown for other creatures to be frightened in this way ends.
Blade - Vicious
(Prerequisite: 7th level)
When you make an attack with your Signature Weapon, you score a critical hit on a d20 roll of 19 or 20.
Improvement - When you deal a critical hit with your Signature Weapon, you may reroll any number of your damage dice.
Crossbow - Compact
You have managed to decrease the size of your Crossbow while maintaining its efficacy. It gains the light property
Improvement - On top of shrinking your Crossbow, you have made it far easier to disguise. Any checks you made to conceal this weapon are made with advantage, and any checks to detect it (so long as the Crossbow is not in use) are made at disadvantage.
Crossbow - Compound Mechanism
(Prerequisite: 7th level)
Your Crossbow packs a punch. The weapon's base damage increases from 1d8 to 1d12.
Improvement - Your aptitude for this weapon shines through in its damaging capability. You add your proficiency bonus to damage rolls made with this weapon
Crossbow - Guard
You have added a guard to your Crossbow, increasing the effectiveness of cover. When using this weapon, and are behind 1/2 cover, you gain the bonus of 3/4 cover. When behind 3/4 cover, you gain the benefits of full cover. In addition, when using this crossbow, you may go prone to gain the benefits of 1/2 cover.
Improvement - When wielding this weapon, you permanently gain +2 to your AC, rather than solely when prone.
Crossbow - Repeating
You remove the loading property of your Crossbow. Instead, you may now fire up to 4 bolts before you must reload. Reloading can be done as a bonus action, or in place of one of your attacks.
Improvement - The amount of bolts you can fire before needing to reload increases to 6. In addition, if you have already used your Crossbow for your action, you may make an attack with this weapon as a bonus action.
Crossbow - Rupturing Shots
(Prerequisite: 10th level)
When you deal damage to a creature with this weapon, if there is another creature within 15 ft. directly behind it, you may make another attack against that creature for free. This second attack does not rupture through.
Improvement - The number of targets one of your bolts can rupture through increases by 1, to a total of 3 creatures hit by the same bolt. However, the target of this 3rd attack may be no more than 10 ft. away from the 2nd creature dealt damage. Furthermore, after your bolt exits one target, you may have it deviate up to 5 ft. laterally, as well as 15 ft. behind, when trying to hit additional targets.
Crossbow - Streamlined
You have altered your Crossbow to make it more effective at firing over long distances. Its range increases to 150/600
Improvement - The weapon's range increases even further to 200/800
Gauntlets - Brutal
(Prerequisite: 10th level)
When you score a critical hit with this weapon, you may add an extra 1d6 to the weapon's damage pool. In addition, you gain a number of temporary hit points equal to your Intelligence modifier + your proficiency bonus, whenever you incapacitate a creature using this weapon
Improvement - The additional damage dealt on a critical hit increases to 2d6. The number of temporary hit points you gain from incapacitating a creature increases to your Intelligence modifier + your Fighter level.
Gauntlets - Fine Motor Mechanism
While wearing the Gauntlets, you no longer have disadvantage on Dexterity checks regarding the use of your hands. In addition, the Gauntlets are able to function in place of a missing hand or digits.
Improvement - You gain advantage on Dexterity checks relating to using your hands for the purposes of fine manipulation.
Gauntlets - Forceful
Once per turn, when you hit a creature with this weapon, you may force them to make a Strength saving throw. On a failure, they are knocked prone
Improvement - When you knock a creature prone in this manner, you may also push them up to 15 ft. in a line directly away from you.
Gauntlets - Grip
(Prerequisite: 7th level)
You have advantage on checks to grapple creatures while wearing these Gauntlets. In addition, you gain a climbing speed of 10 ft.
Improvement - When you grapple a creature with your Gauntlets equipped, you may use both hands to restrain them instead. Your climbing speed also increases to 25 ft.
Gauntlets - Momentum
Each time you attack the same creature on the one turn, you gain a +1 bonus to hit it. This bonus stacks with successive attacks.
Improvement - You gain this bonus throughout your turn, regardless of which creature you attack.
Gauntlets - Reinforced
While you are wielding no other weapons or a shield, you gain a +1 bonus to your AC
Improvement - The AC bonus granted by the gauntlets increases to +3
Previous Versions
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