Base Class: Fighter
Weapons Masters hoard sharp things, poky things, heavy things on sticks, and occasionally things that go boom. This requires a bit of quickness with the fingers as opposed to severe brute force, but it also allows for more versatility in the ways you go about turning the enemies into various consistencies of blood and guts.
Everything is a Weapon
Starting at 3rd level, whenever you succeed on a weapon attack, you may make an additional attack roll and deal 1d6+DEX modifier of that weapons damage. This damage increases to 1d8+DEX at 10th level, and 1d10+DEX at 18th level.
Also at 3rd level, you may draw and stow as many weapons or shields as you wish without spending an action. Weapons only weigh half their normal when counting towards encumbrance.
Weapon Balance Perfection
Starting at 7th level, you have become so adept at using every weapon in your arsenal that you can throw around their momentum perfectly, regardless of size. When using Two Weapon Fighting to make two weapon attacks, you may use weapons with the Versatile property as well as the Light property.
At 15th level, you may use any weapon without the Heavy or Two Handed property in the Two Weapon Fighting style.
Never Know What to Expect
Starting at 10th level, you have become a master of surprising your opponents with a stunning blow to make an opening for a surprise blow. When you successfully hit a weapon attack, and then succeed an attack with a weapon with a different damage type on the same turn, you instantly act as though the damage dice rolled its maximum.
Feint From All Directions
Starting at 15th level, your collection of fearsome weaponry has the opponent in a twist as to what pain you will inflict on them next, giving you the perfect moment to strike.
When you attempt a weapon attack but before rolling to hit, you may choose to give yourself advantage on the attack, or to treat the damage of the attack as if you had rolled a critical hit if you succeed. Afterwards, you may make an additional attack with a weapon with the light property. You may use this feature a number of times equal to your Dexterity Modifier each long rest. (Minimum of 1)
Weapon Enlightenment
Starting at 18th level, you become so incredibly adept at anything weapon related, you maneuver them with inhuman grace, regardless of size or weight. You may hold weapons with the Heavy and Two handed property in one hand, and have a +1 to AC while holding a Two Handed weapon and a shield. If you are holding two Two handed weapons, you may roll an additional damage dice for each attack with a two handed weapon, but cannot use Two Weapon fighting.
You may use your Dexterity modifier for Intimidation rolls, and have advantage on them.
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