Fighter
Base Class: Fighter

The Weapon-Possessed can assimilate weapons into their very structure. Starting off with two weapons, they have the ability to use these weapons as though they were part of themselves. Using these abilities and the energy you infused the weapons with, you can create abilities similar to magic without using magic.

Weapon Assimilation

Beginning when you choose this archetype at 3rd level, you can choose two weapons to assimilate. These weapons allow you to switch between them without costing an action, bonus action, or reaction, and you have advantage against enemies trying to disarm you.

Weapon Sense

You gain advantage on any arcana, investigation, or insight checks that involve weapons of both mundane and magically origins. You also gain the ability to tell whether or not a magic item is cursed without using an identify spell.

Properties Boost

After using your assimilated weapons, that start to become more than your average weapon. You may choose one property that your assimilated weapon has to boost.


Ammunition
. If your weapon has the ammunition property, you can fire your strength modifier (minimum 1) more rounds without ammunition. 

Finesse. If your weapon has the finesse property, you may add your full strength modifier and half of your dexterity modifier (rounded down) to attack and damage rolls.

Heavy. If your weapon has the heavy property, you no longer have disadvantage against you based on your size or racial traits.

Light. If your weapon has the light property, you can make an additional attack as your bonus action.

Loading. If your weapon has the loading property, you can add extra ammunition into the weapon equal to your proficiency bonus before having to load the weapon again.

Range. If your weapon has the range property, you no longer are at disadvantage when trying to shoot up to half your long range distance.

Reach. If your weapon has the reach property, if you a creature is within your reach, you can push them back five feet as a reaction. The creature must succeed on a DC8+STR+PB check or be pushed back.

Thrown. If your weapon has the thrown property, you can use a bonus action to teleport up one and a half times your movement speed so long as you can see where you are going and it is within the thrown weapon’s range. You can use this ability three times before having to wait a long rest. 

Two-Handed. If your weapon has the Two-Handed property, you can add an additional die to your damage roll.

Versatile.  If your weapon has the versatile property, you can now use the weapon as as a single handed weapon with the damage of holding it two-handedly. 

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One with the Blade

Starting at 15th level, your assimilated weapon attacks score a critical hit on a roll of 19–20.

Master of the Weapons

At 18th level, you have gained the strength of all that your weapons can provide. You gain the ability to add an additional property boost onto two of your weapons. 

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