Base Class: Fighter
The Weapon Masters are Eldritch Knights that have focused their magical power into creating a special pocket dimension armory. Instead of specializing in any type of weapon, the Weapon Master can use all his weapons to its full potential. Instantly switching between a great assortment of weapons the Master keeps his enemies unable to adept. Utilizing every weapon's unique properties to suit the current situation. They are still able to cast other spells but only support type magic nothing that directly harms the enemies.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the weapon master spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The weapon master Spellcasting table shows how many spell slots you have to cast your weapon master spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level weapon master spells of your choice, two of which you must choose from the abjuration and evocation spells on the weapon master spell list.
The Spells Known column of the weapon master Spellcasting table shows when you learn more weapon master spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the weapon master spells you know with another spell of your choice from the weapon master spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your weapon master spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a weapon master spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Weapon Master Spellcasting
FIGHTER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
---|---|---|---|---|---|---|
1ST |
2ND |
3RD |
4TH |
|||
3rd |
2 |
3 |
2 |
— |
— |
— |
4th |
2 |
4 |
3 |
— |
— |
— |
5th |
2 |
4 |
3 |
— |
— |
— |
6th |
2 |
4 |
3 |
— |
— |
— |
7th |
2 |
5 |
4 |
2 |
— |
— |
8th |
2 |
6 |
4 |
2 |
— |
— |
9th |
2 |
6 |
4 |
2 |
— |
— |
10th |
3 |
7 |
4 |
3 |
— |
— |
11th |
3 |
8 |
4 |
3 |
— |
— |
12th |
3 |
8 |
4 |
3 |
— |
— |
13th |
3 |
9 |
4 |
3 |
2 |
— |
14th |
3 |
10 |
4 |
3 |
2 |
— |
15th |
3 |
10 |
4 |
3 |
2 |
— |
16th |
3 |
11 |
4 |
3 |
3 |
— |
17th |
3 |
11 |
4 |
3 |
3 |
— |
18th |
3 |
11 |
4 |
3 |
3 |
— |
19th |
3 |
12 |
4 |
3 |
3 |
1 |
20th |
3 |
13 |
4 |
3 |
3 |
1 |
feat
feat
Otherworldly Armory
Starting at 3rd level, you gain access to a 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 any weapon that is stored within at will. When summoning armor, it wont appear till the start of you next. You can summon weapon directly to your hands, able to summon and unsummon in between attacks (at higher level). 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.
Increased Lethality
At 3rd level, you have gained a higher level of expertise over basic weapons. You add double your proficiency bonus to attack rolls made with simple and martial weapons. Your weapon attacks score a critical hit on a roll of 19 or 20.
Artifact Sense
Starting at 5th level, you gain a special connection with magical in the world around you. You can sense any magical weapon or armor within 60 ft of you but not it's exact location (this will give you advantage on an investigation to find it). Once attuned to a Weapon or set of armor you do not drop your attunement when transferring it in and out of your pocket dimension. When summoning a weapon or armor set that needs attunement and you already have 3 items attuned you must dismiss one of the attuned items or you cannot summon the weapon or armor. (This sense does not trigger with capes, bracers, boots, etc...)
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 dismiss 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 or the weapons your are wielding.
dimension swap
You can quickly shunt an ally through your pocket dimension, taking their place in the face of danger. At 10th level, when an allied creature you can see within 30 feet of you is the target of another creature's attack, you can use your reaction to switch places with them, becoming the target of the attack. When you do this, you pass through your pocket dimension, potentially returning up to two planar weapons and equipping up to two new ones as you do so.
When you use this reaction, you can simultaneously make an attack with a planar weapon against the attacking creature. If your attack roll ties or beats the hostile creature’s attack roll, your attack damages the creature while negating theirs. Otherwise, you take damage as normal, and your attack is negated.
Alternatively, if a hostile creature within 30 feet of you that you can see attempts to attack you, you can use your reaction to travel through your pocket dimension to an unoccupied space adjacent to the creature and make an attack with a weapon, initiating the same contest of attack rolls.
You can also trade laces with an enemy within 30 feet. The target must make a DC15 charisma saving throw. On a fail the creature trades places with you and takes the intended attack. On a success you blink out of existence into your pocket dimension only to reappear in the same space you felt prone.
You can use this reaction a number of times equal to your Intelligence modifier per long rest (minimum of once) and only if you are equipped with at least one piece of planar equipment.
Weapon Mastery
At 10th level, your skill allows you to use weapons more efficiently. You gain the following benefits based on the properties of a weapon you attack with, these also apply with Trick up the Sleeve attacks:
- Versatile: Both the normal damage die and the versatile damage die increase by one size. 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12 becomes 2d6, 2d6 becomes 2d8.
- Two-Handed: You deal an additional 1d4 damage with two-handed weapons.
- Thrown: You no longer have disadvantage on attack rolls beyond the normal range. In addition, your maximum range increases by 10 feet.
- Special: You no longer have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance no longer requires two hands to wield when you aren’t mounted. The DC and AC of the net increases to 20.
- Range: You no longer have disadvantage on attack rolls beyond the normal range. In addition, your maximum range increases by 10 feet.
- Loading: When you use the attack action with a loading weapon, you can make an two attacks, instead of one.
- Light: When Two-Weapon Fighting, you can add your ability modifier to the damage rolls of the bonus attack and you can make two attacks as a bonus action, instead of one.
- Heavy: If you are Small in size, you no longer have disadvantage on attack rolls with heavy weapons. Once per turn, when you make an attack with a heavy weapon, you can attempt to knock the target prone. The target must make an Athletics or Acrobatics check vs. the attack roll. On a fail, the target is knock prone.
- Finesse: You can add half (rounded up) of the modifier of the ability score that you don't use to you attack and damage rolls. Ex. If you use Dexterity for attack and damage rolls, you add half of your Strength modifier.
- Ammunition: You can recover all ammunition that was not destroyed, instead of half. Your DM decides whether ammunition is destroyed or not.
Superior Lethality
At 15th level, your weapon attacks score a critical hit on a roll of 18 - 20
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.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
3/20/2020 6:36:42 AM
|
4
|
0
|
1
|
Coming Soon
|
|
3/22/2020 9:50:50 AM
|
4
|
0
|
--
|
Coming Soon
|
|
3/22/2020 10:06:42 AM
|
4
|
0
|
--
|
Coming Soon
|
|
3/22/2020 10:08:48 AM
|
4
|
0
|
--
|
Coming Soon
|
|
3/22/2020 10:28:32 AM
|
4
|
0
|
--
|
Coming Soon
|
|
3/23/2020 2:35:49 AM
|
8
|
0
|
--
|
Coming Soon
|
|
2/18/2021 8:43:15 AM
|
57
|
3
|
7
|
Coming Soon
|
|
8/7/2021 9:36:06 PM
|
16
|
2
|
--
|
Coming Soon
|
|
8/7/2021 10:29:43 PM
|
15
|
0
|
--
|
Coming Soon
|
|
7/12/2022 7:36:06 PM
|
18
|
3
|
--
|
Coming Soon
|
|
7/12/2022 9:21:05 PM
|
19
|
0
|
--
|
Coming Soon
|
|
7/12/2022 9:22:30 PM
|
19
|
0
|
--
|
Coming Soon
|
|
8/5/2022 2:07:45 PM
|
19
|
0
|
--
|
Coming Soon
|
|
12/25/2022 4:04:18 PM
|
20
|
0
|
1.0
|
Coming Soon
|
Comments