Base Class: Fighter
The drow weapons master cuts a path through enemy ranks, blades in hand. Suddenly the blades vanished, sheathed in a blink. Two daggers flash left and his whip cracks right, dropping the remainder of his foes.
Weapon Expert
Weapon masters learn to make more of the weapons they weild, using them to the fullest extent of their possibilities. Your training with specific weapons allows for you to gain more ot of using then in combat.
When you chose this archetype at level 3 you gain additional fighting styles listed below. You gain 2 styles ar level 3. You gain one additional style at level 9 and another at level 17.
Balanced Weapons
Choose one type of versital weapon. For you the weapon functions as if it had the light and finesse properties when wielded in one hand and used as part of an attack action.
Dagger Throwing
When you take the attack action and it ends with one hand empty you can draw and throw 2 daggers as a bonus action. Each dagger must attack separate targets.
Deadly Armor
You armor and gear can be modified to use as a melee weapon. Studded gauntlets, toe blades, and spiked helms are examples of this. Using your attack action you can make a melee weapon attack using only your armor. The damage is a D4. The attack and damage modifiers are based on the armor type. Light/medium- Dex and Heavy-Str.
Looking for an Opening
Whenever you use your action to take the dodge or disengage actions you have advantage on attack rolls against any creature that make a melee attack against you until the end of your next turn.
Master of Shield and Spear
While wielding a spear in one hand and shield in the other the spear becomes a reach weapon for you. Also when you take the dodge action your AC increases by 2 and you can use your reaction to attack a creature who misses you with a melee attack.
Whip Master
Your whips damage die becomes a D6 and gains the light property. In addition when you make an attack against a large or smaller creature and hit you can forgo the damage and instead choose to pull the target prone.
Magical Weapons Expert
Beginning at 7th level you do not need to be attuned to a magical melee weapon to use its enchantment.
During combat you can make use of a weapons magic as long as you meet all the following.
-You weild the weapon in at least one hand or have made an attack roll with it since the start of your last turn.
-Your are proficient with the weapon.
-You meet the requirements to attune to the weapon even if you are not attuned to it.
Skilled Body
Starting at level 10 you gain proficiency in Str (athletics) or Dex (acrobatics). If you are already proficient you add double your proficiency bonus to any checks in these skills.
Storm of Steel
At level 15 when you use you action surge you press heedlessly into battle pushing your skills to their limits. Whenever you use your action surge and are not wielding a single weapon with two hands the following occurs until the start of your next turn.
-Your movement speed is doubled.
-You gain a single additional weapon attack.
-Attack against you have disadvantage
-Attacks against you crit on a 19 or 20
Peak Performance
Your skill with melee weapons becomes unmatched. You hit more accurately and deal more damage than others.
Your attacks and damage rolls with melee weapon using Dexterity each gain +2.
Previous Versions
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