Fighter
Base Class: Fighter

A behemoth of armor and armaments. A typical wandering arsenal carries enough weaponry to arm a small militia. To an arsenal, each weapon is but a means to an end, a tool that they push to the absolute limits of its ability with deadly efficiency. They heave weapons into the air, flinging them at enemies running away from the storm of steel that approaches.

Powerful Throw

3rd-level Wandering Arsenal feature

Starting at 3rd level, when you make an attack with a melee weapon, you may use a bonus action to make a ranged attack with that same weapon.

In addition all melee weapons that you are proficient in, excluding the whip, gain the thrown range (20/60) property if they don’t already have the thrown property with equal or greater range. 

Shields become a weapon that you are proficient in, dealing 1d8 bludgeoning damage and having the heavy and two-handed properties. While a shield is being wielded as a weapon, it still grants its normal AC bonus. 

Built for Burden

3rd-level Wandering Arsenal feature

At 3rd level, you’ve grown accustomed to carrying around large amounts of gear into battle. The weight of all weapons, armor, and ammunition you carry is cut in half when calculating encumbrance for you.

Additionally, if your size is small you do not roll with disadvantage when making attacks using weapons with the heavy property.

Shattering Might

Beginning at 7th level your bursts of strength begin to tear your enemies and your own weapons apart. When you score a critical hit, roll the d20 again. If you score another critical hit on this roll, you roll the damage dice for the weapon attack five times instead of two. The weapon you made the attack with shatters into 3d4 parts after damage is done.

When you reach 15th level in this class, after scoring a critical hit roll 2d20. If one scores another critical hit, roll the damage dice for the weapon attack five times and the weapon that made the attack breaks into 3d4 parts after damage is done. If both score another critical hit, roll the damage dice ten times and the weapon that made the attack breaks into 10d4 parts after damage is done.

Tools of the Trade

10th-level Wandering Arsenal feature

Starting at 10th level, your proficiency in all weapons has allowed you to use their different attributes more effectively. When you make a ranged attack with a weapon, additional effects are added to the weapon's properties as described in the table below. If the weapon has multiple properties mentioned in the table below each additional effect applies.

Property

Effect

Finesse

When you roll a 1 on an attack roll for this weapon, you may reroll the die and must use the new roll.

Heavy

If your size is medium or larger, when you deal damage to a creature you move it 10ft. away from you. If your size is small or smaller when you make an attack roll you move 10ft. toward your target.

Light

You do not roll with disadvantage when attacking past normal range with this weapon.

Versatile

Deal damage as if the weapon was wielded with two hands, even if only one was used.

Shredded Defences

15th-level Wandering Arsenal feature

Starting at 15th level your strikes begin to harm even the mightiest foes. When you make an attack, you may expend one use of this feature to remove any resistances or immunities to bludgeoning, piercing, and slashing damage that you deal for this round. When you score a critical hit, you automatically apply this feature for the round, without expending any uses of it. You have a number of uses of this feature equal to your strength ability modifier, and regain all uses after a long rest.

Unload

18th-level Wandering Arsenal feature

When you reach 18th level, you may take an action to make a number of ranged attacks, using only weapons with the light property, equal to half your fighter level rounded down. You may not make other attacks this turn. You may take this action once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/17/2023 7:23:56 PM
10
0
Marm 1.0
Coming Soon

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