Base Class: Fighter
Those who learn the ways of the archetypal Weapon Lord employ techniques of every weapon they can get their hands on. To a Weapon Lord, the body is the sheath and the weapon is a limb. Weapon Lords utilize a flurry of steel and blood to overwhelm their foes. Most other fighters may choose one or two weapons to carry on their journey, but a Weapon Lord chooses to use all of them. Weapon Lords also enchant their weapons with raw, primordial energy. Although they can't use full magic, they are able to suitably adapt against most enemies.
Weapon Mastery
Starting at third level you can stow and reequip the weapon of one hand for free in between attacks. You may also carry weapons with the Two-Handed property with one hand as long as you are not using a shield but your movement speed is reduced by 5 feet or 10 feet if you have one in both hands.
Weapon Imbuement
Starting at third level you may imbue a number of weapons equal to half your fighter level rounded down with primordial energy at the end of a short or long rest. You may choose for this weapon to do one of the following damage types on the first time it is used instead of it's normal damage: Fire, Cold, Lightning, Acid, or Thunder. The energy will only disappear on an attack that lands. You cannot imbue ammunition but may imbue the weapon that fires it.
Weapons imbued by you will return to you after losing it's imbuement if they are out of your hand and are in the same plane of existence by teleporting into a holster or free hand. If there is no where for the weapon to return to, it will appear as close as possible to an unoccupied space.
Esoteric Techniques
Your mastery of weapons has reached a level where you can employ unthought-of techniques with your weapons. Starting at 7th level, once per weapon in a single given turn, you may invoke a special effect while attacking depending on the properties the weapon you are using has. You can only use one of the property attacks for each weapon and it must used before you roll to hit. You can use this feature a number of times equal to two times your proficiency bonus, your charges of this ability reset after a short or long rest.
Ammunition. You may choose to use two pieces of ammunition instead of 1 to have advantage on the damage roll with this weapon.
Finesse. You may add a +1 modifier to hit with this weapon for the first time your use this weapon on your turn, if you make a Dexterity save this round, you may also add a +1 to that roll.
Heavy. You may have the target roll for an athletics contest against you if you hit them. On a failure, the target is knocked away from you 5 feet at the end of your turn, on a success, nothing happens. The knockback stacks additively with other uses of this effect on different weapons.
Light. you may move up to 5 feet without provoking opportunity attacks from the target if you hit them.
Loading. You may increase your damage by 1d4 on the attack following this one before the end of your turn. The extra damage die stacks additively with other uses of this effect on different weapons (i.e. +1d4 damage on the 2nd attack, +2d4 damage on the 3rd attack, +3d4 damage on the 4th attack assuming you use this property effect on every attack.).
Ranged. If you miss your attack, you may increase the damage of your next attack by 1d6. The damage you can travel stacks additively with other uses of this effect on different weapons (i.e. +1d6 damage on the 2nd attack, +2d6 damage on the 3rd attack, +3d6 damage on the 4th attack assuming you miss and use this effect on every attack.).
Reach. If you attack from farther than 5 feet, you may pull the enemy so it is within 5 feet of you.
Thrown. If this weapon lands it's attack, the target has disadvantage on it's next attack, any further attacks of this property type on this turn will instead decrease the target's speed by 5ft. until the beginning of it's next turn.
Two-Handed. If you attack with two hands using this weapon you may have the attack deal 1d6 extra damage. If you attack with one hand using this weapon, it deals +1 damage and you gain +1 to a constitution saving throw you make before the beginning of your next turn.
Versatile. If you attack with two hands using this weapon you may give yourself a +1 to AC until the beginning of your next turn. If you are wielding this weapon with one hand, you may have the attack deal 1d4 extra damage.
Improved Weapon Imbuement
Your imbued weapons deal an extra +1d8 damage of the imbued weapon type before they lose their imbuement.
Blade Bending
Starting at level 15, you become able to sense and bend the will of magic in weapons. You learn to cast the spell remove curse and identify at will, but it can only be used on weapons. You may also attune two extra items but only if they are weapons.
If a weapon that is imbued by you isn't being held and is within 30ft of you, in one of your attacks in an attack action, you can make a single attack using that weapon, as if you were making an attack from that location, afterwards, the weapon is returned to you. You cannot make opportunity attacks with this feature.
Lordship Over Steel
At 18th level, You can make an one extra attack in an attack action if all your previous attacks were done with different weapons. This attack critically hits on a roll of 18-20 and if you critically hit, you may use the effect of all of the properties the weapon you crit with has at once.
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