Fighter
Base Class: Fighter

The weapon master has mastered each category of weapons. Each category provides its own advantage. You learn new techniques as you level up. The categories and techniques are as follows:

  • Swords (Any sword, rapier, scimitar) 
  • Polearms (Quarterstaff, lance, glaive, halberd, pike, spear, trident) 
  • Axe (Any axe or war pick) 
  • Mace (Mace, clubs, mauls, morning stars, war hammers, light hammer) 
  • Flail (Flail and whip) 
  • Bow (Light crossbow, hand crossbow, heavy crossbow, short bow, longbow)

3rd: Convenient Scabbards

You can draw and stow any number of weapons on your turn, requiring no actions by you.

3rd: Special Techniques

Learn two of the following skills at 3rd level, and learn an additional skill at 5th, 10th, and 15th level.

Swordfaire: Once per turn you gain a +1 bonus to your attack roll made with a sword weapon. When you strike a creature with a sword weapon, you gain a +2 bonus to your armor class to attacks made by that target until the start of your next turn.

Polearmfaire: Once per turn, you gain a +1 bonus to an attack and damage roll made with a polearm weapon. When you strike a creature that is prone or more then 5 feet away from you with a polearm weapon, you can deal an additional 1d6 damage.

Axefaire: Once per turn, you gain a +1 bonus to an attack and damage roll made with an axe weapon. The first axe attack you make on your turn scores a critical on a 19-20.

Macefaire: Once per turn, you gain a +1 bonus to an attack and damage roll made with a mace weapon. When you strike a creature with a mace weapon, you can push them up to 10 feet.

Flailfaire: Once per turn, you gain a +1 bonus to an attack and damage roll made with a flail weapon. When you hit a creature with a flail weapon, you can use a bonus action to knock the target prone if they are your size or smaller.

7th: Combo

Once per turn when you hit a creature with a weapon attack, you can choose to gain advantage on your next attack roll if you make that attack with a different weapon.

You can use this feature an amount of times per rest equal to your proficiency bonus.

10th: Bowfaire

You do not have disadvantage when using the long range for thrown weapons.

Once per turn, your bow or crossbow attack gains a +1 to attack and damage rolls for each of your weapon attacks that hit the target on that turn.

15th: Superior Mastery

Once per turn, you can grant an additional bonus to one of your weapon techniques.

Sword Weapon - The target of the attack cannot make opportunity attacks against you until the start of your next turn.

Polearm Weapon - Grant the attack 2d6 additional damage if the target is prone or more then 5 feet away from you.

Axe Weapon - The attack can score a critical on an 18-20.

Mace Weapon - Push the target 15 feet back.

Flail Weapon - Allow the attack to ignore any shield bonuses the target has.

18th: Finishing Blow

When you use the attack action, you can potentially make an additional weapon attack as part of the same action. Each of your attacks must be made with a different weapon category and must hit the same creature. If all of your weapon attacks hit that target, you can use a different weapon to make an additional attack against that same target.

Ex: If you make an attack with a lance weapon and hit, then a sword weapon and hit, then an axe weapon and hit, you can make an additional weapon attack with either a flail weapon or mace weapon.

At level 20 when you unlock extra attack (4) you must use a different weapon from each category in order to make all 5 weapon attacks.

 

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