Fighter
Base Class: Fighter

The Weapon Master is a relentless and seasoned warrior who has dedicated their life to mastering the art of combat through sheer skill and discipline. They are experts in using a wide variety of weapons and have honed their close-quarters combat abilities to perfection. Unwavering in the face of adversity, Weapon Masters are only dependent on themselves, their weapons, and their quick-wittedness.

Combat Mastery

These warriors have honed their mobility and agility in combat. They can execute lightning-fast strikes, and precision strikes, and dodge with remarkable finesse, allowing them to control the flow of battle and outmaneuver their opponents.

The Weapon Master has 3 Stamina Points at level 1, and gains 1 Stamina Point every 3 levels, (At level 4 = 4 Stamina, Level 7 = 6 Stamina, Level 10 = 7 Stamina, Level 13 = 8 Stamina, etc.) the weapon master can expend these Stamina Points to power their unique fighting style. When The Weapon Master uses up all of their Stamina Points they become exhausted and must roll a Will save with a DC of 18 to stay standing, they have three Saves, if the first one fails they fall to their knees, if the second fails they collapse to the ground, and if the third one fails they pass out. If they succeed in all three they gain 2 Stamina Points but the next time they expend all of them they immediately pass out without any saving throws. 

(Note: This feature is meant to play into all of the other features of the Weapon Master and is given to them at level 1)

Parry Master

When a creature makes an attack against the Weapon Master or an ally within 10 feet of them, they can spend 1 Stamina Point to roll a Sleight of Hand check to parry that attack, if the roll succeeds the creature's attack is negated and the Weapon Master gets an opportunity attack if they spend 1 Stamina Point, if the roll fails the creature's attack is clashed with the Weapon Master's wielded weapon. A Clash or Clashed means that the Weapon Master and the creature are locked in a stalemate, forcing the Weapon Master to roll a constitution save to prevent themselves from being damaged by the creature, if they succeed in the roll they can push the creature from their blade with a strength roll and spending 1 Stamina Point, if they failed, however, they take damage and get knocked onto the ground having to spend a bonus action on their next turn to stand up and if they are attacked while in this state they gain disadvantage. If they succeed in both the Constitution and Strength roll(s) they get an opportunity to attack with an advantage if they spend 1 Stamina Point.

Indomitable Resolve

The Weapon Master can Spend 3 Stamina Points once per long rest to:

  • Punch Death: If the Weapon Master is about to die by spending 3 Stamina Points they can prevent death with a Will save and upon a critical success they come back to consensus with 5 Hitpoints restored, they can only do this once per long rest.
  • Painless: If the Weapon Master is inflicted with any status condition or is about to take damage they gain +4 to their constitution for the duration of the status condition or after the period of damage is over.  
  • Aura of Resolve: The sheer power of the Weapon Masters will inspire their allies and frighten their foes in a 30-foot radius, allies while in this radius gain an advantage on saving rolls while foes gain a disadvantage on the very same saving rolls. 

Combat Techniques

you gain the following combat techniques:

Level 15: Precise Strikes At the 15th level, the Weapon Master gains access to the first advanced combat technique within the "Combat Techniques" feature, Precise Strikes. When making an attack roll with their chosen weapon(s), they can choose to gain a +2 bonus to the attack roll. They can use this feature a number of times equal to their Strength or Dexterity modifier (whichever is higher) before requiring a short or long rest to replenish.

Level 16: Combat Techniques - Weapon Mastery: Choose a specific weapon or weapon category in which you specialize (e.g., longswords, ranged weapons, polearms). Your proficiency with your chosen weapon(s) increases, granting a +2 bonus to damage rolls with that weapon(s). In addition, you can perform one of the following maneuvers during your turn, expending 1 Stamina Point for each:

Level 17: Combat Techniques - Disarm: You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target is disarmed.

Level 18: Combat Techniques - Shield Bash: You can use a bonus action to attempt to shove a creature with your shield. If you succeed, the target is knocked prone, if you fail you are knocked prone instead.

Level 19: Combat Techniques - Quick Draw:  You can switch to any weapon you have on your person as a free action, regardless of where it is stored.

 

Resilient Resolve

Your unwavering resolve and tactical expertise allow you to push through adversity. You gain an advantage on saving throws against fear effects and resistance to conditions such as grappled, restrained, and stunned.

Previous Versions

Name Date Modified Views Adds Version Actions
10/18/2023 12:04:19 AM
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1.0.3
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10/23/2023 3:33:47 AM
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1.0.4
Coming Soon

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