Base Class: Fighter
As represented by the name of the subclass, master of many weapons has mastered the ability to use multiple weapons during combat by switching from one to another in order to achieve the wanted effect.
Weapons of purpose
3rd-level Master of many weapons feature
You carry with yourself a collection of different types of weapons, each of which you are the master of. You can choose number of weapons equal to twice your proficiency bonus to give purpose to (also called purposeful weapons). You can change from one purposeful weapon to another when you finish a long rest. A purposeful weapon can be used only once for one purpose, and you must finish a short or long rest to regain uses of each weapon's purpose. Each damage type of a weapon have 2 choices of additional effect you can choose from when using their purpose. Purposes are as follow
(if a purpose requires a saving throw, it's dc is 8+ your attack modifier+ your proficiency bonus)
Slashing weapon
Bleeding strike: a target is required to make a constitution saving throw (if it can bleed), and on a failed save they take 1d4 of extra slashing damage at the start of their next turn. They then must repeat the saving throw, and on a failure take another 1d4 slashing damage at the start of their next turn, After which they are required to repeat the save one last time, taking damage yet again at the start of their next turn (3 times total as long as they keep failing)
Powerful slash: target takes additional 1d6 slashing damage
Piercing weapon
Impailing stab: after hitting, you attempt to pin the target against an object or surface. The creature is considered grappled by your weapon (escape dc your purpose save). If you are not holding the weapon, it can be removed by the impaled being using an action or one attack of a multiattack feature. If grapple is ended with successful save, the target takes additional 1d4 slashing damage from the weapon.
Precision strike: When you make an attack, you may choose to add a 1d4+1 to your attack roll. You can do so after seeing the roll, but before you know if it hits
Bludgeoning weapon
Dazing blow: When you strike a target, you can daze it. The affected creature must remove 1d6 from it's next saving throw or attack roll.
Pushing strike: When you strike an enemy that is no more than one size larger than you or smaller, it is forced to make a strength saving throw. On a fail it is forced to move 15ft back.
Ranged weapon
Long shot: You extend the the short and long range of your ranged attack by 30ft, and may also add 1d4 to your attack roll
Aimed shot: you add 1d6 to the damage you deal of the weapons damage type
Many weapons
3rd-level Master of many weapons feature
When you choose this subclass at 3rd level, you gain the following abilities
- You can dual wield maces, whips, quarter staffs, spears and tridents as if they had the light property.
- You can draw or stow a weapon as a part of an attack you make.
- You can replace one of the attacks you make as an action with your off hand weapon
Additionally this feature grants you further abilities when you reach higher levels.
- On 5th level, after striking an enemy with a weapon, you gain damage bonus of +1 to the next attack you make with another weapon. the damage bonus is increased by +1 for each hit you make with a weapon that is different from the initial weapon used. (example; 1st attack=+0, 2nd=+1, 3rd=+2, 4th=+3 etc)
Enhanced weapons
7th-level Master of many weapons feature
On 7th level, all of your purposeful weapons that are not magical already, gain +1 to their attack and damage rolls and count as magical while wielded by you.
Master of many styles
10th-level Master of many weapons feature
At the start of your turn, you may choose another fighting style from fighter list until the start of your next turn. The fighting style you choose can not be one that has limited time of uses. You can use this feature times 4 times, and must finish a short or long rest to regain this feature.
Greater purpose
15th-level Master of many weapons feature
You gain additional "greater purposes". These purposes can be used by using any of your purposeful weapons, as long as it fits the weapon type. Using greater purpose expends the weapons purpose. You can use greater purpose times equal to your proficiency bonus.
Slashing weapon
Bleeding strike: a target is required to make a constitution saving throw (if it can bleed), and on a failed save they take 2d4 of extra slashing damage at the start of their next turn. They then must repeat the saving throw, and on a failure take another 2d4 slashing damage at the start of their next turn, After which they are required to repeat the save one last time, taking 2d4 damage yet again at the start of their next turn (3 times total as long as they keep failing)
Powerful slash: target takes additional 2d6 slashing damage
Piercing weapon
Impailing stab: after hitting, you attempt to pin the target against an object or surface. The creature is considered grappled by your weapon (escape dc your purpose save). If you are not holding the weapon, it can be removed by the impaled being using an action or one attack of a multiattack feature. If grapple is ended with successful save, the target takes additional 2d4 slashing damage from the weapon.
Precision strike: When you make an attack, you may choose to add a 2d4 to your attack roll. You can do so after seeing the roll, but before you know if it hits
Bludgeoning weapon
Dazing blow: When you strike a target, you can daze it. The affected creature must remove 2d6 from it's next saving throw or attack roll.
Pushing strike: When you strike an enemy that is no more than one size larger than you or smaller, it is forced to make a strength saving throw. On a fail it is forced to move 15ft back. In addition, if you push the target into the space of or next to an object or creature, both the object and creature take 1d6 points of bludgeoning damage
Ranged weapon
Long shot: You extend the the short and long range of your ranged attack by 30ft, and may also add 2d4 to your attack roll
Aimed shot: you add 2d6 to the damage you deal of the weapons damage type
Further enhanced weapons
18th-level Master of many weapons feature
Your purposeful weapons that aren't originally magical gain +2 to their attack and damage rolls instead of +1 when you are wielding them, and count as magical weapons. Also, weapons that already are magical gain this bonus if they have lesser bonus to attack and damage rolls when you are wielding them.
Additionally whenever you score a critical hit with a purposeful weapon, you can roll an additional weapon damage die and add it to the total.
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Posted Aug 11, 2024Originally inspired by Sohei in For honor, as well as psi knight and battle master of fighter subclasses