Fighter
Base Class: Fighter

Mastery over weapons is the core belief of All Weapon Masters. Even in the midst of battle a All Weapon Master can adapt to any weapon they can find. Continuously switching weapons and leaving them cut deep into their enemies.

 

Stuck to

Carve your blade into you enemies and keep them there.

When you hit a target with a melee weapon attack you can choose to drop your weapon and leave it suck inside the target. The target must succeed a Dex saving throw or have the weapon stuck in them. If they succeed the saving throw the weapon falls the the ground. They can remove up to 2 weapons by taking an action to do so.

Stuck. For each weapon stuck on a creature gain an additional 1d4 damage of your current weapons type. If your current weapon is magical this damage can bypass non-magical resistance.
The Target can take an action to remove up to 2 weapons.
This damage increase to 1d6 at level 10 and 2d6 at level 18
At level 18 it takes a minute to remove any weapons

Saving Throws. The DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

If the weapon deals bludgeoning damage this ability does not work.

Quick Draw

When you take the attack action, for every melee weapon attack you can freely swap weapons.

Connected to your Weapons

If you are attuned to a weapon and use it for Stuck To you do not lose attunement to that weapon for 1 hour. Additionally you can still benefit from passive abilities granted by that weapon.

Some examples of Passive abilities are; Resistances granted by attunement, Additional movement. And any other abilities that do not require any type of action to activate.

Deeper Stuck

Damage caused by Stuck To increases from 1d4 to 1d6

One with Blades

If you are attuned to a weapon and use it for Stuck To you can still benefit from all affects of that weapon. You can activate abilities of those weapons, as if you are still holding them, a number of times equal to your proficiency bonus.

True Stuck

 Damage caused by Stuck To increases by 1d6, so 2d6 instead of 1d6, and take a minute to remove

 

Stuck To

Carve your blade into you enemies and keep them there.

When you hit a target with a melee weapon attack you can choose to drop your weapon and leave it suck inside the target. The target must succeed a Dex saving throw or have the weapon stuck in them. If they succeed the saving throw the weapon falls the the ground. They can remove up to 2 weapons by taking an action to do so.

Stuck. For each weapon stuck on a creature gain an additional 1d4 damage of your current weapons type. If your current weapon is magical this damage can bypass non-magical resistance.
The Target can take an action to remove up to 2 weapons.
This damage increase to 1d6 at level 10 and 2d6 at level 18
At level 18 it takes a minute to remove any weapons

Saving Throws. The DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

If the weapon deals bludgeoning damage this ability does not work.

Quick Draw

When you take the attack action, for every attack you can freely swap weapons.

Connected to your Weapons

If you are attuned to a weapon and use it for Stuck To you do not lose attunement to that weapon for 1 hour. Additionally you can still benefit from passive abilities granted by that weapon.

Some examples of Passive abilities are; Resistances granted by attunement, Additional movement. And any other abilities that do not require any type of action to activate.

Deeper Stuck

Damage caused by Stuck To increases from 1d4 to 1d6

One With Blades

If you are attuned to a weapon and use it for Stuck To you can still benefit from all affects of that weapon. You can activate abilities of those weapons, as if you are still holding them, a number of times equal to your proficiency bonus.

True Stuck

Damage caused by Stuck To increases by 1d6, so 2d6 instead of 1d6, and take a minute to remove

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