Fighter
Base Class: Fighter

A Fighter subclass meant to give a random flair akin to Wild Magic Sorcerers. Somewhat based around Weaponmasters from Legends of Runeterra

Wild Weapons

Upon choosing this archetype at 3rd level, you gain proficiency in improvised weapons. 

Additionally whenever you roll initiative and have both hands free, roll on the Wild Weapons table to acquire a unique weapon. You immediately equip whatever weapon you roll, have access to it throughout combat, and unlock it's mastery property. After combat ends the weapon falls apart and becomes useless.

 
Name Damage Properties Mastery Magic Action Weight
Fishing Rod 1d4 Piercing Finesse, Extra Reach Graze Hypnotic Pattern 2 lb.
Plates (10) 1d4 Blugeoning Finesse, Thrown (Range 20/60) Push, Slow Conjure Barrage 4lb(Total)
Wrench & Screwdriver 1d6 Slashing (Wrench) & 1d4 Piercing (Screwdriver) Finesse (Both), Light (Both), Dual-Weapons Cleave (Wrench), Nick (Screwdriver) Dispel Magic 2lb(Wrench), 1lb(Screwdriver)
Chair 1d8 Blugeoning Finesse, Two-Handed, Armor Class +2 Vex Beacon of Hope 10lb
Frying Pan 1d10 Blugeoning Finesse, Versatile (1d12) Sap Slow 6lb
Lamppost 1d6 Bludgeoning + 1d6 Fire Finesse, Two-Handed, Burn Topple Fireball 15lb

 

Below you will see an explanation of the additional properties these weapons may have:

Extra Reach: This weapon adds 10 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Armor Class: This weapon adds an additional bonus to your Armor Class level, this bonus will not stack with the Armor Class bonus provided by a shield.

Burn: On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. This bonus damage cannot stack.

Skilled Improviser

Beginning at 7th level your power emanates directly from any weapon you hold. You gain the following benefits:

Improvised Weapons you are holding gain a +1 bonus to attack and damage rolls. 

In addition, whenever you hit with an Improvised Weapon and deal damage, it can deal your choice of Force damage, or its normal damage type.

This bonus increases to +2 at 10th level and +3 at 15th.

Weapon Roulette

Beginning at 10th your ability to adapt to any given situation reaches new heights:

Whenever you activate your Second Wind with a Bonus Action, you may discard the weapon you are holding and roll on the Wild Weapons table for a new one, and you may swap out a Fighting Style Feat you know with a different one of which you meet the prerequisites, if any. The feats remained swapped until the end of a short or long rest or when you use you Second Wind feature again.

The Power From Within

By level 15, new power surges from the weapons you wield. Were they always magical, or was it your sheer force of will that thrust this power on them?

You gain access to the Magic Action associated with your Wild Weapon while you are holding that weapon. You may also use this Magic Action as the additional action you receive from Action Surge. If a Spell requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice). If the spell cast requires Concentration you automatically lose Concentration if you drop or stow your the weapon you used to cast the spell. Once you use a Wild Weapon's Magic Action you cannot do so again until you acquire a new version of that Wild Weapon.

 

Weapon Bombardment

Beginning at 18th level, when you roll damage for an Improvised Weapon and roll the highest number possible on any of the dice, roll it again and add that roll to the damage. The maximum number of these additional dice you can add to the weapon's damage is equal to your Proficiency Bonus.

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