Fighter
Base Class: Fighter

 

A weapon has chosen you as its wielder and unlocked itself to you to further strengthen the bond between the weapon and the user.

Hero’s Weapon

3rd-Level Hero of the Weapon feature

Choose a weapon and or item you have access to become your Hero’s Weapon and bond to it. If not proficient with the Hero’s Weapon, you will become proficient with it and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your Hero’s Weapon is an improvised weapon, it will now deal d6 damage.

Bonus Proficiency

3rd-Level Hero of the Weapon feature

You gain proficiency with smith’s tools

Weapon’s Skill Attunement

3rd-Level Hero of the Weapon feature

You strengthen your bond with your Hero’s Weapon, and you must feed the weapon material of the foes you have slain, unlocking its inner power for you to wield. You learn two Level 1 skills of your choice from among the skills described below, and when you reach certain levels in this class, you can attune additional skills to your Hero’s Weapon. 

Fighter Level - Skills that can be Attuned

3rd : 2

5th : 3

7th : 4

10th : 5

15th : 6

17th : 7

20th : 8

During a long rest, you can replace any attuned skills with others you have obtained; however, during a short rest, you may only replace one attuned skill.

To unlock other skills for your Hero’s Weapon, you must let the weapon absorb the materials and resources of your slain foes. Unlocking a new skill requires 25 per skill level of materials or resources dropped, scavenged, or harvested from your foes.

It’s up to your DM how you can collect materials or resources, but here is a table to use as a default or as a basis to use other methods. But talk to your DM about it.

Material Dropped by CR per foe Table

CR 0 - ¼ - 1d4 material dropped

CR ½ - 4 - 2d4 material dropped

CR 5-10 3d4 material dropped

CR 11-20 4d4 material dropped

CR 21-30 5d4 Material dropped

Skill Table 

Level 1 Skills

Damage Boost Mark 1 - Lv1

When this skill is attuned, add 1d4 + Wisdom Modifier to

Your damage roll when using your Hero’s Weapon.

Defense Boost Mark 1 - Lv1

When this skill is attuned, your Hero’s Weapon adds +1 to your AC score.

Throwable Mark 1 - Lv1

When this skill is attuned, if your Hero’s Weapon doesn’t have the thrown property on it then add the thrown property to the weapon; then range becomes 10/50, but if the weapon already has the thrown property, add 10 feet to its range.

Lighten Mark 1- Lv1

When this skill is attuned, your Hero’s Weapon doesn’t have the light property, then add the property to the weapon and remove the heavy property if the weapon has it.

Dexturious - Lv1

When this skill is attuned, your Hero’s Weapon doesn’t have the Finesse property on it then add it to the weapon. 

One Handed - Lv1

When this skill is attuned, your Hero’s Weapon has the two-handed property, then remove the property from the weapon.

Invisible Armament - Lv1

When this skill is attuned, your Hero’s Weapon becomes invisible to everyone except yourself, and you see it as translucent. When making an attack against an enemy for the first time, you roll with advantage. Spell/abilities like detect magic or see invisible will reveal your Hero’s Weapon to the being who cast the spell or used the ability.

Swiften - Lv 1

When this skill is attuned, add +5 feet to your movement speed

Battle-Ready - Lv1

When this skill is attuned, give advantage to your initiative roll

Viscous Form - Lv1

When this skill is attuned, your Hero’s Weapon can turn into slime, honey, or other viscous substances on command and can revert back on command. When a creature is hit, they are covered with the substance and -10 to its movement until it takes an action to clean itself off.

Damage Mutation - Lv1 

When this skill is attuned, during a short or long rest, you may change the damage type of your hero’s Weapon. If this skill is not attuned, your Hero’s Weapon will go back to its default damage type.

Level 2 Skills

Physical Boost - Lv2

When this skill is attuned, it gains an advantage in strength checks and athletics checks.

Identification - Lv2

When this skill is attuned, when your Hero’s Weapon comes in contact with another object, you can command the weapon to tell you what the object is called, what the object is made out of, the condition of the object, and if the object is magical or not.

Hit Boost - Lv2

When this skill is attuned, your Hero’s Weapon adds +1 to hit rolls.

Glow - Lv2

When this skill is attuned, your Hero’s Weapon starts glowing a bright light in a 10-foot radius and a dim light for an additional 10 feet. At your command, you can make your Hero’s Weapon stop glowing at any time and start glowing again. As a bonus Action creatures within your light radius make a Wisdom saving throw with the Save DC equal to 11 + your Wisdom Modifier; if they fail, they become blinded until your next turn.

Vibration - Lv2

When this skill is attuned with your Hero’s Weapon as a bonus Action the weapon starts to vibrate and make an unbearable sound, creatures within 10 foot radius of you must make a Constitution saving throw with the Save DC equal to 11 + your Wisdom Modifier if they fail they become Deafen until your next turn.

Bounded - Lv2

When this skill is attuned, your Hero’s Weapon can’t be disarmed from you and magically recalled back to you if you are within 30 feet of it on your command.

Extend - Lv2

When this skill is attuned, if your Hero’s Weapon doesn’t have the reach property on it, then add to the weapon, but if the weapon already has the thrown property, add an additional 5 feet.

Damage Boost Mark 2 - Lv2

When this skill is attuned, add 1d6 + Wisdom Modifier to

Your damage roll when using your Hero’s Weapon.

Defense Boost Mark 2 - Lv2

When this skill is attuned, your Hero’s Weapon adds +2 to your AC score.

Throwable Mark 2 - Lv2

When this skill is attuned, if your Hero’s Weapon doesn’t have the thrown property on it then add the thrown property to the weapon; then range becomes 15/55, but if the weapon already has the thrown property, add 15 feet to its range.

Swiften Mark 2 - Lv2

When this skill is attuned, add +10 feet to your movement speed

Level 3 Skills

Additional Strike - Lv3

When this skill is attuned, when attacking with your Hero’s weapon, you can make an additional attack with it.

Rust Metal - Lv3

Any nonmagical weapon made of metal that hits your Hero’s Weapon. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non-magical ammunition made of metal that hits your Hero’s Weapon is destroyed after dealing damage.

Survivable Advantage - Lv3

When this skill is attuned, you gain an advantage on one type of saving throw of your choice until the next long rest.

Material Transmutation - Lv3 

When this skill is attuned, your Hero’s Weapon can change the material it is made out of on command and can revert back on command; however, the material must be solid. 

Damage Boost Mark 3 - Lv3

When this skill is attuned, add 1d8 + Wisdom Modifier to

Your damage roll when using your Hero’s Weapon.

Defense Boost Mark 3 - Lv3

When this skill is attuned, your Hero’s Weapon adds +3 to your AC score.

Throwable Mark 3 - Lv3

When this skill is attuned, if your Hero’s Weapon doesn’t have the thrown property on it then add the thrown property to the weapon; then range becomes 20/60, but if the weapon already has the thrown property, add 20 feet to its range.

Swiften Mark 3 - Lv 3

When this skill is attuned, add +15  feet to your movement speed

Hit Boost Mark 2 - lv3

When this skill is attuned, your Hero’s Weapon adds +2 to hit rolls.

Level 4 Skills

Additional Strike Mark 2 - Lv4

When this skill is attuned, when attacking with your Hero’s weapon, you can make two additional attacks with it.

Survivable Advantage Mark 2 - Lv4

When this skill is attuned, you gain an advantage on one type of saving throw of your choice twice per long rest.

Extend Mark 2 - Lv4

When this skill is attuned, if your Hero’s Weapon doesn’t have the reach property on it, then add to the weapon, but if the weapon already has the thrown property, add an additional 10 feet.

Bounded Mark 2 - Lv4

When this skill is attuned, your Hero’s Weapon can’t be disarmed from you and magically recalled back to you if you are within 60 feet of it on your command.

Material Transmutation Mark 2 - Lv4

When this skill is attuned, your Hero’s Weapon can change the material it is made out of on command and can revert back on command. 

Explosion - Lv4 

When this skill is attuned, as an action, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one. You must use Weapon Summoning to reform your Hero’s weapon.

Spell Storing - Lv4

When this skill is attuned, you may inscribe a spell onto your Hero’s Weapon, and on command you may use that spell however the inscription fades away unless it is a cantrip.

If this skill is not attuned, your Hero’s Weapon loses that spell inscription.

Hit Boost Mark 3 - lv4

When this skill is attuned, your Hero’s Weapon adds +3 to hit rolls.

Throwable Mark 4 - Lv4

When this skill is attuned, if your Hero’s Weapon doesn’t have the thrown property on it then add the thrown property to the weapon; then range becomes 25/65, but if the weapon already has the thrown property, add 25 feet to its range.

Swiften Mark 4 - Lv 4

When this skill is attuned, add +20 feet to your movement speed

Damage Boost Mark 4 - Lv4

When this skill is attuned, add 1d10 + Wisdom Modifier to

Your damage roll when using your Hero’s Weapon.

Defense Boost Mark 4 - Lv4

When this skill is attuned, your Hero’s Weapon adds +4 to your AC score.

Weapon Summoning

3rd-Level Hero of the Weapon feature

If your Hero’s Weapon was lost, stolen, or taken during a long or short rest, you can summon your Hero’s Weapon back to you however, you must complete a ritual summoning that takes about an hour to complete.

Weapon Transfer

7th-Level Hero of the Weapon feature

During a long or short rest, you can swap your Hero’s Weapon to another weapon or item of your choice that you have access to and that becomes your new Hero’s Weapon; however, you can only do this every 1d6 days until you can do it again. 

Weapon Duplication

10th-Level Hero of the Weapon feature

As a Bonus Action, you make a spectral version of your Hero’s Weapon that will have all the same stats and skill attunements as the original; however, this can only last for 1 minute. You can only use this feature the number of times equal to your fighter level divided by half rounded down, per long rest.

Skill Transference

15th-Level Hero of the Weapon feature

As a Bonus Action, you can replace an attuned skill with another skill you have obtained. You can only use this feature the number of times equal to your fighter level divided by 5 rounded down, per long rest. During a short rest, you can replace two attuned skills, and you can get one use back of this feature. 

Weapon Mastery

18th-Level Hero of the Weapon feature

You and your Hero’s weapon bond have strengthened and hardened over all the trials and tribulations you two have overcome, and you have gained complete mastery over your Hero’s weapon. 

  • Whenever your Hero’s Weapon was lost, stolen, or taken as a bonus action, you may resummon your Hero’s Weapon to you at any time.
  • Now, during a long or short rest, you can swap your Hero’s Weapon to another weapon or item of your choice that you have access to and that becomes your new Hero’s Weapon; however, you can only do this once per day. 
  • Now, as a Bonus Action, you make a spectral version of your Hero’s Weapon that will have all the same stats and skill attunements as the original; however, this can for an hour. You can only use this feature the number of times equal to your fighter level divided by half rounded down, per long rest.
  • If your Hero’s Weapon is an improvised weapon, it now deals 2d6 damage.

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