Base Class: Fighter
Perfect Fluid Weapon Mastery
Weapon Masters are virtuosos of armed combat, treating every weapon as part of a single flowing discipline rather than isolated tools of war. Through relentless practice and deep understanding of balance, momentum, and technique, they can transition seamlessly between blades, polearms, hammers, and bows, adapting their style in an instant. The most renowned Weapon Masters elevate combat into artistry, blending precision, creativity, and mastery so completely that the strengths of one weapon seem to carry into the next.
As a weapon master you will be enabled to attack with a variety of different weapons in a single turn.
As you read this Subclass you will find conditions such as: '...on the same turn if (something-something) is done'.
Reactions usually sit outside of the character's turn. This part is provide clarification that there are some edge cases where you might use a Reaction on your turn and then you should treat it as part of your turn.
Edge case scebario example:
"The enemy rogue has readied an action when you attack them to bolt passed you trying to get passed your reach!"
"I use my Reaction and I do an Attack of Opportunity..."
That Reaction is on your turn since the trigger was when you attack them and should be part of the conditions of the special traits.
Level 3: Improved Weapon Mastery
Your relentless training with countless weapons allows you to draw deeper potential from arms others wield only at surface level.
Choose two extra Simple or Martial weapons.
You gain proficiency over those weapons, learning techniques that let their strengths flow into one another through disciplined combat practice.
Whenever you finish a Short Rest, you may replace one of your chosen weapons with another Simple or Martial weapon.
Whenever you finish a Long Rest, you may replace up to two of your chosen weapons.
Level Proficiency Bonus Class Features Second Wind Weapon Mastery 1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3 2 +2 Action Surge (one use), Tactical Mind 2 3 3 +2 Weapon Master 2 5 4 +2 Ability Score Improvement 3 6 5 +3 Extra Attack, Tactical Shift 3 6 6 +3 Ability Score Improvement 3 6 7 +3 Subclass Feature 3 6 8 +3 Ability Score Improvement 3 6 9 +4 Indomitable (one use), Tactical Master 4 6 10 +4 Subclass Feature 4 7 11 +4 Two Extra Attacks 4 7 12 +4 Ability Score Improvement 4 7 13 +5 Indomitable (two uses), Studied Attacks 4 7 14 +5 Ability Score Improvement 4 7 15 +5 Subclass Feature 4 7 16 +5 Ability Score Improvement 4 8 17 +6 Action Surge (two uses), Indomitable (three uses) 4 8 18 +6 Subclass Feature 4 8 19 +6 Epic Boon 4 8 20 +6 Three Extra Attacks 4 9
Even though the official Mastery Properties are 8 (Cleave, Graze, Nick, Push, Sap, Slow, Topple & Vex) at level 20 you will be enabled to have an extra Mastery Property. Provided that you have played so long your character this Homebrew Subclass would like to encourage you to create your own Mastery Property, discuss it with your Dungeon Master and bring into life in the game!
Level 3: Favourite Weapon
To others, mastery properties are limitations of design. To a Weapon Master, they are merely techniques waiting to be perfected.
A dagger can topple, a hand crossbow can push, and any weapon can become deadly in the right hands.
Through endless drills and relentless dedication, you have developed an unmatched connection with a single weapon — the one that feels like an extension of your own body. Choose one Simple or Martial weapon that you have Weapon Mastery with have it become your Favourite Weapon.
Whenever you finish a Long Rest, you may replace one mastery property of your Favourite Weapon with another mastery property available in the Player’s Handbook.
You may change your Favourite Weapon every time you level up and swap is mastery property if you want to.
Additionally, whenever you make a Performance check involving your Favourite Weapon, you may add your Strength modifier to the d20 test.
Level 7: Masterful Handling
Your relentless study of weapon forms and battlefield movement allows you to transition between arms with impossible fluidity.
Once on each of your turns, you may stow one weapon and draw one weapon without requiring any action (no action required),
treating the motion as part of your natural combat flow.This overwhelming focus on offensive momentum leaves little room for
defensive awareness. Whenever you swap weapons in this way, you cannot take Reactions until the end of your next turn.
Level 10: Master's Discipline
Your understanding of weapon forms has surpassed simple training, allowing you to wield each arm with flawless precision and control.You have learned how to position your body, shift your momentum, and exploit the perfect angle of every strike to draw out the full potential of your weapons.Your discipline allows you to execute even the most difficult techniques with effortless efficiency. Gain the following:
Heavy:You ignore the Disadvantage imposed by the Heavy property when wielding weapons you have mastery with, regardless of your Strength or Dexterity score with weapons you have mastery with.
Range:You no longer suffer Disadvantage on attack rolls made at long range with weapons you have mastery with.
Additionally, being within 5 feet of a hostile creature no longer imposes Disadvantage on your ranged attack rolls made with weapons you have mastery with.
When affect a target on your turn* with two different Mastery Properties (Cleave, Graze, Nick, Push, Sap, Slow, Topple & Vex) , that target has disadvantage on the first attack against you until the end of their next turn.
*on your turn (clarifications are being provided on the top see Edce case scenario example).
Level 15: Scholar of Arms
You understand the reach, balance, and flow of every Simple and Martial weapon, allowing you to move through combat with complete confidence. Opportunity Attacks made against you are rolled with Disadvantage.
This knowledge has become ingrained within your muscle memory, granting you unmatched freedom across the battlefield.
Your walking speed increases by 10 feet.
Whenever a creature misses you with an Opportunity Attack, as a Reaction you may immediately make an Opportunity Attack against that creature.
Alternatively, when a creature hits you with an Opportunity Attack, as a Reaction you may roll one of your Hit Die and gain Temporary Hit Points equal to the number rolled plus your Constitution modifier.
Leven 18: War Dancer
You are feeling your weapon as a pulsating being and you are able to operate with it in combat as you are performing a skillful theatric play.
Your Favourite Weapon ignores immunities and resistances and is considered Magic.
You can stow and draw your Favourite Weapon without spending an action (no action required or Masterful Handling required).
If you manage to deal damage to targets with three or more different weapons on your turn*.
Any friendly creature within 100 feet that can see you gets inspired and get a d10 dice they can use until the start of your next turn. The War Dancer inspiration can be treated like a Bardic Inspiration.
Until the start of the fighter's next turn when the friendly creature fails a d20 test, the friendly creature can roll the War Dancer inspiration die (d10), potentially turning the failure into success. A War Dancer inpsiration die is expended when is rolled or when the Weapon Master starts their next turn.
*on your turn (clarifications are being provided on the top see Edce case scenario example).
Previous Versions
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