Base Class: Fighter
Devoted to the perfection of a few specific weapons, the Master of Arms' meditations upon his favored weapons border on the obsessive, but none can deny his consummate skill. The weapon master devotes themselves to the weapons of their choosing, taking the use of each weapon beyond its normal limits.
Favored Weapons
Beginning at 3rd level, you have significant experience with a certain types of weapons. Choose 2 favored weapon groups from the options below. Some weapons are in more groups than one, this overlap provides no additional benefit if both groups are chosen later on. When wielding these kind of weapons, you gain a bonus to attack rolls using them equal to 1/2 your proficiency bonus, rounding down. You gain proficiency with the weapon if you do not already have it when you make this choice.
Additionally, you cannot be disarmed when wielding a favored weapon, even if the disarm attempt does not target the weapon itself.
You choose an additional favored weapon at 7th, 10th, 15th, and 18th level.
- swords: longswords, greatswords, scimitars, shortswords
- axes: battleaxes, greataxes, handaxes
- hammers: mauls, warhammers, light hammers
- polearms: glaives, halberds, lances, pikes, spears, tridents, javelins, yklwas, quarterstaff
- improvised weapons: improvised weapons
- natural weapons: natural weapons
- unarmed strikes: unarmed strikes
- beaters: clubs, greatclubs, flails, maces, morningstars
- whips: whips
- double-bladed scimitars: double-bladed scimitars
- bows: shortbows, longbows
- crossbows: light crossbows, hand crossbows, heavy crossbows
- thrown: handaxes, javelins, light hammers, nets, spears, tridents, yklwas
- finesse: daggers, rapiers, scimitars
- primative ranged: blowguns, boomerangs, darts, slings
- tools: sickles, warpicks, nets
- firearms and explosives: antimatter rifles, bad newses, blunderbusses, hand mortars, laser pistols, laser rifles, muskets, palm pistols, pepperboxes, pistols, revolvers, rifles, shotguns
Axes
You consider battleaxes, greataxes, and handaxes as favored weapons.
Beaters
You consider clubs, greatclubs, flails, maces, and morningstars favored weapons.
Bows
You consider shortbows and longbows favored weapons.
Crossbows
You consider hand crossbows, light crossbows, and heavy crossbows favored weapons.
Double-Bladed Scimitars
You consider double-bladed scimitars favored weapons.
Finesse
You consider daggers, rapiers, and scimitars favored weapons.
Firearms and Explosives
You consider Antimatter Rifle, Bad New, Blunderbuss, Hand Mortar, Laser Pistol, Laser Rifle, Musket, Palm Pistol, Pepperbox, Pistol, Revolver, Rifle, Shotgun favored weapons.
Hammers
You consider mauls, warhammers, and light hammers favored weapons.
Improvised Weapons
You consider improvised weapons favored weapons.
Natural Weapons
You consider natural weapons favored weapons.
Polearms
You consider glaives, halberds, lances, pikes, spears, tridents, javelins, yklwas, and quarterstaves favored weapons.
Primitive Ranged
You consider blowguns, boomerangs, darts, and slings favored weapons.
Swords
You consider longswords, greatswords, scimitars, and shortswords favored weapons.
Thrown
You consider handaxes, javelins, light hammers, nets, spears, tridents, and yklwas favored weapons.
Tools
You consider sickles, warpicks, and nets favored weapons.
Unarmed Strikes
You consider unarmed strikes favored weapons.
Whips
You consider whips favored weapons.
Right Tool for the Job
At 3rd level, you become adept at changing your gear on the fly. You can store, draw, pickup or drop your favored weapons an unlimted amount during your turn as free actions. Additionally, you can don and doff armor in 1/2 the time, not including shields, which instead can be equiped/unequiped as a free action.
Empowered Strike
At 7th level, your training with your favored weapons allows you to get the most out of your strikes. When wielding your favored weapons, you increase their damage die by one step, as per the table below. When there are multiple options, such as 1d8/2d4, it is your choice.
| Empowered Strike | |
|---|---|
| Base Weapon | Favored Weapon |
| 1 | 1d4 |
| 1d4 | 1d6 |
| 1d6 | 1d8/2d4 |
| 1d8/2d4 | 1d10 |
| 1d10 | 1d12/2d6 |
| 1d12/2d6 | 2d8 |
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to hit with ranged weapon attacks.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Always Ready
At 15th level, your senses in combat are honed to an extreme. You can make a single Opportunity Attack without spending your reaction each round, and readying an attack action does not take your reaction to trigger. Making a second Opportunity Attack in a round still requires a reaction however. Additionally, you can make an Opportunity Attack with a ranged weapon when someone leaves your reach (not range), however the normal penalties for close combat ranged attacks still apply.
Keep 'Em Guessin
At 18th level, you are a master of changing your weapons on the fly to keep your opponents guessing. Each round, when you successfully strike with a weapon different from the previous successful strike, you gain a stacking bonus to damage. For each unique weapon you strike with, you deal an additional 1d4 points of damage. For example, if you strike with a longsword for your first attack then swap to a battle axe for your second, you deal an addtional 1d4 damage of the weapons type on a successful hit. The stacks are not lost if you miss, however they do not change the "previous weapon" either. These stacks are kept until the beginning of your next turn, and can stack across multiple actions (via action surge), as well as be used for Opportunity Attacks.
Previous Versions
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10/30/2019 3:19:33 AM
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