Base Class: Rogue
The Arms Fanatic is intended to be a Fighter-inspired Rogue that focuses on using a wide variety of weaponry with added precision and lethality. Arms fanatics are capable of seeing the finer detail and subtleties of the weapons they use and can use them in additional ways.
Created by Jade, Tom, Aiden and Nic
Bonus Proficiencies
When you choose this archetype at 3rd level you gain proficiency with martial weapons.
Weapon Specialist
Starting at 3rd level, your training and fascination with weapons allows you to use all manners of weaponry effectively. You may apply your sneak attack damage to any melee attack using a weapon that lacks the Heavy or Special properties.
Additionally, your discipline with weaponry grants you insight on alternative functions for them. As a replacement for Thieves’ tools, you can alternatively use a Piercing weapon that weighs 2lbs or less to pick locks or disarm traps.
Substance Abuse
Starting at 9th level, you learn how to apply poisons, acids and other debilitating substances to your weapon. You gain proficiency with a poisoner's kit assuming you don’t already have it. You also gain a poisoner's kit for free, one you've made and supplied with your own materials. You also get to choose two out of five different substances you can make and, using a poisoner's kit, can spend a minute coating a weapon you're proficient in with it. Only one substance can be applied at a time. The weapon coating lasts for a number of attacks made with the weapon equal to half your rogue level (Minimum of 1) and scoring a successful sneak attack on a creature applies the effect to it. The substances you can choose from are;
Once you use this feature, you can't use it again until you finish a long rest.
You can choose one additional substance at Lv 13 and again at Lv 17. Each effect lasts a minute or until lesser restoration is cast on the affected creature or mending if the part affected is their armour
Armour Rend
You coat a weapon with a sulpheric acid that damages the armour of those you attack. Attacks with this weapon ignore resistance to non magical damage and drop the creature's armour class by 1 for each attack made. This affect only affects people wearing armour and cant deny AC past 10 + the creature's dex modifier.
Atrophy Cripple
You coat a weapon with a neurotoxin that stiffens the joints and makes them less agile. Hitting a target with this weapon gives them a -10 modifier to their walking speed and disadvantage on dex saves. This has no effect if the creature is using a fly or swim speed to move around.
Boric Acid
You coat a weapon with an acidic solution. Hitting a target with this weapon causes them to take 1d6 acid damage at the start of their turn. For that turn, any ability check or attack roll made by the creature has a negative modifier equal to the acid damage. This has no effect on creatures with resistance or immunity to acid damage.
Mind Boggle
You coat a weapon with a hallucinogenic drug that debilitates those trying to cast spells. Hitting a target with this weapon makes them need to make a con save before they cast spell. If they fail, the spell slot is used up and the spell fails to take effect. DC = 8 + Proficiency + Int. Only affects spell casters and those using innate spellcasting, no effect on s pell like abilities
Stun Batter
You coat a weapon with a paralyzing poison. Hitting a target with this weapon stuns them until their next turn. At the start of their next turn they must make a con save and on a success, the stun effect wears off. This has no effect on creatures with an immunity to the poison condition.
Modify and Sever
At 13th level, you've come up with ideas on how to make your weapons perform more effectively in combat. Through the course of a long rest, you can create modifications for one of your weapons using one of the following effects;
Weapon Chain: You upgrade your weapon with a long iron chain or rope that can extend and retract. The chained weapon has the thrown property with a range of 20/60 feet, or longer if the weapon already has a range that's longer. Attacks made within the standard distance will return the weapon or ammunition used back to you.
Swift Striking: You upgrade your weapon with a much more aerodynamic design that allows more finesse when attacking. After using your action to attack with this weapon, you can use a bonus action to make an additional attack. You ignore the loading property if the upgraded weapon has it.
Abjure Abjuration: You upgrade your weapon with antimagic magnets that disrupt the weave in a concentrated spot. An attack made with this weapon ignores the effects of any Abjuration spell effecting the target and dispels it until the start of your next turn
Heal Blocking: You upgrade your weapon with pain enhancing features such as a serrated blade or sharp hooks. When your hit an opponent with this weapon, the target can't regain hit points until they make a successful medicine check (DC 8 + int + proficiency) to heal the wounds.
These modifications last 24 hours or until your next long rest as they require constant maintenance. Only creatures with the Modify and Sever feature can add their proficiency to attacks made with this weapon. Feel free to speak with your DM about creating your own modifications as this feature is designed to allow customization.
Signature Weapon
At 17th Level, Choose a weapon you are proficient with. Your proficiency bonus is doubled for any attack roll you make using your Signature weapon. Additionally, once per day whenever you score a critical hit using your Signature weapon, you may roll your sneak attack dice an additional time.
Your signature weapon can also have two effects from Modify and Sever applied to it during a long rest and if someone other than you attempts to wield it, they treat it as an improvised weapon.







Comments