Base Class: Fighter
A Fighter with effective training and application of specialized styles using a variety of weapons is the mark of the Master-At-Arms. These fighters may hail from noble families who can afford experts to train up their children, or they may have their origins in the fighting pits, where the ability to use whatever weapons are placed in their hands is a matter of life and death. The Master-At-Arms focuses on dual-wielding their weapons and combining both hands into a skillful fusion of deadly assault.
This is a Fighter subclass that builds upon and adds some complexity to two-weapon fighting. This subclass doesn't operate on any resource like Battlemasters do. Rather, their complexity extends from variable benefits and advantages that are gained through mixing and matching weapons based on their damage types between piercing, slashing, and bludgeoning.
A player who controls a Master-At-Arms would want to keep his fighter stocked with a virtual armory of various weaponry. This is key to allowing the flexibility to employ all of the Two-Weapon Tactics they know, shifting between them to whatever suits the situation. As they grow in power, they can make more attacks while defending themselves, and eventually others, through a mastery of wielding weapons in both hands.
Capable Hands
Your training in handling weapons in both hands makes you capable of dual-wielding weapons others cannot. Beginning when you take this archetype at 3rd level, you treat all simple one-handed weapons as if they had the light quality in addition to their other properties.
Two-Weapon Tactics
Your pursuit of mastering a variety of arms has provided you with advanced tactics when using a weapon in both hands. Utilizing the weapons you wield in compliment of each other, you can create unique opportunities and strategies when engaged in combat. Beginning when you take this archetype at 3rd level, the damage types of the weapons you wield change your stance and style to provide certain benefits:
Bonecrusher: You have learned to put the combined blunt force of bludgeoning weapons to brutish use. When two-weapon fighting with two bludgeoning weapons, a target who is hit by both of your weapons in one of your turns is concussed by the shocking force of the blows. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your strength or dexterity modifier, your choice) or suffer from disadvantage on the first ability check or attack roll it makes until the end of its next turn.
Slice and Dice: With two sharp edges in your hands, you are capable of inflicting bleeding wounds that incur lingering damage on your opponents. When two-weapon fighting with two slashing weapons, a target that is hit by both of your weapons in one of your turns takes an additional 1d6 damage at the start of its next turn.
Twin Fang: You have learned how to utilize the punishing power of piercing weapons to reduce the effectiveness of your opponents. When two-weapon fighting with two piercing weapons, a target that is hit by both of your weapons in one of your turns suffers from a 10-foot reduction in speed and must roll a 1d4 and subtract the result from any ability checks and attack rolls it makes. Both penalties last until the end of the target’s next turn.
Hammer and Nail: Combining brutal power with the cruel accuracy of a sharp point, you have learned how to use blunted blows to open windows of attack on your opponent's most vital areas. When two-weapon fighting with a bludgeoning weapon and a piercing weapon, the bludgeoning weapon receives a +1 on weapon attack rolls, and the piercing weapon has an improved critical attack range of 19-20.
Bash and Slash: The fusion of a blunt face with a sharp edge allows for vicious slicing attacks against weakened, bruised opponents. When two-weapon fighting with a bludgeoning and a slashing weapon, the bludgeoning weapon receives a +1 on weapon attack rolls, and the slashing weapon receives a +2 on damage rolls.
Slicing Skewer: The prime example of deadly precision, fusing the power to puncture and cut allows for the opportunity to inflict a variety of wounds with savage accuracy. When two-weapon fighting with a slashing weapon and a piercing weapon, both weapons receive either a +1 to weapon attack rolls or a +1 to damage rolls. This is decided per weapon before each attack roll and can change between multiple attacks with the same weapon.
Parrying Strike
You have learned how to use your weapons for more than just offensive power. Starting at 7th level, when struck with a melee attack, you can use your reaction to parry the blow with a swing of one of your weapons and reduce the incoming damage. Roll the damage die of the parrying weapon and add half of your fighter level (rounded down); reduce the damage by that amount.
Sturdy Grip
Time spent in combat wielding two weapons has given you strong hands and a solid grip. Starting at 7 level, you have advantage on any saving throws to resist being disarmed and any Strength (Athletics) checks involved with climbing.
Ambidexterity
Your constant use of both hands in combat has allowed you to increase the efficacy of your offhand to rival your main hand. Starting at 10th level, you gain the following benefits while two-weapon fighting, both of which utilize any relevant Two-Weapon Tactics:
- When using a bonus action to engage in two-weapon fighting and attack with a second weapon, you can make two attacks with that weapon instead
- When making an opportunity attack, you can attack with both of your weapons. If the first attack reduces the target's HP to 0, you can make the second attack at another valid target in range
Improved Parrying Strike
You have mastered the ability to deflect incoming blows with your weapons. Starting at 15th level, you can use your Parry ability against a melee attack targeting any ally within 5 feet of you. Additionally, if your parry reduces the damage of the attack to 0, the attacker is disarmed, and all attacks made against the attacker have advantage until the start of your next turn.
Two-Weapon Mastery
At 18th level, your unparalleled expertise in using a weapon in each hand has allowed your Two-Weapon Tactics to drastically improve:
- All attack and damage bonuses granted by Two-Weapon Tactics are doubled
- The concussive effect of Bonecrusher effects all ability checks and attack rolls made until the end of the target’s next turn
- The effects of Twin Fang are increased to a 20-foot penalty to speed and a 2d4 reduction in ability checks and attack rolls
- The improved critical range to your piercing weapon granted by Hammer and Nail increases to 18 to 20
Hi, just out of curiosity,
Capable Hands feature only adds Javelins and Spears to your Arsenal of weapons as they are the only onehanded simple meleeweapons that are not already „light“ correct?
isn‘t that a bit underwhelming or am i missing the point?
Other than that a great Fighter that im definetly playing next time i dont have to dm, thanks!
You're great, super thanx!
I think I resolved this issue - there should be an updated version of the subclass (version 1.9) available now to use in character creation that addresses this. The issue was simply a checkbox I left marked when it should have been unmarked.
The choice of weapon shouldn't make a difference in what tactics are available to you - all Masters-At-Arms know all of the listed tactics.
Than for the fast reply. I was looking at the character sheet and currently under feats & traits and under two weapon tactics says "No choice made". I don't know if this is relevant but the character is equipped wth a morningstar and a warhammer. Is it because of the weapons? Do they need to be light? One damage type is piercing and the other is bludgeoning. I figured out that with the dual wielder feat which permits dual weilding weapons that are not light, this should work too. Right?
Hmm, I'm not sure what the issue is there. I can look into addressing it, but I'm not sure what the issue might be.
For clarity, all fighters with this subclass have access to all of the tactics. Which tactic is active is based entirely on the types of weapons you are using, and so you should always receive the benefits from whatever tactic matches your weapons. You can just keep that in mind, and make adjustments manually while I try to figure out the issue.
Hello very nice work, really well composed and on spot thematicaly for a fighter. I have a problem when making a character using your subclass. Weapon tactics says choose an option, i click the drop down menu and it says yet again choose an option. So I can't really choose anything there. Is this supposed to be working like this?
a good fix for the 6th problem would be making it a disarm check reaction
Hello DylanC -
Thank you for your feedback! It is very thoughtful and greatly appreciated.
1 - The scaling of slice and dice has been the recurring struggle of this subclass, for sure. Reducing the damage die to allow scaling is something I have been playing around with as well, and your idea of of a ticking down bleed counter is interesting. I will add it to the list of variations to try out!
2 - With regard to the strength of Twin Fang, I tried to make all of the tactics which use the same weapon type stronger than the others, because they require both weapons to hit in the same turn. That being said, I do think it is stronger than the others of that type (slice and dice/bonecrusher), and I have been considering either making the player choose between the two penalties, or making the 1d4 bane effect for only the first such roll.
3 - Good point about Hammer and Nail, I will clarify its language so that either A) it is specifically mentioned that both strikes must be against the same target or B) the flavor is reworked so it thematically fits better.
4 - I think this point might be based on a misreading of the rules for offhand weapons. Offhand attacks cannot benefit from ABILITY modifiers, absent some effect which overrides that restriction (like the two-weapon fighting style a fighter could take). There is no rule which states they cannot benefit from ANY modifier absent magical weapons, to my knowledge. The intention of this tactic is to allow the slashing weapon to benefit from the damage modifier regardless of the hand in which it is wielded.
5 - A fair thematic point I will take into consideration. That being said, in my playtesting, it has never actually occurred that I was given the chance to make an opportunity attack, the first of which reduced the target to zero, and I was in melee range of a second target at which to make my second attack. Perhaps it could be removed just in general for being too restrictive.
6 - Automatic disarming is strong, but I also feel this is much less likely to happen than, say, a monk reducing a ranged attack to 0. At level 15, a fighter with a longsword making a parry attempt rolls 1d8, adding 7, for a maximum of 15/average 11. At level 15, many of the enemies you are fighting won't be using weapons which can be disarmed. Those who are using such weapons are likely to do much more than can be fully stopped by a parry. It would take both the enemy rolling poorly, and the fighter rolling well, and even then it could only happen once per turn because the fighter would choose to use their reaction for this rather than a double-weapon opportunity attack. A large group of weaker enemies could only be disarmed one at a time.
Thank you again for this - you have given me some stuff to think about!!
Hello, Knight5000. First of all, I should mention that none of this is based on any playtesting, this is all simply my initial reaction to reading the subclass. It is all, also, in no way meant to be critical or negative, I love the concept of the class and simply want to give some feedback.
1: Slice and Dice feels like it does not scale very well, something I have seen pointed out in other comments. As an idea, you might want to toy with an alternative bleed mechanic, rather than the standard "takes flat damage on its next turn" approach. As a starting point, you could consider dropping the damage to a 1d4 and having the damage carry over. On its next turn, the target takes 1d4 damage. Let's say it rolls a 3. At the end of its next turn after that, it takes 2 points of bleed damage, and 1 point the turn after that. This way, the bleed can continue to stack as turns progress, rather than dealing flat damage, and the increased chance of rolling a 1 or 2 on the d4 (as opposed to the d6) prevents the damage from becoming too ridiculous. Maybe you can change it to a d6 when you get Two-weapon Mastery. There are plenty of other methods to simulate bleed damage out there, check them out. Like you said yourself, the flat damage seems to not have a good bridge between under- and over-powered.
2: Twin Fang seems distinctly more useful and strong compared to all the other tactics. Maybe the player can choose to either inflict a 10' movement speed decrease OR a 1d4 subtraction to ability checks and attack rolls, rather than both. As it stands, you are effectively getting the benefit of both a Ray of Frost spell and a Bane spell in one 1st-level feature.
3: The description of Hammer and Nail does not match with the wording of the actual ability. The description indicates that the first attack opens a window of attack for the second strike, yet the ability itself does not state that the target of the piercing strike must be the same as the bludgeoning strike. This would mean that the 19-20 critical would still apply, even if the piercing strike was against a target that had not had a window opened by the bludgeoning strike. Might have just been a typo and it would be easy for a DM to modify it accordingly, but a quick re-wording would save that headache for the DM.
4: The Bash and Slash ability really limits which weapons the player can carry as their primary and off-hand weapons, at least in PHB rules. Two-weapon fighting rules in the PHB state that off-hand weapons do not benefit from modifiers (outside of magical weapons), so it would effectively force players into carrying the slashing weapon as their primary, so as to be able to make use of the damage modifier. Then again, I haven't had to look over the Two-weapon Fighting rules in the PHB for some time, so I could be remembering the rule incorrectly, just thought I would mention it.
5: The second benefit from Ambidexterity feels awkward. I have always pictured Opportunity Attacks as being split-second instincts, hence the expenditure of your reaction. The ability to transfer your second attack to a different valid target feels counter to that. Considering how fast that initial reaction is supposed to be, from beginning to end, I would picture that the second strike would already be in motion and approaching the target by the time the first strike lands. The transferring of targets feels like a reaction to the reaction. My initial instinct is that the second strike should be lost if the first brings the target to 0 HP. Again, something I could House Rule, but something to consider.
6: Automatic disarming feels super strong, especially since the effect is likely to trigger in the event that an enemy already rolls poorly on their damage dice. Automatic disarming makes rolling poorly go from bad to worse, then the automatic advantage makes it go from worse to broken, in my opinion. I don't know if there is precedent for automatic disarming, but some kind of roll to determine if the attacker is disarmed feels more balanced, especially against larger groups of weaker enemies.
That's it from me! Like I said, I really like this sub-class and I hope to make use of it one day. These are just some of my thoughts on what could be changed to make it either more balanced or more transparent in its wording. Thanks for the fun homebrew sub-class!
Regards,
DylanC
hmmm idk if i'm dumb or something, but i can't really choose my two-weapon tactics. i guess i'll have to keep track of what i use manually.
So with the slice and dice balance I think that the scaling up idea is a good idea but it definitely would need a drawback, so scale the damage with the cantrip level but make it to where if someone is in combat the damage builds up as the they successfully hit with both weapons the amount of dice build so lets say a character is level 5 and have the 2D6 available the first turn if they hit both its 1D6 the next turn if they hit both than its 2D6 (and it caps their until they hit their next dice increase) if they miss one attack on the turn it goes back to 1D6, and they cannot go above their level damage so at 5th level you can not go above 2D6, 11th level you cannot go above 3D6 etc. just my thought on it im gonna try it with my next character and talk to my dm about that method but i think it really would help balancing it without making it too powerful
Awesome Subclass! Been playing it for a few months now and it's really enjoyable. Thanks a lot!
If I may add my own thoughts regarding Slide and Dice:
The damage of Slice and Dice just seems less interesting, numerically, and feels weaker from a fantasy-perspective. Personally, I tend towards any of the other options - especially Bonecrusher, which I absolutely love - due to how I'd like to approach and participate in combat. Adding a d6 to the bleed damage to emulate the scaling of cantrips seems to be the natural step to take... Though I feel like there should be a more unique solution. What I am about to suggest is just food-for-thought; an idea I thought of in a span of about 5 minutes... So, please, take it as a starting point for a better solution. :) Here we go:
Just to reiterate: This is simply a suggestion and breeding ground for new ideas! Hope it helps. :)
Cheers!
Thanks for the feedback!! I'm glad you enjoy it, and if you use it, please let me know how it goes!
I have been playing around with scaling up the damage on Slice and Dice to match cantrip scaling. My concern is that, while I agree that the damage bonus falls off at later levels, if the damage scaled that much, it would go the other way and become incredibly strong compared to the other styles. At level 10, for instance, a fighter using two non-magical longswords would get 2 attacks with both weapons (between extra attack and the ambidextrous feature of this class), for a potential 4d8 plus Strength mod times 4. If the proc from Slice and Dice scaled like cantrip damage, it would add 3d6 to that total. Assuming average rolls across the dice, those 3d6 add 10 extra damage. I'm not sure the effect of any of the other styles compares to 10 extra damage on top of the average 30-36 such a fighter might be doing, as it represents a 25% damage increase, compared to the flat +2 damage given by Bash and Slash. Keeping it at 1d6, average 3, keeps it from out pacing the potential damage bonus added by the other styles.
Perhaps the answer is somewhere in the middle? Perhaps it could scale at half the rate of cantrip damage? Honestly, I'm not sure. It seems most people think the damage needs to be higher, but I have had a hard time trying to balance any potential new changes. I will certainly keep at it.
This subclass is really cool! It's such a cool way to create a really sophisticated, niche kind of fighter that stands out among the other meat head bruisers. The only downside (which i only see happening with a trolly DM), is that if you lose one of your weapons, you go back to being a vanilla fighter. But that issue can be corrected pretty easily. I've seen other people make the following suggestion already, but it's really good and so I'll echo it. The d6 from Slice and Dice should probably scale like a cantrip (increasing at 5th, 9th, 13th, and 17th lvl). That way, the extra damage it offers can be substantial enough to make the style worth using at higher levels without making the party Rogue's Sneak Attack feel useless. The other Stances already scale pretty well, and when they fall a bit short they are corrected by Two Weapon Mastery. Anyway, great homebrew, my dude. Looking forward to using it soon!
So when you reach level 3, you get all of those fighting styles, only depending on what weapons I happen to have in my hands? I like it. Very nice. Very nice indeed. Alrhough, Slice and Dice seems mediocre. Maybe it should increase in increments as you level up? Like 1d6, 2d6, 3d6, etc.? Very nice otherwise.
Sweet, let me know how it plays!!
I think the Slice and Dice ability should scale in level like Cantrips (increase the d6 amount)
gonna be usin this in an upcomin campaign on a goliath fighter, seems like it'll be fun