Base Class: Fighter
Many have a weapon which they stick to, bonding with it and caring for it like a child. A Weapons Expert differs in the fact that they are masters of using many weapons in combat, switching to the right tool for the job with inhuman speed.
Weapons Adept
Beginning when you choose this archetype at 3rd level, you can sheathe, unsheathe, and switch weapons as a bonus action.
When you attack with a weapon, you deal additional damage. Once you've added this damage, you can't add it to the same weapon again until the end of your turn. This damage increases to +2 at 7th level, and +3 at 15th level.
Sudden Strike
Starting at 7th level, your first weapon attack against each creature on your turn scores a critical hit on a 19 or 20.
In addition, carried weapons don't count toward your encumbrance.
Master's Arsenal
Once you've reached 10th level in this class, you gain access to your Master's Arsenal. A Master's Arsenal is the manifestation of your craft, and the weapons drawn from it are catered to you. You may summon any weapon with which you have proficiency in from the arsenal, and it counts as a magical weapon. Once per turn when you attack with a weapon from your Master's Arsenal, you may choose to deal force damage rather than slashing, piercing, or bludgeoning damage. Only you can wield weapons from your Master's Arsenal.
Also at 10th level, you gain the ability to sheathe, unsheathe, and switch weapons as a free action, rather than an action or bonus action.
Attuned Arsenal
Starting at 15th level, you gain the ability to add any weapons you are attuned to to your Master's Arsenal. These weapons don't gain the ability to deal force damage instead of piercing, slashing, or bludgeoning damage.
In addition, shields count as weapons for the sake of your Slayer's Arsenal.
Salvation
At 18th level, you manipulate your arsenal's energy to defend you. Whenever you use your Second Wind feature, you gain temporary hit points equal to the hit points you gain from that feature. These temporary hit points disappear at the beginning of your next turn.
Whenever you use your Indomitable feature, you gain temporary hit points equal to 10 + your Strength or Dexterity modifier x 2.
Previous Versions
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