Base Class: Ranger
Weapon Master is an archetype for the ranger class that is chosen at level 3 along with the option of Hunter and Beast Master. The adoption of the Weapon Master archetype is a choice to specialize in the creation, collection, and application of basic weaponry. You vow to live and die by the sharp point of your iron tools. Tricks and moves fascinate you along with the many ways to improve your weapons. This connection with your inanimate friends can establish an arrogance and repulsiveness toward common society. You may mount your weapons along walls and stash them in your travel bag, each one feeding your strive toward improvement. The more weapons you make, the more damage they deal, the more tricks you can do, and the more practical they become.
Scholar of Weaponry
At 3rd level, along with the Weapon Master architype, a ranger has a sharpened intuition and knowledge upon the subject of weaponry. This may allow them to know the properties, prices, values, and uses. These abilities provide a understanding that can unfold information gathered throughout the life of the ranger.
Preemptive Combat
At level 3, a ranger with the Weapon Master architype may choose between three branches of the application of weapon knowledge:
Foreseen Trajectory. The experience under the belt of a Weapon Master can allow them to know how interpret a hostiles movement. When evading a weapon attack, a player can choose to use Foreseen Trajectory and add advantage to the users safety roll. This can be used once per short rest.
Advanced Propeller. Weapon Masters manufacture more proficient weapons and advancements. Rangers with Advanced Propeller can easily build a contraption for 5 gp that adds 20 feet to the standard or long range.
Performance Intimidation. The skill and tricks that a based around weapons are usually learned by Weapon Masters. In battle, the opponent must roll a DC 8 Constitution check if a Weapon Master is using a martial weapon. If the opponent succeeds, the combat proceeds as normal but if they fail, the Weapon Master has multi-attack and the opponent can be knocked into a prone position.
Flashy Quirk
The precision that you maintain and the tricks you know make for a valuable party tool. At level 7, a Weapon Master has established a keen sense of performance and can wield weapons with accuracy giving him/her +3 performance and +1 charisma.
Multi-attack
At level 11, choose:
A ranged attack to any number of creatures within 10 feet of a point in sight
or
A melee attack to any number of creatures within 5 feet.
Ammunition needed per creature and attack rolls are made separately.
Spells of the Weapon Guild
At 15th level, a Weapon Master is able to access and apply the Spells of the Weapon Guild. The Spells of the Weapon Guild is a collection of knowledge based spells that combine the physicality of a weapon and the wonder of magic.
The Spells of the Weapon Guild are below.
Ameliorate- https://www.dndbeyond.com/spells/280233-ameliorate
Guided Path- https://www.dndbeyond.com/spells/774367-guided-path
Ghastly Weight- https://www.dndbeyond.com/spells/774406-ghastly-weight
Padlock- https://www.dndbeyond.com/spells/777189-padlock
Previous Versions
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12/22/2020 6:09:49 PM
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5
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1
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5e
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Coming Soon
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