Base Class: Fighter
Any fighter knows how to use some pretty esoteric weapons...but these guys take things too far. For some, greatswords just aren't "great" enough; they need MORE. Wielding weapons larger than their bodies, these warriors straddle the fine line between being deadly...and being dead. In the eyes of the masses, they just look like lunatics.
Bonus Proficiency
When you select this archetype at 3rd level, you gain proficiency with Smith's Tools.
Ultimate Weapon
At 3rd level, you have forged a gargantuan monstrosity of a weapon, your very own "Ultimate" Weapon. Any martial melee weapon with the heavy property can become one. (The lance and heavy crossbow are also valid options) Your Ultimate Weapon is far larger than anyone sane would call "reasonable", being twice as long (and three times the weight) of its ordinary counterpart. Its sheer weight grants it an additional 1d6 bludgeoning damage whenever it hits with an attack, and its size grants it additional reach: weapons without the reach property receive it, while weapons that already have it gain 15 foot reach.
While wielding the Ultimate Weapon, you cannot add your dexterity modifier to your AC and initiative. You also suffer a penalty to your movement speed equal to 25 - your strength modifier x 5, and cannot take the Dash or Disengage actions. The Extra Attack features are also disabled, but your weapon can add an additional 2d6 to its damage rolls for each attack you would've gained when you take the Attack action. The Polearm Master feat's bonus action attack cannot be used with an Ultimate Glaive or Halberd, and the Attack of Opportunity granted by the feat now works off of the extended range.
If you ever wish to create a new Ultimate Weapon, you must own three weapons (that meet the conditions) to smelt together; one to act as the "main" weapon, and two others to provide materials. The new weapon is the same type as the main weapon, and if the main weapon had any sort of magical bonuses, they will carry over to the Ultimate Weapon. Nothing is carried over from the two additional weapons. You cannot use an existing Ultimate Weapon as a main or secondary weapon. The creation process takes 8 hours in total.
Sick Mods
At 7th level, an epiphany comes to you: you could make your weapons even more ridiculously impractical (and AWESOME) Whenever you create a new Ultimate Weapon, you may choose up to 2 of the following modifications to install into your weapon. These mods possess powerful effects, but suffer from some...logistical issues, holding them back from absolute domination.
If you wish to change the mods installed on an existing weapon, you must reforge it, which takes 8 hours to conplete.
Some modifications refer to your "Mod DC", which is equal to 8 + your Strength/Dexterity modifier (your choice) + your proficiency bonus.
1-Ton Bolts
Can only be installed on a heavy crossbow
Pro: When you take the Attack action, instead of targeting a single target, you attack all enemies within a 300 foot long line.
Con: You have vulnerability to all damage.
Built-In Shield
Pro: You get +3 to AC.
Con: Your movement speed is reduced by 15 feet, to a minimum of 5 feet.
Earthquake Generator
Can only be installed on a maul
Pro: When you take the Attack action, instead of targeting a single target, you attack all enemies within a 5 foot radius sphere, centered on a point within range. (10 foot radius sphere if you have the Even Bigger mod)
Con: Other creatures have advantage on attack rolls against you.
Energy Containing Grip
Pro: As an action, you can charge power into your weapon, powering up your next attack. On your next turn, if you take the Attack action, you have advantage on the attack roll, and if you hit, your attack is an automatic critical. (If you have the Totally Magical Weapon mod installed, you just deal double damage instead.) If you took a reaction on the turn you initiated the charge, the charge is lost, forcing you to start over next turn.
Con: You have disadvantage on any uncharged attack rolls.
Even Bigger
Cannot be installed on a heavy crossbow
Pro: Your weapon's attack range has increased by 10 feet, to a total of 20. (25 if using a polearm)
Con: You cannot attack targets within 5 feet of you.
Followthrough Optimization
Pro: After making a weapon attack, both you and your target are flung 10 feet in a direction of your choice. (If you are using a ranged weapon, you are flung in the opposite direction) This movement does not provoke Attacks of Opportunity. Any creatures obstructing either of your paths will also be pushed along. Any pushed creatures must make a Strength saving throw against your Mod DC or be knocked prone.
Con: You have to make the save as well.
Maximum Penetration
Can only be installed on a pike or lance
Pro: When you take the Attack action, instead of targeting a single target, you can attack all creatures within a 15 foot line starting from yourself. (25 foot line if you have the Even Bigger mod)
Con: All attack rolls against you have advantage.
Slightly Lighter Metal
Pros: You may add your Dexterity to your initiative and AC, (if your armor allows it) and can take the Dash and Disengage actions while wielding this Ultimate Weapon. You also no longer suffer from any sort of weapon-induced movement penalty (including the one from Built-In Shield), and can add 1d6 to your attack rolls with the weapon.
Con: You only gain 1d6 extra damage for each Extra Attack you would've gained.
Stupidly Sharp Edge
Can only be installed on a greatsword, halberd, or glaive
Pro: When you take the Attack action, instead of targeting a single target, you attack all enemies within a 10 foot cone. (20 foot cone if you have the Even Bigger mod, 15/25 foot cone if using a polearm)
Con: Other creatures have advantage on attack rolls against you.
Totally Magical Weapon
Pro: Your weapon's damage type (including bonus bludgeoning damage) changes to one of the following: fire, cold, or lightning, and it also deals an additional 1d6 damage. When you take the Attack action, instead of making an attack roll, your opponent must make a Dexterity saving throw against your mod DC, or take your weapon's damage. If they succeed, they take half damage.
Con: You have disadvantage on all saving throws against spells.
Sword Hoarder
By 10th level, you've grown intimately familiar with the nature of magical weapons,, allowing you to manipulate and merge them as easily as normal blades. When you create a new Ultimate Weapon, any magical effects possessed by the material weapons will also be passed down to it. Any bonuses to attack and damage rolls will stack. For instance, if you craft an Ultimate Greatsword using three +1 greatswords, it will have +3 to its attack and damage rolls.
You should probably be careful when choosing which magical weapons you're willing to sacrifice--there is no way to unmake an Ultimate Weapon. Also, please don't steal the weapons of your fellow adventurers: they like their stuff as much as you do.
Extra Space
At 15th level, you've found ways to mod your weapon even further, without rendering it unusable. Your Ultimate Weapons can now have up to 3 mods installed at a time.
Morphing Menace
By 18th level, your constant experimentation with wacky magical enchantments has rendered your weapons horrifically unstable--which has made them even cooler. Now, your weapons can transform on demand, shifting and changing into other shapes and sizes. As a bonus action, you can have your Ultimate Weapon transform into some other type of weapon made of steel, such as a longsword or dagger. While transformed, it keeps its magical effects, and can still turn into a different weapon, but loses any of the other benefits of being an Ultimate Weapon. You can also have it shift into a different Ultimate Weapon, and if you do this, it can have a new set of 3 mods. If you removed the Energy Containing Grip modification while charging, the charge is lost.
However, if you had already made a weapon attack on the turn you're trying to transform, things may go horribly, horribly wrong. There is a 33% chance (roll percentile) for the transformation to backfire, completely annihilating the fragile magical bonds holding your weapon together. The Ultimate Weapon will violently explode, causing all creatures within a 30 foot radius sphere centered on the weapon (including you) to take 12d6 force damage and be pushed 20 feet away from it, without any sort of saving throw. The three material weapons will be left where it once was, intact, but separated. If you wish to use that Ultimate Weapon again, you must reforge it.
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Posted Nov 7, 2018thank you so much for the add of the SICK Modz!!!
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Posted Nov 5, 2018could you send me the section about the mods.. seriously considering this and would love to be able to use this subclass!!! TIA
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Posted Jul 7, 2018This is both hilarious and awesome. I just wish the mods were visible (for whatever reason, and I know this happens sometimes on people's homebrew stuff, that section isn't showing up for me).