Base Class: Fighter
The gist of the class revolves around using other weapons in your inventory to take quick jabs at the enemy, but as you level up, you're given options on how your character is portrayed as a fighter, do you take on the role of a leader, and inspire your companions to victory, teaching them techniques you learned personally? Or do you want to be a self-contained one man murder machine?
This will sort of be a work in progress, as I prepare to use it for my friend's DnD campaign. I'm new to DnD so keep that in mind when you stumble on something in the subclass that seems overpowered, I am not sure how mechanics in this game work yet.
Credits to the original creator of the DnD Wiki subclass page of the same name and Giger's 5e D&D for inspiration and a baseline for the subclass idea.
Weapons Expert
At 3rd level, you have gained a higher level of expertise over basic weapons. You add double your proficiency bonus to attack rolls made with simple and martial weapons. Your weapon attacks score a critical hit on a roll of 19 or 20.
Steel in Mind, and Body
- While wearing Heavy Armor, you are no longer encumbered by the items you wear or wield.
- Your care for your weaponry has naturally made you a more gifted blacksmith. You gain proficiency in Smith's Tools. Alternate/Expanded Crafting Rules
Trick Up The Sleeve
At 7th level, you begin to realize the importance of being prepared for dire scenarios. You gain the following perks:
- You can use your Strength instead of Dexterity for Sleight of the Hand and Perception rolls for actions made during combat.
- As a bonus action, you can switch to a different melee weapon that does not have the Two-Handed property, and choose to also attack with it during combat, then opt to maintain that weapon or switch back to your previous one in the same action, this attack is called a "trick up the sleeve" attack. In order to perform this attack, you must pass a Sleight of the Hand roll.
- You may also perform a Trick up the Sleeve attack if you are disarmed during combat.
Weapon Mastery
At 10th level, your skill allows you to use weapons more efficiently. You gain the following benefits based on the properties of a weapon you attack with, these also apply with Trick up the Sleeve attacks:
- Versatile: Both the normal damage die and the versatile damage die increase by one size. 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12 becomes 2d6, 2d6 becomes 2d8.
- Two-Handed: You deal an additional 1d4 damage with two-handed weapons.
- Thrown: You no longer have disadvantage on attack rolls beyond the normal range. In addition, your maximum range increases by 10 feet.
- Special: You no longer have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance no longer requires two hands to wield when you aren’t mounted. The DC and AC of the net increases to 20.
- Range: You no longer have disadvantage on attack rolls beyond the normal range. In addition, your maximum range increases by 10 feet.
- Loading: When you use the attack action with a loading weapon, you can make an two attacks, instead of one.
- Light: When Two-Weapon Fighting, you can add your ability modifier to the damage rolls of the bonus attack and you can make two attacks as a bonus action, instead of one.
- Heavy: If you are Small in size, you no longer have disadvantage on attack rolls with heavy weapons. Once per turn, when you make an attack with a heavy weapon, you can attempt to knock the target prone. The target must make an Athletics or Acrobatics check vs. the attack roll. On a fail, the target is knock prone.
- Finesse: You can add half (rounded up) of the modifier of the ability score that you don't use to you attack and damage rolls. Ex. If you use Dexterity for attack and damage rolls, you add half of your Strength modifier.
- Ammunition: You can recover all ammunition that was not destroyed, instead of half. Your DM decides whether ammunition is destroyed or not.
Bigger Tricks
At 15th level, you may now use Two-Handed and Ranged weapons for Trick Up The Sleeve attacks. You may now add your proficiency to your initiative rolls, and once per battle you may dash out of combat without provoking attack of opportunity. In addition, choose one:
- Peerless Blow: Once per long rest, you may perform an attack with a weapon for maximum damage.
- During your turn, you may target an ally and show them what you know, granting them perks from the Weapon Mastery section based on what weapon they are wielding, this lasts until the end of Battle, your student may only be changed once per battle.
Hit it Very Hard
At 15th level, your weapon attacks score a critical hit on a roll of 18 or 20, your weapon attacks also deal an additional 1d8 damage.
Iron Spine
At 15th level, choose one of the following perks:
- While wearing Heavy Armor, all weapons in your inventory weigh half of what they should, and ammunition no longer encumbers you.
- Your skill as a blacksmith increases as you take better care of your weapons, relying on a sharp arsenal instead of cycling through everything you find. You add double your proficiency bonus to checks made with Smith's Tools.
Hit It Very Very Very Hard
At 18th level, choose only one:
Tour of the Armory - Once per long rest, you may opt to charge into battle, running as fast as you can to your target, gore them with every weapon you carry on your back, before delivering blows at them with each of your weapons. Charge to a target and deal Xd10 damage, where X is the number of non-simple weapons you have in your inventory.
Red Mist - Once per long rest, you may let out a primal war cry to incite blood lust in your allies, allies receive +2 AC, double their Proficiency, they also may attack once more, or reroll any one future dice, if an enemy dies while Red Mist is active, the next ally will get an additional attack on top of the original one, or an additional dice reroll until end of turn. This buff ends at the start of your next turn, as such you do not personally benefit from it.
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