Weapon Master: Difference between revisions

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[[Category:Class]]
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[[Category:OGL]]

Latest revision as of 16:55, 7 January 2023

Weapon masters, as their name suggests, are masters of all types of weapons. They go beyond what most fighters can do, performing feats that most can only dream of.

Level Features Specialized Weapon Families Mastered Weapon Families
3 Weapon Specialization 1 --
7 Centering Kata 2 --
10 Weapon Mastery 3 1
15 Field Medicine 4 2
18 Weapon Expertise 5 3

Weapon Specialization

When you choose this archetype at 3rd level, you specialize in one family of weapon of your choice, gaining the mastery effect as described at the end of this archetype description while wielding a weapon from that family. You specialize in an additional family at 7th, 10th, 15th, and 18th level. If you specialize in a weapon from multiple families, you must choose which set of benefits to apply; they do not stack. You can alter this choice without spending an action, but only once on each of your turns.

Centering Kata

Starting at 7th level, your mastery of your weapons has paid off in an increased personal center. You can reroll a failed ability check involving Wisdom or Charisma and take the second roll. You can use this feature a number of times equal to your Charisma modifier. Expended uses are regained when you spend at least one minute performing weapon drills with a weapon you have mastered as part of long or short rest.

Weapon Mastery

Starting at 10th level, your mastery over certain weapon families has grown. Choose one of the weapon families you’ve specialized in (including the one gained at this level). You gain the mastery effect listed in the description while wielding a weapon from that family. You achieve superior mastery in additional families at 15th and 18th levels. This stacks with your Weapon Specialization feature

Field Medicine

Starting at 15th level, the harsh training you’ve undergone to master your weapons bears related fruit. Not only can you end life, you can restore it to the deceased and heal the wounded. You can use an action to do one of the following:

  • Bring a recently dead person back to life as if you had cast revivify on them. You do not expend components and this functions even where spells cannot, although you must obey the time restrictions listed in that spell.
  • Touch someone who is at zero hit points and restore hit points to them. You restore hit points equal to half the greater of yours or their maximum hit points.
  • End one condition afflicting the target that greater restoration can end, although this is not a spell or magical feature.

Once you use this feature, you cannot use the feature again until you complete a long rest.

Weapon Expertise

At 18th level, choose one weapon family you have mastered. You gain the expertise effect listed while wielding a weapon from that family. This stacks with both Weapon Mastery and Weapon Specialization.

Weapon Families

Bows

Weapons
Longbow, shortbow
Specialization
You no longer suffer disadvantage when making ranged attacks when enemies are within 5 feet of you.
Mastery
Once per turn when you hit with an attack using a bow, you can force the target to make a CON save against a DC of 8 + your Dexterity modifier + Proficiency. On a failed save the target takes 1 damage for every 5 feet they move until they take their action to remove the arrow.
Expertise
You can use your action to shoot a hail of arrows, affecting all targets you choose within a 90-foot cone. Make an attack roll against each target, dealing damage as normal on a hit. You expend one piece of ammunition for every attack made this way.

Chopping Weapons

Weapons
Battleaxe, greataxe, halberd, handaxe, and war pick
Specialization
You can reroll any 1s or 2s on a damage roll but must take the second result.
Mastery
When you take the Attack action on your turn you can choose to make one of the attacks at disadvantage. If you hit with this attack, it deals 2 extra dice of damage.
Expertise
When you hit with an attack on your turn, a second enemy within your reach also takes damage equal to your Strength modifier.

Crossbow

Weapons
Hand crossbow, light crossbow, heavy crossbow
Specialization
You ignore the loading property of crossbows. In addition, you can wield the crossbow as a finesse melee weapon with which you have proficiency. The damage die for this weapon is 1d4.
Mastery
Once per turn when you attack with a crossbow, the bolt continues past the target. Make an attack roll against the next enemy on the 5-foot-wide line between you and your target, continuing from the target out to the short range of the weapon. The target has half cover on this attack. If you hit with your first attack, the second target has resistance to the damage of this attack.
Expertise
You can use your action to shoot an explosive bolt from your crossbow. Choose a location within the normal range of your crossbow. All creatures within 10 feet of there must make a Dexterity saving throw against a DC of 8 + your Dexterity modifier + your proficiency bonus. On a failed save they take 3d10 thunder damage and are staggered until the end of their next turn. On a success they take half damage and are not staggered. While staggered, they can either move or take an action but not both. If they attack while staggered, they can only make a single attack.

Crushing

Weapons
Club, flail, greatclub, light hammer, mace, maul, morningstar, warhammer, quarterstaff
Specialization
Once per turn when you hit a creature, its speed is reduced by 10 feet until the end of your next turn.
Mastery
When you miss with an attack using a crushing weapon, you deal bludgeoning damage equal to your Strength modifier to the target.
Expertise
Once per turn when you hit a creature, you attempt to inflict a staggering wound on the target. The damage dealt increase by 1 weapon die. The target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save they are staggered until the end of their next turn. While staggered, they can either move or take an action but not both. If they attack while staggered, they can only make a single attack.

Cutting Blades

Weapons
Glaive, greatsword, longsword, scimitar
Specialization
Whenever you make an opportunity attack you have advantage on the attack roll. If you hit with an opportunity attack, roll one extra weapon damage die and add it to the damage dealt.
Mastery
When you hit with an attack using a heavy blade and deal less than half of the maximum damage (before applying resistance or immunity), you instead deal half the maximum damage (before applying resistance or immunity).
Expertise
Once per turn when you hit a creature, you attempt to cripple them by striking at a limb or other sensitive area. The damage dealt increases by 1 weapon die and the target must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, they have disadvantage on all attacks made until the end of their next turn.

Polearms

Weapons
Glaive, halberd, lance, pike, trident, spear
Specialization
When an enemy enters your reach, you can use your reaction to make an attack against them. If you do, you have advantage on this attack but that enemy has advantage on its next attack against you until the end of its next turn.
Mastery
Once per turn when you hit an enemy you can take the Shove action against them as a bonus action (which can happen between attacks granted by the Attack action) and without the normal size restrictions.
Expertise
Once per turn when you hit a creature, you attempt to impale them. The damage dealt increases by 1 weapon die and the target must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, the target’s speed is reduced to 0 until the end of their next turn and all attacks against them have advantage.

Stabbing Blades

Weapons
Dagger, rapier, shortsword, sickle
Specialization
Whenever you make an opportunity attack you have advantage on the attack roll. If you hit with an opportunity attack, roll one extra weapon damage die and add it to the damage dealt.
Mastery
When you hit with an attack and roll less than half the maximum damage, you may reroll a number of damage dice equal to your proficiency modifier and take the second result.
Expertise
Once per turn when you make an attack you may choose to make the attack at disadvantage in an attempt to disable their weapons. If you do so and hit, the target must make a Constitution saving throw against a DC of 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the creature cannot attack until the end of their next turn. On a success, the target may only attack once on their next turn, no matter how many times they would normally be able to attack.

Thrown Weapons

Weapons
Dagger, dart, handaxe, javelin, light hammer, sling
Specialization
You may draw thrown weapons in conjunction with the action used to throw them as if they had the ammunition property. You ignore the loading property of slings.
Mastery
Both normal and far ranges of any Thrown weapon are doubled and the damage dice increases by one step (1d4 to 1d6, 1d6 to 1d8, etc).
Expertise
You can attack twice with a thrown weapon for each weapon attack you would normally have. The second attack does not add your ability modifier to the damage dealt.