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Weapons-Master Fighter Subclass Guide

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0% found this document useful (0 votes)
29 views2 pages

Weapons-Master Fighter Subclass Guide

Uploaded by

Michal Pasztor
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Weapons-Master

C
hoosing to hone their skills with a particular Techniques
subset of weapons, weapons-masters study the
most advanced techniques of their weapon’s use. Choose one of the following techniques whenever you gain a
Unlocking the innate potential of their weapons, technique from this subclass.
these masters of their craft can perform amazing All in the Wrist. When you’re wielding your melee weapon
feats of weapon skill, far beyond the scope of an of choice and it lacks the two-handed or heavy property, that
ordinary fighter, and sometimes manifest magical weapon counts as having the light property when you wield it.
abilities through their innate connection with their weapons. Balanced. Your melee weapons of choice gain the thrown
property with a range of 20/60 when you wield them.
Craftsman Burgeoning Power. You can cast spells through your
Your mastery of weapons has allowed you to be an expert at weapon of choice. Choose a second level spell from the
their production. You gain proficiency in either smith’s tools sorcerer spell list. You learn the chosen spell and can cast it
or woodcarver’s tools. You have advantage on all checks you without verbal or somatic components. Your weapon of
make with these tools to craft weapons. choice is your spellcasting focus for this spell. Charisma is
your spellcasting ability score for this spell. You can cast the
Weapon Specialization spell once and regain the ability to do so when you take a
You’ve practiced endlessly with a single weapon, becoming an long or short rest, but you can only cast it if you are wielding
expert in its use. Choose a type of weapon such as your weapon of choice. You may choose this technique
greatsword or longbow. That weapon type becomes your multiple times, but it must apply to a different spell each
weapon of choice and you gain special benefits while time.
wielding any weapon of the chosen type. Whenever you score Close Combat. When you make an improvised weapon
a critical hit with one of your weapons of choice, you roll your melee attack with your ranged weapon of choice, you are
weapon’s damage die an additional time and add it as a bonus proficient with that attack and it deals 1d6 damage instead of
to the damage dealt. You also gain access to one technique of the normal 1d4. It also counts as one of your melee weapons
your choice. Techniques are described at the end of the of choice for the duration of the improvised weapon attack
subclass description. Techniques apply whenever you are and for the use of the deflection technique.
wielding one of your weapons of choice that fulfills the Close Quarters. When you hit an enemy with a ranged
technique’s requirements. You may not select the same attack with your weapon of choice and are within your
technique more than once unless its description says weapon’s normal range, you gain a +2 bonus to damage.
otherwise. You choose an additional weapon of choice, as Deadly Beauty. If your weapon of choice doesn’t have the
well as another technique at 7th, 10th, 15th, and 18th level. two-handed property, it gains the finesse property when you
wield it.
Empowered Strikes Deflection. When a creature within 5 feet of you other
At seventh level, you’ve learned to channel your willpower into than yourself is hit with a weapon attack and you are wielding
your weapon attacks. When you are wielding your weapons of your melee weapon of choice, you can use your reaction to
choice, they count as magical for the purposes of resistance roll your weapon’s damage die and subtract the total rolled
and immunity to non-magical damage. from the amount of damage the creature takes from the
attack. If you reduce the damage to zero or less, the creature
Expert Combatant takes no damage.
At tenth level, your fighting skills with your chosen weapons Iron Grip. If your melee weapon of choice has the two
are even more potent. When you’re wielding any of your handed or versatile property, while you wield it you can
chosen weapons, they gain a +1 bonus to all attack rolls and choose to treat it as though you were wielding it in two hands
damage rolls you make with them. while wielding it in only one hand. You may not be wielding a
second weapon for this technique to work. Additionally, if the
Weapon Focus weapon has the heavy property, you have disadvantage on
At fifteenth level, you’ve further specialized your skills with attack rolls with it while wielding it in this way.
one of your chosen weapons. Choose one of your chosen Legendary Focus. You can cast spells through your
weapon types. That weapon type becomes your weapon focus weapon of choice. Choose a cantrip and first level spell from
in addition to being your weapon of choice. When you hit a the sorcerer spell list. You learn the chosen spells, and can
creature with an attack using your weapon focus, that cast them both without verbal or somatic components. You
creature takes an additional 1d4 damage from that attack. use your weapon of choice as an arcane focus for those
The damage is bludgeoning, piercing, or slashing damage spells. Charisma is your spellcasting ability score for both
(your choice whenever you deal this damage). spells. You can cast the cantrip at will, and can cast the first
level spell once and regain the ability to do so when you take
Uncanny Accuracy a long or short rest, but you can only cast them if you are
At eighteenth level, your practice with your weapons of choice wielding your weapon of choice. You can choose this
allows you to overcome even failure. Once per turn, when you technique multiple times, but it must apply to a different spell
miss on an attack roll with your one of your chosen weapons, and cantrip each time.
you can reroll the attack and take the new result.
WEAPONS-MASTER | FIGHTER
1
Longshot. As a bonus action on your turn, you can extend the
normal and long range of your ranged or thrown weapons of
choice by 20 feet each.
Opportunist. You have advantage on attacks of opportunity
you make with your weapon of choice.
Parrying. You gain a +1 bonus to your AC if at least one of
your weapons of choice that you are wielding has the finesse
property.
Powerful Blows. Your weapon of choice’s damage die
increases by one category when you wield it. For example, a
d6 increases to a d8, a d8 increases to a d10 and so on. D12s
increase to 2d6 each.
Quick Draw. Whenever you take the attack action, you can
draw up to five weapons as part of that attack action,
provided that all of them are your weapons of choice, and that
you have a free hand with which to draw and hold them.
Rapid Reload. When you’re wielding your weapon of
choice and it has the loading property, you can ignore that
property while you wield it.
Strength Training. If your weapon of choice has the heavy
property, you can treat the weapon as though it did not have
that property when you wield it.
Trick Shot. When you make a ranged attack with a
weapon of choice that has the ammunition property and does
not have disadvantage, you can choose to take disadvantage
on that attack in order to make a second ranged attack as a
bonus action. The bonus action ranged attack also has
disadvantage.
.
.
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WEAPONS-MASTER | FIGHTER
2

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