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| homebrew:subclass:weapon_master [2023/04/23 22:41] – Luke | homebrew:subclass:weapon_master [2026/04/30 15:41] (current) – Luke | ||
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| ===== Weapon Master - A Fighter Subclass By Luke ===== | ===== Weapon Master - A Fighter Subclass By Luke ===== | ||
| - | **Intention: | + | **Intention: |
| ==== Fast Reflexes ==== | ==== Fast Reflexes ==== | ||
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| ==== Creating An Opening ==== | ==== Creating An Opening ==== | ||
| - | At Level 3, if an enemy took bludgeoning, | + | At Level 3, if an enemy took bludgeoning, |
| - | //**For example, If Player A hit the enemy with their Warhammer and dealt Bludgeoning damage, then Player B (The Weapon Master) hit the same enemy with a rapier, Player B would deal 2d8 Piercing damage instead of the usual 1d8. If Player B had the Extra Attack feature, they could then switch to their Battleaxe | + | //**For example, If Player A hit the enemy with their Warhammer and dealt Bludgeoning damage, then Player B (The Weapon Master) hit the same enemy with a rapier, Player B would deal 1d8 + 1d4 Piercing damage instead of the usual 1d8. If Player B had the Extra Attack feature, they could then switch to their Scimitar |
| - | ==== Balanced Training | + | ==== Specialised Opening |
| - | At Level 7, you can use your specialised training | + | At 7th Level, you can use the opening created |
| - | * **Crusher:** After triggering Creating An Opening with Bludgeoning Damage, decrease | + | * **Bludgeoning Damage:** The target takes a -X penalty to the next Intelligence, Wisdom or Charisma Saving Throw it makes before |
| - | * **Piercer:** After triggering Creating An Opening with Piercing Damage, you can ignore the additional damage die that you would deal to the target. If you do, for each weapon attack that hits and does not deal Piercing Damage between | + | * **Piercing Damage:** Until the end of the target' |
| - | * **Slasher:**\\ | + | * **Slashing Damage:** Until the end of the target' |
| ==== Building Momentum ==== | ==== Building Momentum ==== | ||
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| ==== Magic Weapon Adept ==== | ==== Magic Weapon Adept ==== | ||
| - | At Level 15, when you are attuned to at least one Magic Weapon, you can attune | + | At Level 15, you can attune to up to five magic items at once. The two additional magic items must be magic weapons and cannot share a weapon type with any magic items you are attuned to.\\ |
| + | |||
| + | ==== Level 18 ==== | ||
| + | At Level 18 you gain the following improvements to your features: | ||
| + | * Fast Reflexes: At the start of each round, you can change your initiative count to be equal to one of your party members. You can choose who goes first. \\ | ||
| + | * Creating an Opening: The additional damage die is replaced with the a flat bonus equal to the maximum damage that can be rolled on a normal attack with the weapon. //Eg. A pike would deal 1d10 + 10 Piercing instead of 1d10 + 1d4// | ||
| + | * Specialized Opening: If you ignore the additional | ||
| + | * Building Momentum: Whenever you use the Attack Action multiple times in a single turn, such as with Action Surge or the Haste spell, the first attack of that action will grant a Momentum Charge, regardless of the size of the weapon' | ||