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homebrew:subclass:weapon_master [2023/10/01 15:40] – [Balanced Training] Lukehomebrew: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:** Fighters are meant to be the "Weapon Master Class", the one that has trained and mastered various weapons in the same vein as the Wizard, which spent years researching the training to use magic. In reality there is very little reason to use more than your starting weapon beyond when you get a magic weapon that is a straight upgrade. The goal of this subclass is to incentivise using a variety of different weapons.\\+**Intention:** Fighters are meant to be the "Weapon Master Class", the one that has trained and mastered various weapons in the same vein as the Wizard, which spent years researching the training to use magic. In reality there is very little reason to use more than your starting weapon beyond when you get a magic weapon that is a straight upgrade. The goal of this subclass is to incentivize using a variety of different weapons.\\
  
 ==== Fast Reflexes ==== ==== Fast Reflexes ====
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 ==== Creating An Opening ==== ==== Creating An Opening ====
-At Level 3, if an enemy took bludgeoning, piercing or slashing damage from a weapon attack this round, and you hit them with a weapon attack that is different from the last instance of one of those three types of damage, you can deal an addition damage die of that weapon.\\+At Level 3, if an enemy took bludgeoning, piercing or slashing damage from a weapon attack this round, and you hit them with a weapon attack that is different from the last instance of one of those three types of damage, you can deal an additional 1d4 damage of the same damage type.\\
  
-//**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 to deal 2d8 Slashing damage instead of 1d8.**//+//**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 to deal 1d6 + 1d4 Slashing damage instead of 1d6.**//
  
 ==== Specialised Opening ==== ==== Specialised Opening ====
-At 7th Level, you can use the opening created to achieve different results. When you trigger Creating an Opening, you can choose to ignore the additional damage die and trigger an alternative effect depending on the damage type of the triggering attack. Each effect can only be triggered once per turn. +At 7th Level, you can use the opening created to achieve different results. When you trigger Creating an Opening, you can choose to ignore the additional damage die and trigger an alternative effect depending on the damage type of the triggering attack. X is equal to the number of attacks you have hit the target with this turn when you trigger the alternative effect. Each effect can only be triggered once per turn. 
-  * **Bludgeoning Damage:** The target takes a -X penalty to any Intelligence, Wisdom or Charisma Saving Throw it makes until the end of the target's next turn, where X is the number of times you have triggered Creating an Opening this turn. The target can use an action on their turn to remove this effect.\\ //For Example, if you attacked thrice, first with a rapier, second with a scimitar and third with a Warhammer, and all attacks triggered Creating An Opening then the target would suffer a -3 penalty until the end of it's next turn, or if it uses an action to end the effect.// +  * **Bludgeoning Damage:** The target takes a -X penalty to the next Intelligence, Wisdom or Charisma Saving Throw it makes before the end of it's next turn.\\ //For Example, if you attacked thrice, first with a rapier, second with a scimitar and third with a Warhammer, and all attacks triggered Creating An Opening then the target would suffer a -3 penalty until the end of it's next turn.// 
-  * **Piercer:** For each weapon attack that hits after you activate this effect, and does not deal Piercing Damage, the target takes a -penalty to all attack rolls it makes until the end of it's next turn.\\ +  * **Piercing Damage:** Until the end of the target's next turn, they suffer a -penalty to the next attack it makes.\\ 
-  * **Slasher:** +  * **Slashing Damage:** Until the end of the target's next turn, their speed is reduced by X times 5 feet.
  
 ==== 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 to up to two additional Magic Weapons, as long as all three are classified as different weapons\\+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 damage from Creating an OpeningX is equal to the number of attacks that hit the target, plus the ignored additional damage divided by 4, rounded down. //Eg. If you hit a target for the first time with a pike and ignore the additional damage, X = 1 (Number of attacks that hit) + 2 (10 divided by 4, rounded down) = 3// 
 +  * 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's damage die
  • homebrew/subclass/weapon_master.1696140643.txt.gz
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  • by Luke