You have walked the path of the warrior, but now wish to expand that dedication for one school of fighting to them all. You have become a Weapon Acolyte with the dream of mastering all weapons and becoming a true Weapon Master.
Requirements: Level 4 martial class, narrative or mechanical dedication to at least one type of weapon, STR or DEX of at least 14 and cannot have one of them below 10, find a teacher and pass the training
Class Features
Weapon Masters, gain the following class features.
Hit Points
Hit Dice: 1d10 per Weapon Master level
Proficiencies
Armor: All armor, all shields
Weapons: Simple weapons, martial weapons, exotic weapons
Tools: Maintenance Kit (Weapons)
Saving Throws: Str, Dex, or Con
Skills: Gain proficiency in Warcraft or Athletics. If you already have proficiency in both gain expertise in one instead.
1st: Weapon Mastery, Fighters Legacy, Master's Style, ASI, Martial Flow
2nd: Free Flow, Master's Rebuttal, Martial Flow, Continued Martial Learning
3rd: Weapon's Bond, Master's Advice, ASI, Martial Flow
4th: Martial Insight, Master's Will, Martial Flow, Continued Martial Learning
5th: Critical Flow, Master's Flow, ASI, Martial Flow
Weapon Mastery
You are proficient in all simple, martial, and exotic weapons that are not locked behind class, alignment, racial, or narrative requirements.
Fighter's Legacy
Levels in Weapon Master count as levels in Fighter when determining Fighter level requirements for feats or abilities.
Master's Style
Before traveling the path of the Weapon Master you dedicated yourself to one type of weapon. Now as a Weapon Master you expand that sense of self to all weapons in that family. Bonuses applied to your dedicated weapon now apply to all weapons in its subtype. Example: If you chose Greatsword all effects that give you bonuses when wielding a Greatsword now also give you bonuses to all two handed melee "Great" weapons. (This is all melee weapons meant to be used with two hands that are not polearms. Using a one handed weapon with two hands does not gain this effect.)
Martial Flow
Weapon Masters have an innate sense of combat and the flow of battle. Using different weapons in combination they are able to alter that flow to give them an advantage. At first level choose three Martial Flows from the list below. You gain an additional Martial Flow for each level in Weapon Master. Once you use a Martial Flow you can't use it again until you have used another Martial Flow.
Free Flow
Once per round you may, as a free action, sheath and draw a weapon of a different weapon type that you are proficient in without provoking an attack of opportunity.
Weapon's Bond
While wielding a weapon from your original family of weapons if you roll a one on a To Hit roll you may re-roll the dice. You may only use this ability a number of times per long rest equal to your levels in Weapon Master.
Master's Rebuttal
If an enemy attacks you and misses and if that miss is their first miss against you this round you may, as a reaction, make a weapon attack against that enemy at -2. You can use this ability once per longrest per levels in Weapon Master.
Continued Martial Learning
While your focus has shifted you still hone the art of weapons. You are considered 1 level higher in 1 of your Martial Classes that you had before gaining this level in Weapon Master when determining class abilities, but not Hit Points or Hit Dice. If you have more than one martial class upon gaining a use of this class ability choose only one of the classes. This choice cannot be changed later.
(Example: If you were a level 6 Paladin and gained 2 levels in Weapon Master you would be considered a level 7 Paladin when determining what abilities your Paladin class gives you and spells known, as well as what your Oath gives you. So long as you continue to follow the Creeds of your Divine of course. If you were level 4 in Monk and level 1 in fighter you choose one of those two classes to gain the effect of Continued Martial Learning.)
Master's Advice
You can, once per long rest per level in Weapon Master, as a bonus action give an ally that can hear you a bonus to their next To Hit roll with a weapon equal to your proficiency Bonus.
Martial Insight
If you would gain Disadvantage on Warcraft checks you do not. (This is only on the first instance of disadvantage. If more than one effect is active that gives you disadvantage, example: a spell from two difference sources, you ignore the first instance but would gain disadvantage from the second.)
Master's Will
You keep hold of your weapon while unconscious. When, once per long rest per levels in Weapon master, you make your final death saving throw if you are wielding a weapon in your chosen family, you gain advantage on that roll. If you die while wielding a weapon a piece of you lingers in that weapon. That weapon can be used to bring you back to life even if your body is destroyed at 1.5X the cost of revival. If your soul is Destroyed, Imprisoned, or you freely Move On the weapon cannot be used for revival.
Critical Flow
When you crit you may attack again and increase your crit threat range by 1 (to a max of 15. If due to other effects, or weapons with crit ranges more than 20, this effect would increase your crit threat range lower than 15 it does not). You may attack the same target again. You can only use this effect a number of times per combat equal to your levels in Weapon Master. Critting on a target that ignores critical hits does not activate this effect. Upon missing or the end of your turn the crit threat ranges goes back to normal.
Master's Flow
Once per combat you when you activate a Martial Flow you may use an additional compatible Martial Flow. This additional Martial Flow does not count towards the max number of Martial Flows you can use per combat. You may use this effect 5 times per long rest.
Martial Flows
Passing Flow: You may, once per combat per level in Weapon Master, as an attack action sheath your weapon and then draw and attack with a different weapon type. If you do that, the weapon has a +1 to hit and deals an extra 1d4 damage to the attack.
Mighty Flow: When you attack wielding a bludgeoning one handed weapon you may, once per combat per level in Weapon Master, double your Strength Modifier when determining damage.
Precision Flow: When you attack with a ranged weapon you may, once per combat per level in Weapon Master, increase your proficiency Bonus by half, round down, for the To Hit roll.
Sudden Flow: During surprise rounds double the proficiency Bonus of your To Hit rolls if you were holding a weapon when the surprise round began or if your attack is what triggers/triggered the surprise round.
Quickening Flow: For every enemy you kill, when using this flow to attack with your weapon, increase your movement speed by 5ft to a max of double your base movement speed. It resets at the end of combat.
Stunning Flow: When attacking with a two-handed bludgeoning weapon if you land an attack you may, once per combat per level in Weapon Master, as a bonus action attempt to stun the target. They make a Con save vs DC equal tp the damage dealt.
Shielding Flow: If you are actively wielding a shield, or an item that counts as a shield, and an ally within 5 feet of you is attacked you may, once per combat per level in Weapon Master, as a reaction disengage and move 5 feet towards your ally and become the target of that attack instead and gain +2 to your AC. This cannot be used against attacks that target more than one person. (Multi-target, lines, cones, etc). If your ally is closer than 5 ft to you it is not required that you move.
Suppressing Flow: If you are wielding a ranged weapon you may, once per combat per level in Weapon Master, as an full round action make a ranged attack against a target. If you hit, the target gains disadvantage on its attack rolls until the end of its next turn or until you are hit whichever comes first.
Disorientating Flow: If you are wielding a one handed weapon in each hand you may, once per combat per level in Weapon Master, as a bonus action gain +2 to your to Hit Roll until the start if your next turn.
Dueling Flow: If you are wielding a one handed finesse weapon and nothing in your other hand and don’t have more than one enemy within 5 feet of you you may, once per combat per level in Weapon Master, increase your proficiency Bonus by half, round down, for the to hit roll.
Sundering Flow: When you hit with a slashing two handed weapon you may, once per combat per level in Weapon Master, deal an extra 2d6 bleeding damage.
Launching Flow: While wielding a heavy weapon you may, once per combat per level in Weapon Master, use the weight of your weapon to aid in your movement. When making a Athletics check to grapple or throw a creature add your levels in Weapon Master to the check.
Raging Flow: If you crit while Raging you may, once per combat per level in Weapon Master, continue to Rage through a single round in which you don't attack or take damage.
Halting Flow: When you hit with an attack of opportunity you may, once per combat per level in Weapon Master, reduce the target's movement speed to zero until the start of their turn. If the creature is flying they make a Con save DC equaling the damage dealt. If they fail they land. If they fail by more than 10 or roll a 1 they fall prone.
Improvised Flow: When you make an attack roll with an improvised weapon, once per combat per level in Weapon Master, double your proficiency Bonus when rolling to hit and double the Strength or Dexterity modifier for damage relevant to the weapon.
Impaling Flow: When you hit with a two-handed spear or lance that has Reach you may, once per combat per level in Weapon Master, make an attack roll against a target within reach directly behind the first target hit.
Karmic Flow: While wielding a Monk weapon and if you have Ki points you may, once per combat per level in Weapon Master, regain 1 Ki point whenever you crit or deal max damage with the Monk weapon.
Flinging Flow: If you attack with a one-handed throwing weapon you may, once per combat per level in Weapon Master, make an additional attack roll to throw the same type of throwing weapon. (You must have another Throwing weapon on you. One throwing weapon that comes back to you does not count.)
Whirling Flow: If you are wielding a quarter staff you may, once per combat per level in Weapon Master, as a bonus action gain a +2 deflection bonus to your AC until the start of your next turn or until you are hit. If you would be hit by arrows, darts(not magic missile), coins or other small light projectiles while this effect is active you may make an Dexterity saving throw to deflect the arrows , darts, coins, etc. DC equals the attack roll of the enemy. You may do this up to proficiency Bonus+levels in Weapon Master per round or until you are hit. Each projectile fired counts as one deflection.
Smiting Flow: When you smite while wielding a weapon of your Divine you may, once per combat per level in Weapon Master, reroll all ones on the smite damage rolls.
Linking Flow: If you are wielding a chain weapon with at least a five foot reach you may, once per combat per level in Weapon Master, use your attack action not to attack, but rather to gain a number of opportunity attacks this round equal to your level in Weapon Master.
Riding Flow: If you are trained in mounted combat and make an attack roll while riding a war trained mount you may, once per combat per level in Weapon Master, make an attack action for the mount as well and double the mount's proficiency Bonus on the To Hit roll. The mount must attack the same target as you.
Charging Flow: When you make a Charge Attack you may, once per combat per level in Weapon Master, as a bonus action attempt to Shove your target. You gain advantage on this Shove roll.
Mugging Flow: If you hit with a sneak attack you may, once per combat per levels in Weapon Master, roll a Slight of Hand check as a bonus action to attempt to steal from the target you hit.
Retreating Flow: When you make a dash action, while wielding a weapon, you may, once per combat per level in Weapon Master, gain +2 to your AC until the start of your next turn if your dash act is not prevented. If you would somehow lose your Dexterity modifier or become restrained, you lose this effect.
Elemental Flow: If your weapon deals additional elemental damage, you may, once per combat per level in Weapon Master, reroll a single instance of a one or two on the elemental damage.
Rejuvenating Flow: When you make an attack roll you may, once per combat per level in Weapon Master, as a bonus action spend one of your Hit Dice and recover half the rolled Hit Dice amount+Constitution Modifier.
Clearing Flow: When you make an attack roll and are under a magical mental effect that requires a save to end it you may, once per combat per level in Weapon Master, make another save against that effect.
Aiding Flow: You may, once per combat per level in Weapon Master, make an attack roll with disadvantage. If you hit, a number of allies up to your levels in Weapon Master gain advantage against the target on their next weapon attack.
Swapping Flow: When you hit a target with a melee weapon and an ally is within 5 feet you may, once per combat per level in Weapon Master, swap places with them without provoking attacks of opportunity. They can choose to not move.
Intimidating Flow: When you hit and damage a target with a two-handed melee weapon you may as a bonus action, once per combat per level in Weapon Master, make a Intimidation check. On a failed roll the target you hit has a -2 on To Hit rolls against you until the start of your next turn.
Falling Flow: When you hit a target, that is at least one size category smaller than you, with a two-handed melee weapon you may as a bonus action, once per combat per level in Weapon Master, not deal damage to the creature. Rather all damage that would be done is a DC that the target must match or beat with a Strength saving throw or Athletics check or be knocked prone.
Comments