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# The Weapon Master ## Fighter archetype Weapon masters strive to attain martial perfection with a specific weapon style. Their devotion to mastering that weapon style results in almost supernatural skill when wielding these weapons. ### One With Your Weapon Beginning at **3rd level**, you have advantage on saving throws and checks to resist any effect that targets your weapon such as *grease*, *heat metal*, or *shatter* spells, as well as disarm attempts. ### Focused attack Secondly at **3rd level**, you gain the ability to re-roll a failed attack roll once every long rest. If you do so, you must keep the result of the new roll. You can use this ability twice between long rests starting at **7th level**, and three times at **15th level**. ### Weapon Style Also at **3rd level**, you focus on a particular weapon style and gain additional benefits. Choose one of the following: * **Ranged**. You can use your ranged weapon to perform a Shove attack with disadvantage, using Strength (Athletics) or Dexterity (Acrobatics). Also if it can be used in the off-hand you can attack with it as a bonus action (for example the light crossbow). * **Special**. When you hit with an opportunity attack using a chained / net / lance weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. * **One-handed**. If you roll a 1 on your damage die (or dice on a critical hit), you may re-roll the die. You must keep the result of the re-roll. * **Two-handed**. As a bonus action on your turn, you can increase your reach by 5 feet for the rest of your turn. * **Shield**: If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you using your shield. Also if you aren't incapacitated, you can add your shield's AC bonus to any Dexterity save made against a spell or other effect that affects only you. You must be wielding a shield. * **Thrower**. You can draw a weapon with the thrown property as part of an attack you make it with, without spending your free object interaction. If you have multiple attacks, you can draw and throw a weapon for each one of them. * **Two-Weapon Fighting**. You can use your reaction to parry, gaining a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Also you can use dual wield even when the one handed melee weapons you are wielding aren’t light and not have the thrown property. \columnbreak ### Peerless display At **7th level** you gain the ability to put on a display of weapon handling that can challenge, confuse, or intimidate a foe. As an action, you create a display of impressive weapon skills targeted at one creature you can see within 30 feet. That creature must succeed at a Wisdom saving throw with a DC equal to (8 + your proficiency bonus + your ability modifier, see effect) or suffer one of the following effects (your choice); * **Challenge** (Persuasion). The creature has disadvantage on saving throws and attack rolls against anyone except you until the end of its next turn. * **Confuse** (Performance). You have advantage on your next single attack or skill check against the creature. * **Frighten** (Intimidate). The creature is frightened of you until the end of its next turn. If the creature succeeds on its saving throw, you can't use this ability on it again until 24 hours have passed. Creatures without sight or with an Intelligence score below 3 are not affected by this ability. You can use Peerless Display twice before you need a short or long rest. Starting at **15th level**, you can use a bonus action to perform Peerless Display.
\pagebreak ### Weapon Mastery Also at **10th level**, you have mastered your Fighting Style Specialization. You gain the following extra abilities in that style depending on the weapon properties: * **Ammunition**. You may recover all your expended ammunition when taking a minute to search the battlefield. * **Light / Finesse**. * One-handed. When you make an opportunity attack with the weapon, you have advantage on the attack roll. * Dual-wield. Your AC increases by 2 against melee attacks. * **Versatile**. * One-handed. You use the two-handed damage dice (example: 1d6 -> 1d8) * Two-handed. You add a d2 to the damage dice (example: 1d8 -> 1d10) * **Heavy****. When making the Shove special attack with this weapon, you gain advantage on the Strength check. * **Loading**. You ignore the loading property if you have a free-hand, or wielding the weapon with two hands. * **Range**. You gain no disadvantage when using this weapon beyond its normal range. * **Reach**. You may make an opportunity attack against a target that approaches your reach. * **Thrown**. The normal range of a thrown weapon is doubled, and the maximum range to four times the new normal range. When you make a ranged attack with a thrown weapon, you do not have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated as long as the weapon is of the light or finesse type. * **Two-Handed**. You get a +2 bonus to damage. * **Two-Handed & Heavy only**. You score a critical hit on a roll of 19-20. * **Shield***. You can substitute an attack action to use your shield and gain advantage on your next weapon attack if it hits. Alternatively you can use an attack action with a bonus action to shield bash (1d6 bludgeoning damage if it hits) but you lose the shield AC bonus until the start of your next turn. * **Special**. When you hit with an opportunity attack using a chained weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. *Unofficial weapon properties, these are added. ***Not allowed for the Pike weapon (which also has disadvantage to hit on 5ft).* \columnbreak ### Weapon Grand Mastery At **15th level**, you have become a grand master in using weapons with your weapon style. Choose one of the following benefits: * +1 attack bonus * +1 AC bonus * +1 AC bonus to an ally within 5ft ### Weapon Supremacy At **18th level**, you reign supreme in your Weapon Mastery. If a creature is attacking using a similar style as your Weapon Style, it has disadvantage on hit and shove checks against you, unless the creature has your hit die or greater / you are surprised / or you can't see the enemy. ##### Credits Art by u/polygraf