Fighter Archetype: Weaponmaster V0.3
Those who walk, or rather, sprint down the path of the weaponmaster are too impatient to stick to a single weapon and are constantly switching between them. They hurl themselves into battle in an explosive cacophony of blades, points and hammerheads and become stronger the longer a fight goes on as they accumulate momentum.
Universal Way
When you select this archetype at 3rd level you have honed your skills for fighting with a multitude of weapons. you gain the following benefits:
- You can use STR instead of DEX for attack and damage rolls made with longbows and shortbows.
- You can use DEX instead of STR for attack and damage rolls made with melee weapons that don't have the heavy or special properties.
- Whenever you make a weapon attack you can draw and/or stow the same or another weapon as part of the same attack.
- You gain proficiency in improvised weapons.
- You can don or doff shields as a bonus action instead of an action.
- When you throw a weapon, the short and long ranges increase by 10 feet
Momentum
Also at 3rd level you learn to build up momentum as you fight.
You gain 1 point of momentum every time you hit with a weapon attack that isn't an unarmed strike and every time a creature misses you with an attack if you used an action to dodge during your last turn (but not when you simply gained the benefits of the dodge action). You lose all momentum after you spend 1 minute without gaining any.
You can use this momentum to fuel a number of features. If one requires a saving throw the DC is 8 + your proficiency bonus + your STR or DEX modifier (your choice)
Piercing Thrust Before you make an attack with a weapon that deals piercing damage you can expend 1 point of momentum to add 1d4 to the attack roll and extend the range by 5 feet if it's a melee attack and 30 if it's a ranged attack.
Powerful Blow when you hit with a weapon attack that deal bludgeoning damage you can spend 2 points of momentum to force the creature to make a strength saving throw. On a fail, the creature falls prone or is pushed back 5 feet (your choice).
Draw Cut When you hit with a weapon attack that deals slashing damage, you can spend 3 points of momentum to make the cut wider, dealing an additional 1d12 slashing damage.
Disgustingly Agile
By the time you reach 7th level in this class, your hand-eye coordination reaches superhuman levels. You gain proficiency in dexterity saving throws, if you already had this proficiency you gain proficiency in your choice of strength or charisma saving throws instead.
Additionally, when you succeed in a dexterity saving throw or in opposing a grapple you gain 1 point of momentum.
Storm of Steel
When you reach 10th level in this class you've become a blur of spinning steel storming across the battlefield. When you use your action surge feature you gain 6 points of momentum.
Symphony of Strikes
When you reach 15th level you learn to perform advanced techniques with your momentum.
Dolorous Stroke Before you make an attack with a melee weapon that deals piercing damage you can expend 6 points of momentum to leap up to 10 feet in a straight line towards the target as part of the attack and gain advantage on the attack. On a hit, the attack deals an additional 1d12 damage and the target must make a constitution saving throw. On a fail, it gains disadvantage on the next ability check, attack roll or saving throw it makes before the start of your next turn.
Wide Swing After making a melee attack with a weapon that deals slashing damage you can spend 4 points of momentum as a bonus action to make another attack with the same weapon against a different target within the weapon's reach.
Shattering Crash When you take the attack action on your turn with a weapon that deals bludgeoning damage you can forgo an attack and expend 8 points of momentum to hit a point in the ground within 5 feet of you. Each creature other than yourself within 5 feet of the point must make a dexterity saving throw, on a fail, they fall prone and take bludgeoning damage equal to the weapon's damage die.
Explode to action
Finally at 18th level you learn the ultimate technique of explosive movement. As a bonus action you can activate your secret technique, when you do so you gain the following benefits:
- Your speed doubles until the end of your turn.
- You gain an extra action this turn that you can only use to take the dodge, dash, help or disengage actions.
- You gain 10 points of momentum.
Once you use this feature you can't use it again until you finish a long rest.