When chaos takes over the streets of a city and death runs amok, there are those that are called upon to clear the alleys and drown the cobbles in blood. Men, beasts, or whatever exists in the middle; anything that is out when you do your work is fated to die. Starting at 3rd level, your tinkering with exotic weaponry has allowed you to modify your weapons to suit a purpose. You gain proficiency with tinker's tools. During a long or short rest, you can choose a melee weapon you own to transform into a trick weapon, provided that you have tinker's tools available. A trick weapon has two forms, and you can choose to add or remove one weapon property (such as reach, thrown or heavy) to each form. You can switch the forms of a trick weapon as a bonus action, as long as you have it in hand. Beginning at 3rd level, you can use your bonus action to move 5 feet without provoking opportunity attacks. At 10th level, you gain an additional bonus action that can only be used for this ability or to swap the forms of your trick weapons. Starting at 7th level, your pain can become a blessing. When you take damage, your weapons cry out for blood. Until the end of your turn, hitting a creature with a weapon attack causes you to regain hit points equal to half your fighter level. Your current hit points after healing in this way cannot increase your current hit points above what they were before taking damage. Starting at 10th level, your tinkering and ease of movement make your custom weapons much more deadly. You can now add or remove two weapon properties for each form of your trick weapons. Beginning at 15th level, you can salvage the blood of powerful monsters for your own benefit. When you kill a creature, you can choose to regain an expended use of your Second Wind ability. You can use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses upon finishing a long rest. In addition, whenever you Action Surge, you can also use Second Wind with no action cost. At 18th level, you can exploit your enemies' position for a devastating counterattack. When a creature targets you with a melee attack, you can use your reaction to make a melee weapon attack against it. On a hit, the creature becomes staggered, negating the attack and causing it to be paralyzed until the start of its next turn, or until it takes damage from a critical hit. Once you use this ability, you can't do so again until you finish a short or long rest, or use your Second Wind ability. These properties exist for the sole purpose of allowing for greater versatility for your trick weapons. Bypass. When you make a weapon attack, you can choose to deal 1d4 damage automatically in place of your attack Guarded. A weapon with this property can be wielded in the same hand a shield is being held. Momentum. When you make an attack with a weapon with this property, you can choose to downgrade the damage die by one tier, giving you advantage on the next attack you make with this weapon. Backstab. Opportunity attacks made with this weapon deal an extra damage die.
"Ave Maria" by Anato Finnstark Thrown Property. The weapon gains a thrown range of 15/30. Versatile Property. If the weapon is normally two-handed, the damage die decreases by one tier while used with one hand. If the weapon is normally one-handed, the damage die instead increases by one tier when held in two hands.Fighter Archetype: Beast Hunter
Trick Weapons
Sidestep
Blood for Blood
Master Weaponsmith
Hazardous Transfusion
Visceral Strike
Additional Weapon Properties
Art credit