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Fiddling with Fighters
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<blockquote data-quote="steeldragons" data-source="post: 6683580" data-attributes="member: 92511"><p><strong><u><span style="font-size: 12px">The Weaponmaster</span></u></strong></p><p>Submitted as a replacement for (or in addition to) the existing “Champion” subclass, the Weaponmaster is the closest thing to a “default” fighter. This most broadly generic subclass is a specialist warrior with their chosen weapons, Whether exceeding through intensive training, pure talent, sheer luck,, or any combination of the two, the weaponmaster “masters” the battlefield through the effectiveness of the weapon at the end of the their arm(s).</p><p></p><p><strong>3rd: Weapon Specialty: </strong>At 3rd level you choose a group of weapon (typically that synergizes with your chosen Fighting Style) with which you excell. The possible groups are:</p><ul> <li data-xf-list-type="ul">Swordsman: any size or type of sword, scimitars, rapiers, etc...</li> <li data-xf-list-type="ul">Axeman: Hand axes, battle axes, glaives, and other predominantly slashing damage weapons. </li> <li data-xf-list-type="ul">Spearman: spears, javelins, halberds and other polearms, predominantly piercing weapons.</li> <li data-xf-list-type="ul">Bludgeoner: maces, hammers, staves, morningstars, and other predominantly bludgeoning weapons.</li> <li data-xf-list-type="ul">Thrower: daggers, darts, slings, and other small easily thrown objects (stones, plates, etc...).</li> <li data-xf-list-type="ul">Bowman: choose between pulled bows or crossbows.</li> </ul><p>You know how to use your weaponry (or pieces thereof) to deal any style of damage you want: slashing, piercing or bludgeoning, as desired/declared before an attack is made. </p><p></p><p>Your attacks with any weapon of your specialty type is considered a Critical Hit on a roll of 19 or 20. At 9th level, the weaponmaster gains a Critical Hit on rolls of 18-20. At 16th the fighter’s attack is a Critical Hit on rolls of 17 or more.</p><p></p><p><strong>Parry</strong></p><p>In lieu of an attack on your turn, you may use your action to use your weapon to parry incoming attacks. This grants the fighter a bonus to their AC until the beginning of their next turn equal to +2. If the fighter is wearing no or light armor or is using a single-handed weapon and shield, the parry bonus to AC is increased to +3.</p><p></p><p><strong>7th: Mastery Strikes:</strong> You choose 2 of the following special maneuvers. The use of one of these maneuvers requires a declaration by the player prior to using it for a turn. </p><ul> <li data-xf-list-type="ul"><strong>Versatile Strike:</strong> When using a single-handed martial weapon of your speciality that does not normally have the Versatile descriptor, you may now use it as a versatile weapon. Doing so requries the use of both hands, as normal. You also suffer no penalty from using a single-handed weapon with the versatile property as an off-hand weapon/attack. </li> <li data-xf-list-type="ul"><strong>Artful Strike:</strong> When using a martial weapon that does not normally have the Finesse descriptor, you may opt to use your Dexterity bonus on your attack and damage rolls instead of Strength. </li> <li data-xf-list-type="ul"><strong>Thrown Strike:</strong> Your knowledge and balance with your weapons of choice grant them the Thrown descriptor. If they already possess the thrown property (like hand axes or spears), you add 20’ to the weapon’s thrown range. If the weapon does not already possess the thrown property, you may make a thrown attack with it, adding Str. to hit and damage, without penalty, and it now has a maximum thrown range of 20’.</li> <li data-xf-list-type="ul"><strong>Called Strike:</strong> You take careful aim to strike where and how hard you want. On a successful attack, the fighter hits where they want and the player can determine damage, up to half the normal damage of the attack (+ applicable modifiers) without rolling any dice.</li> <li data-xf-list-type="ul"><strong>Subduing Strike:</strong> You roll your attacks and damage as normal, but any damage dealt is non-lethal, “subdual” damage that does no permanent or significant harm to the target. A creature reduced to “0” hit points with subdual damage must surrender to the fighter or is knocked unconscious. All subdual damage is regained, without spending HD, on a short rest.</li> </ul><p>The fighter can use their specialty moves 1 + Str. modifier times before requiring a short or long rest. </p><p></p><p><strong>10th: Combat Superiority</strong>: You gain an additional <em>Fighting Style</em> and select an additional weapon group with which you gain the benefits of <em>Weapon Speciality</em>.</p><p></p><p><strong>15th: True Master: </strong>You gain proficiency with the Smith and Woodworker’s (for bowyer/fletchers, spear makers, etc...) Artisan tools, if you do not already possess them. You may repair and craft weapons of your weapon speciality type that are of surpassing quality and value. With 1 month of downtime and requisite material costs, you may craft 1 weapon or 15 pieces of ammunition (such as arrows) created by you are of a quality to be considered +1, bypass mundane weapon resistances or immmunities, and will fetch double their normal cost for their beauty and craftsmanship from an interested buyer/market. Also, weapons that are already +1 quality or higher can be improved by an additional +1 with one month of downtime for you to repair/rework with your own hand. </p><p></p><p>At 17th level you may create 1 weapon per year of +2 quality. At 19th level, and only once in your lifetime, the Weaponmaster may create a single weapon of +3 ability and may include the magical ability(-ties) of a rare or very rare magical weapon. The details, costs, and special materials that may be needed/quested after for crafting such a special item are left to the DM’s discretion and imagination.</p><p> </p><p><strong>18th: Enhanced Mastery:</strong> You choose 2 more Mastery Strikes and may use them 3 + Str. mod. times before needing a short rest.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6683580, member: 92511"] [B][U][SIZE=3]The Weaponmaster[/SIZE][/U][/B] Submitted as a replacement for (or in addition to) the existing “Champion” subclass, the Weaponmaster is the closest thing to a “default” fighter. This most broadly generic subclass is a specialist warrior with their chosen weapons, Whether exceeding through intensive training, pure talent, sheer luck,, or any combination of the two, the weaponmaster “masters” the battlefield through the effectiveness of the weapon at the end of the their arm(s). [B]3rd: Weapon Specialty: [/B]At 3rd level you choose a group of weapon (typically that synergizes with your chosen Fighting Style) with which you excell. The possible groups are: [LIST] [*]Swordsman: any size or type of sword, scimitars, rapiers, etc... [*]Axeman: Hand axes, battle axes, glaives, and other predominantly slashing damage weapons. [*]Spearman: spears, javelins, halberds and other polearms, predominantly piercing weapons. [*]Bludgeoner: maces, hammers, staves, morningstars, and other predominantly bludgeoning weapons. [*]Thrower: daggers, darts, slings, and other small easily thrown objects (stones, plates, etc...). [*]Bowman: choose between pulled bows or crossbows. [/LIST] You know how to use your weaponry (or pieces thereof) to deal any style of damage you want: slashing, piercing or bludgeoning, as desired/declared before an attack is made. Your attacks with any weapon of your specialty type is considered a Critical Hit on a roll of 19 or 20. At 9th level, the weaponmaster gains a Critical Hit on rolls of 18-20. At 16th the fighter’s attack is a Critical Hit on rolls of 17 or more. [B]Parry[/B] In lieu of an attack on your turn, you may use your action to use your weapon to parry incoming attacks. This grants the fighter a bonus to their AC until the beginning of their next turn equal to +2. If the fighter is wearing no or light armor or is using a single-handed weapon and shield, the parry bonus to AC is increased to +3. [B]7th: Mastery Strikes:[/B] You choose 2 of the following special maneuvers. The use of one of these maneuvers requires a declaration by the player prior to using it for a turn. [LIST] [*][B]Versatile Strike:[/B] When using a single-handed martial weapon of your speciality that does not normally have the Versatile descriptor, you may now use it as a versatile weapon. Doing so requries the use of both hands, as normal. You also suffer no penalty from using a single-handed weapon with the versatile property as an off-hand weapon/attack. [*][B]Artful Strike:[/B] When using a martial weapon that does not normally have the Finesse descriptor, you may opt to use your Dexterity bonus on your attack and damage rolls instead of Strength. [*][B]Thrown Strike:[/B] Your knowledge and balance with your weapons of choice grant them the Thrown descriptor. If they already possess the thrown property (like hand axes or spears), you add 20’ to the weapon’s thrown range. If the weapon does not already possess the thrown property, you may make a thrown attack with it, adding Str. to hit and damage, without penalty, and it now has a maximum thrown range of 20’. [*][B]Called Strike:[/B] You take careful aim to strike where and how hard you want. On a successful attack, the fighter hits where they want and the player can determine damage, up to half the normal damage of the attack (+ applicable modifiers) without rolling any dice. [*][B]Subduing Strike:[/B] You roll your attacks and damage as normal, but any damage dealt is non-lethal, “subdual” damage that does no permanent or significant harm to the target. A creature reduced to “0” hit points with subdual damage must surrender to the fighter or is knocked unconscious. All subdual damage is regained, without spending HD, on a short rest. [/LIST] The fighter can use their specialty moves 1 + Str. modifier times before requiring a short or long rest. [B]10th: Combat Superiority[/B]: You gain an additional [I]Fighting Style[/I] and select an additional weapon group with which you gain the benefits of [I]Weapon Speciality[/I]. [B]15th: True Master: [/B]You gain proficiency with the Smith and Woodworker’s (for bowyer/fletchers, spear makers, etc...) Artisan tools, if you do not already possess them. You may repair and craft weapons of your weapon speciality type that are of surpassing quality and value. With 1 month of downtime and requisite material costs, you may craft 1 weapon or 15 pieces of ammunition (such as arrows) created by you are of a quality to be considered +1, bypass mundane weapon resistances or immmunities, and will fetch double their normal cost for their beauty and craftsmanship from an interested buyer/market. Also, weapons that are already +1 quality or higher can be improved by an additional +1 with one month of downtime for you to repair/rework with your own hand. At 17th level you may create 1 weapon per year of +2 quality. At 19th level, and only once in your lifetime, the Weaponmaster may create a single weapon of +3 ability and may include the magical ability(-ties) of a rare or very rare magical weapon. The details, costs, and special materials that may be needed/quested after for crafting such a special item are left to the DM’s discretion and imagination. [B]18th: Enhanced Mastery:[/B] You choose 2 more Mastery Strikes and may use them 3 + Str. mod. times before needing a short rest. [/QUOTE]
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