Fighter Archetype - Weapon Master (5e homebrew, testers wanted)

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First Post
Edit December 8th: I balanced Favoritism by making it a short rest ability and adjusted a few of the combo bonuses. A number of people have commented on the potential overpoweredness of being able to use Str or Dex to attack with all weapons, and I've looked into it but the finesse aspect of this archetype is staying. It is not only a matter of identity to the archetype, but my experience with the Weapon Master across two players so far has shown it compares with other fighters in power level and the finesse aspect hasn't led to anything overpowered despite people's fears.... Favoritism on the other hand allows far too much consistency so I'm scaling it back.

I wanted to make a version of the fighter that's more cinematic and engaging to play so I developed an archetype that functions off a combo system to receive bonuses. It's not resource dependent like Battle Master and instead requires you to land successive hits in order to gain the archetype's benefits. The class is about mastering the use of weapons as an art. It's about dancing around the battlefield slashing with swords, bashing with maces, and altering your attacks constantly to catch the enemy off guard and bring out the best of your weapons. It's very cinematic in how you can role play in fights and probably plays as close to a fighting game (or Devil May Cry now that I think about it) as you can get in D&D.

Two players have ran this in a campaign of mine and they said they had more fun with it than the other fighter archetypes which is good, but I want more feedback and testing. Favoritism might make it a little bit overpowered (EDIT: Addressed), which almost guarantees you land a hit to start a combo and there might be some highly exploitable combos that I haven't seen yet. The ability to use Str or Dex on any given attack encourages a character build that uses both stats and it's balanced around the notion of going all in for one leaves you somewhat under-powered compared to going all Dex or all Str. That said, this archetype is punished more than the others for missing attacks so there is that risk vs reward element. Anyway, check it out and let me know what you think, especially if you're going to play it in a game:

https://docs.google.com/document/d/1B_8lUz38yNAw2PJJIsLDyzgXDKQXJw8534m6nhrg3x0/edit?usp=sharing

(Copied and pasted for those who don't like links)

Fighter Archetype - Master of Arms

The archetypal Master of Arms treats fighting like an art with the enemy as a canvas and their weapons as the brushes. A Master of Arms fighter knows each of his or her weapons inside and out and uses each to their full potential whether that’s repositioning in a fight, or attacking an enemy’s weak point for massive damage.

[h=1]Master of Arms Archetype Features[/h][h=2]Martial Artistry[/h]When you choose this archetype at 3rd level, you learn how to use your weapons with either grace or power: In your hands, the largest weapons can dance around the battlefield as swiftly as a dagger while the smallest blade will blast through foes with power usually reserved for two-handed weapons. To utilize each weapon for its best purpose in combat, you may ready a few weapons on your body in order to draw or stow them in the blink of an eye, allowing you to attack in quick succession with different weapons to take your enemy by surprise. Martial Artistry confers the following special rules:


  • Full Control - A Weapons Master counts all weapons as Finesse, allowing you to attack using Str or Dex as the modifier. Using Str or Dex when attacking changes the combo effect (see below).


  • Readied Weapons - You may ready up to 3 different weapons on your body. Weapons that are readied may be drawn and stowed at a moment’s notice, allowing you to switch weapons between attacks. When two-weapon fighting, you may exchange both weapons or one weapon in one motion. Preparing your readied weapons takes approximately 5 minutes. Unarmed attacks, improvised weapons, and weapons you are already holding at the start of your turn always count as readied weapons even if they don’t occupy your readied weapon slots. Weapons picked up, drawn, and stowed normally do not count as readied. Readied weapons are used in combos (see below).


  • Combo - If you hit with an attack, you may start a combo. Starting a combo allows all subsequent hits to have additional effects depending on the weapon and ability modifier used to hit (see chart at the end of the section). A combo ends when you miss an attack, if you end a turn without attacking, or you are incapacitated. Your combo may also end if you take damage. If you take damage, you must pass a Con saving throw (DC = 10 or half the damage taken, whichever is higher) in order to maintain a combo.
Note that attacks used to start a combo do not receive the combo effect bonus.
The same combo effect bonus cannot trigger twice in a row. A different weapon type from the last must be used to receive a combo bonus.


Saving throws - Some of your combos require the enemy to make a saving throw to resist its effects. The Saving throw is calculated as follows:

Combo save DC = 8 + your proficiency bonus + your Str or Dex modifier (You choose)
[h=2]Favoritism[/h]At level 7, pick one weapon type to be your preferred weapon type. Once per short rest, before you roll to hit, you may choose to double your proficiency bonus when using that type of weapon. At the 15th level, you may use this twice per short rest.
[h=2]Double Team[/h]At level 10, if an ally has hit the enemy at some point after your last turn and you do not have a combo started, your first attack against them may apply its combo effect.
[h=2]Meant to do that[/h]At level 18, if you miss an attack, you may choose to not have your combo end. You may only do this once per short or long rest.
[h=1]Combo List[/h]

[TABLE="width: 624"][TR][TD]
Weapon
[/TD][TD]
Combo effect: Str
[/TD][TD]
Combo effect: Dex
[/TD][/TR][TR][TD]
Battleaxe
[/TD][TD]Lumberjack Chop: Double your Str mod when calculating damage. Double your Str mod again if you crit (4x Str mod total)[/TD][TD]Cleave: On hit, deal your Dex mod in damage to an adjacent enemy. On crit, deal double your Dex mod to an adjacent enemy.[/TD][/TR][TR][TD]
Blowgun
[/TD][TD]Blowhard: Deals 1d4 damage instead of 1.[/TD][TD]In the eye: On hit, the enemy must pass a Dex saving throw or else be blinded until the end of their next turn.[/TD][/TR][TR][TD]
Club
[/TD][TD]Headbang: On hit the enemy is deafened until the end of their next turn. On crit, the enemy has disadvantage on any rolls to hit.[/TD][TD]Follow Through: On hit, push the enemy 5 feet and occupy their space. On crit, push the enemy 10ft and occupy their space.[/TD][/TR][TR][TD]
Crossbow, hand
[/TD][TD]Drive Forward: You may take a -2 penalty to hit to deal an additional d4 damage.[/TD][TD]Steady Aim: Ignore partial obscurity when rolling to hit.[/TD][/TR][TR][TD]
Crossbow, heavy
[/TD][TD]Drive Forward: You may take a -4 penalty to hit to deal an additional d6 damage.[/TD][TD]Disarm: On hit, the enemy must pass a Dex save or else drop one item you choose.[/TD][/TR][TR][TD]
Crossbow, light
[/TD][TD]Drive Forward: You may take a -2 penalty to hit do deal an additional d4 damage.[/TD][TD]Deadly Shot: You crit on an 18-20 when attacking while unseen by your target.[/TD][/TR][TR][TD]
Dagger
[/TD][TD]Plunge: You crit on an 18-20 when attacking while unseen by your target.[/TD][TD]Sly Flourish: Add your Cha modifier to your attack roll as additional slashing damage. On crit, add double your Cha modifier instead.[/TD][/TR][TR][TD]
Dart
[/TD][TD]All in the Wrist: Deals d6 damage dice instead of d4. On crit, this deals d8 damage dice instead.[/TD][TD]In the eye: On hit, the enemy must pass a Dex saving throw or else be blinded until the end of their next turn.[/TD][/TR][TR][TD]
Flail
[/TD][TD]Inertia: Deals 1d8 damage instead of 1d6. On crit, this deals d10 damage dice instead.[/TD][TD]Bypass Defense: Ignore your opponent’s shield when rolling to hit.[/TD][/TR][TR][TD]
Glaive
[/TD][TD]Swipe: Automatically knock an enemy off a mount on hit.[/TD][TD]Cleave: On hit, deal your Dex mod in damage to one adjacent enemy. On crit, deal double your Dex mod in damage to one adjacent enemy.[/TD][/TR][TR][TD]
Greataxe
[/TD][TD]Execute: Crits with the Greataxe deal triple damage dice instead of double.[/TD][TD]Extended Swing: You may reach an additional 5ft to hit with the Greataxe.[/TD][/TR][TR][TD]
Greatclub
[/TD][TD]Batter Up: Deal double damage to objects and structures. On hit, push the enemy back 5ft and they must pass a Str save or be knocked prone.[/TD][TD]Juggle: On hit, send the enemy momentarily airborne. You have advantage on your next roll to hit this turn. The enemy stays airborne and confers advantage until you miss or you end your turn.[/TD][/TR][TR][TD]
Greatsword
[/TD][TD]Dismember: If you crit, you may roll triple your damage dice instead of double.[/TD][TD]Disarm: On hit, the enemy must pass a Str saving throw or else drop one object you choose.[/TD][/TR][TR][TD]
Halberd
[/TD][TD]Halt: On hit, any action the opponent takes on their next turn provokes an opportunity attack from you. If you hit with an opportunity attack, the opponent’s speed is reduced to 0 until the end of their turn.[/TD][TD]Longarm Fighter: On hit, you do not provoke opportunity attacks to move out of an enemy’s range until your combo ends.[/TD][/TR][TR][TD]
Handaxe
[/TD][TD]Bloody Hell: On hit, the blade of the handaxe sticks in the opponent’s body and they must spend an action to remove it. While the axe is lodged in their flesh, all your other attacks against them deal an additional d4 damage.[/TD][TD]Around the World: If your ranged attack with the handaxe misses, it returns to your hand instead of falling to the ground. Your combo still ends.[/TD][/TR][TR][TD]
Improvised Weapon
[/TD][TD]Jackie: Each successive hit with the an Improvised weapon in a combo deals an additional D4 damage (second hit deals 2d4, third hit deals 3D4, fourth deals 4D4, etc) until the combo ends.[/TD][TD]Chan: On hit, while you continue to wield an improvised weapon in your hands, your AC increases by 2 until your combo ends.[/TD][/TR][TR][TD]
Javelin
[/TD][TD]Solid hit: On hit, knock an enemy back 5ft. They must pass a Dex save or be knocked prone.[/TD][TD]Pin: On hit, if the enemy is adjacent to a wall on the opposite side of you, the enemy is pinned against it and counts as restrained. They must spend an action to remove the javelin that’s pinning them to become unrestrained.[/TD][/TR][TR][TD]
Lance
[/TD][TD]Hurl: You may launch your lance as a thrown ranged attack (20/60).[/TD][TD]Keep Momentum: You count as being on horseback when using this weapon as long as you’ve moved at least 5ft. On hit the enemy is knocked prone.[/TD][/TR][TR][TD]
Light Hammer
[/TD][TD]Balanced: You may use the Light Hammer as a melee attack weapon, in which case it deals 2d4 damage.[/TD][TD]Disarm: On hit, the enemy must pass a Dex save or else drop one item you choose.[/TD][/TR][TR][TD]
Longbow
[/TD][TD]Power Shot: Rolling a crit with your Longbow deals triple damage dice instead of double.[/TD][TD]True Shot: You may fire your longbow up to its full range without suffering disadvantage. In addition, you may ignore all but complete cover.[/TD][/TR][TR][TD]
Longsword
[/TD][TD]Weighted Blade: One-handed attacks with the longsword deal D10 damage instead of D8. Two-handed attacks with the longsword deal D12 damage instead of D10.[/TD][TD]Proper Positioning: On hit, you do not provoke opportunity attacks from enemies until the end of your turn. In addition, increase your AC by 2 until the start of your next turn.[/TD][/TR][TR][TD]
Mace
[/TD][TD]Medium Armor Buster: On hit against an enemy who is wearing medium armor, you have advantage against them until the combo ends.[/TD][TD]Kneecap: On Hit, the enemy’s movement speed is halved until the end of their next turn.[/TD][/TR][TR][TD]
Maul
[/TD][TD]Brain: On hit, double your str modifier when calculating damage. If the enemy must make a saving throw to maintain concentration, they have disadvantage.[/TD][TD]Part the Seas: On a successful hit you may move the enemy up to 5ft into a space adjacent to you.[/TD][/TR][TR][TD]
Morningstar
[/TD][TD]Heavy Armor buster: On hit against an enemy who is wearing heavy armor, you have advantage on attacks against them until the combo ends.[/TD][TD]Defend: On hit, if the enemy would attack an ally and the enemy is within your reach, you may use your reaction to perform an attack of opportunity against them. If the opportunity attack hits, the enemy has disadvantage on their attack against your ally.[/TD][/TR][TR][TD]
Net
[/TD][TD]Rope burn: The net deals 1d4+str fire damage on hit.[/TD][TD]Cast Out: Your range with the net increases to 20/40.[/TD][/TR][TR][TD]
Pike
[/TD][TD]Driving attack: On hit, push the enemy up to 10ft and you may move up to 10ft in the same direction without provoking opportunity attacks.[/TD][TD]Lunge: Attacking with the Pike increases your range by a further 5ft.[/TD][/TR][TR][TD]
Quarterstaff
[/TD][TD]Sweep: To perform a sweep, do not roll to hit. Instead, all adjacent enemies must pass a Dex saving throw or else be pushed back 5ft and take your Str mod in damage. No effect on a successful save. If at least one enemy fails, this counts as a hit for the purposes of continuing a combo.[/TD][TD]Bedazzle: On hit you may switch places with the enemy.[/TD][/TR][TR][TD]
Rapier
[/TD][TD]Beat and Thrust: On hit, if your opponent wields a weapon, reduce their AC by 2 until the start of their next turn.[/TD][TD]Panache: On hit, you may apply your Cha modifier to your damage. Additionally, you may move 5ft which does not provoke opportunity attacks.[/TD][/TR][TR][TD]
Scimitar
[/TD][TD]Slice and Dice: You may choose to take a -2 penalty to attack rolls. If you succeed in hitting the enemy, your subsequent attacks have their crit range bettered by 1 with all weapons except the Scimitar until your combo ends. This combo effect stacks with itself.[/TD][TD]Aerodynamics: On hit, you do not provoke opportunity attacks from that enemy by moving out of their range until the combo ends.[/TD][/TR][TR][TD]
Shortbow
[/TD][TD]Multi Shot: You may take a -2 penalty to attack rolls to fire two arrows simultaneously. These arrows may fire at the same or different targets and you roll to hit separately. The combo continues if either arrow hits.[/TD][TD]Distraction: If you miss your attack with a shortbow, your combo will still continue and the next attack made against the enemy has advantage. You may choose to miss instead of rolling to hit.[/TD][/TR][TR][TD]
Shortsword
[/TD][TD]Defensive strike: If you take the Dodge or Disengage action on your turn, you may also make a single attack with the shortsword beforehand.[/TD][TD]Parrying blade: On hit, increase your AC by 1 until your combo ends. This effect stacks with itself.[/TD][/TR][TR][TD]
Sickle
[/TD][TD]Light Armor Buster: On Hit, against an enemy who is wearing Light Armor, you have advantage on attacks until the combo ends.[/TD][TD]Expose Weakness: On hit, allies adjacent to the enemy may use their reaction to make an opportunity attack against them.[/TD][/TR][TR][TD]
Sling
[/TD][TD]Goliath Slayer: On hit, against an enemy who is at least one size larger than you, you have advantage on attacks until your combo ends.[/TD][TD]In the eye: On hit, the enemy must pass a Dex saving throw or else be blinded until the end of their next turn.[/TD][/TR][TR][TD]
Spear
[/TD][TD]Stab: If you use the spear as a versatile melee attack weapon, it deals 1d8 damage in one hand or 1d10 damage when wielding it with both. [/TD][TD]Pin: On hit, if the enemy is adjacent to a wall on the opposite side of you, the enemy is pinned against it and counts as restrained. They must spend an action to remove the javelin that’s pinning them to become unrestrained.[/TD][/TR][TR][TD]
Trident
[/TD][TD]Monster Buster: On hit, against a non humanoid enemy, you have advantage on attacks until the combo ends.[/TD][TD]Pin: On hit, if the enemy is adjacent to a wall on the opposite side of you, the enemy is pinned against it and counts as restrained. They must spend an action to remove the javelin that’s pinning them to become unrestrained.[/TD][/TR][TR][TD]
Unarmed Strike
[/TD][TD]Take Down: On hit, the enemy makes a Dex save. If they fail, your attack deals 1d4 damage instead of 1 and they fall prone with you grappling them.[/TD][TD]Acquire Weapon: On hit, you may make a Dex (Sleight of Hand) check with a DC = to 13 + the enemy’s Str mod. If you succeed, disarm the enemy and you now hold their weapon if it is one you can carry. This weapon is immediately considered readied.[/TD][/TR][TR][TD]
War Pick
[/TD][TD]Create Weakness: On hit, your next attack against the enemy has advantage.[/TD][TD]Hook: On hit the enemy counts as grabbed by you and has disadvantage when rolling to escape the grab.[/TD][/TR][TR][TD]
Warhammer
[/TD][TD]Bolster: On hit, the loud crash of your warhammer inspires your allies. All allies who hear your mighty blow receive temporary hit points equal to your Str + Cha mod.[/TD][TD]Footsmash: On hit, the enemy's movement speed is halved until the combo ends.[/TD][/TR][TR][TD]
Whip
[/TD][TD]Crack: On hit your whip deals and extra 1d4 thunder damage and the enemy must make a con saving throw or else be deafened until the end of their next turn.[/TD][TD]Snatch: On hit you may attempt to grab something the opponent is carrying. They must pass a Dex or Str saving throw (their choice). If they fail, you may take one small item they are carrying on their body.[/TD][/TR][/TABLE]
 
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I really like the idea of this archetype. I especially like the specialised combos that depend upon weapon used, but this could be a nightmare recording on your PC Sheet.

The archetype does seem too powerful; especially the features that override the fighter class or normal 5E standards. I am not sure I would allow double proficiency bonus to attack rolls and allowing you to use DEX or STR no matter the weapon seems odd to me. DEX with a maul? This seems to be very advantageous to a fighter that focuses on either DEX or STR. In fact, why bother with STR at all?

Finesse is a pretty exclusive quality - not even monk unarmed attacks have it for a reason.

Re the combo: you might want to reword the parameters to read "weapon attacks". ie if I miss with a cantrip is it off? If I hit with a cantrip, that is okay, b/c it is an 'attack'. I am sure you mean 'weapon attack', but you want to make that explicit.

I like the idea. Some things are just rubbing me the wrong way, but I really like your thinking for this guy. It really does focus on the weapon used :) (BTW - have you seen the EN5ider article that outlines weapon qualities? This could save some time. ie you could just apply some of these qualities as part of the combo).
 

First I LOVE the concept, it is something that you see in movies and read occasionally in books but is not something you get to play. It is however very powerful, double your proficiency bonus is ridiculous and makes the class very broken in a bounded accuracy system. Letting them use Dex or Str leave a dex build being over powered in my opinion.

I think I will look into making a feat for my game based around the combo powers you have created to replace GWM, PAM and the others, that way each weapon a person chooses makes them feel very different from other characters.
 


I really like the idea of this archetype. I especially like the specialised combos that depend upon weapon used, but this could be a nightmare recording on your PC Sheet.

The archetype does seem too powerful; especially the features that override the fighter class or normal 5E standards. I am not sure I would allow double proficiency bonus to attack rolls and allowing you to use DEX or STR no matter the weapon seems odd to me. DEX with a maul? This seems to be very advantageous to a fighter that focuses on either DEX or STR. In fact, why bother with STR at all?

Finesse is a pretty exclusive quality - not even monk unarmed attacks have it for a reason.

Re the combo: you might want to reword the parameters to read "weapon attacks". ie if I miss with a cantrip is it off? If I hit with a cantrip, that is okay, b/c it is an 'attack'. I am sure you mean 'weapon attack', but you want to make that explicit.

I like the idea. Some things are just rubbing me the wrong way, but I really like your thinking for this guy. It really does focus on the weapon used :) (BTW - have you seen the EN5ider article that outlines weapon qualities? This could save some time. ie you could just apply some of these qualities as part of the combo).

It's honestly not as bad as you think to record on a character sheet. Because you can only have 3 weapons readied to combo with, you mostly just figure out some combos you want to utilize and start with those.

Adding double proficiency might be too powerful, I agree. The idea was "expertise with a weapon". Which ties into why all weapons are finesse weapons to this Weapons Master archetype which I strongly stand behind. The reason why you might choose Strength over Dexterity is because the combo effects change based on which you use in any given attack. You can choose to make a Dex based Maul swing to use the combo effect "Part the Seas" which displaces the enemy. While attacking with a Str based Maul swing will instead smash them over the head for other bonuses like disrupting channels. That is why you bother with Strength at all.

In many instances attacks that can hit can start a combo. Cantrips included. You start off by blasting them with a bonus action spell and follow up with an uppercut from your scimitar. As you rise in the sky you sheath your scimitar behind your back and in the same motion, grab your warhammer and bring it straight down on your opponent's head with a gravity assisted smash.

I'll have to check out that weapon qualities article you mentioned.

First I LOVE the concept, it is something that you see in movies and read occasionally in books but is not something you get to play. It is however very powerful, double your proficiency bonus is ridiculous and makes the class very broken in a bounded accuracy system. Letting them use Dex or Str leave a dex build being over powered in my opinion.


I think I will look into making a feat for my game based around the combo powers you have created to replace GWM, PAM and the others, that way each weapon a person chooses makes them feel very different from other characters.

I agree at later levels you get a very sizable bonus to hit for one attack with Favoritism. Maybe I should make it once per short rest or change it to instead be able to apply its combo bonus even if you don't have a combo going.

As for Str vs Dex, this class requires you to have decent scores in both to be most effective. I don't think focusing on dex will be very overpowered at all, but I'm open to be convinced otherwise. I do encourage you to roll some dice and try it though. Ready some weapons and dive into a combat where you can hit multiple times. Imagine an enemy wielding heavy armor and a shield. Start with your favoritism weapon to score a hit to start a combo. Then pull out your readied flail and bash their shield away with a Dex attack to leave them open for your bonus attack from your Str based Hand Axe attack, driving it into their exposed torso and prepping them to take even more damage on additional turns. Or come up with your own scenario.


I like the idea, but finesse is already broken in 5e. I would beware making it more broken, were I you.

In the testing that we've done, the whole Finesse thing hasn't been very broken at all. It fits very well with the class. Go two-weapon fighting with extra attack like you're level 5, pick 3 weapons to have readied, and roll some dice to try it. The finesse is very natural when you're deciding which combo bonus to use.
 
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People are wary of just giving finesse to everything for a number of reasons. (Note that even the explicitly magical Monk doesn't get finesse, just ability to apply Str or Dex to a very limited set of weapons.)

Firstly, Dex is a very powerful stat in 5e: covering ranged attacks, initiative, a common save, and armour class as well as some melee weapons. The only reason that a Str based fighter remains a worthwhile mechanical option is the limit to finesse weapon damage: (the highest dice they get is d8) and the feats and fighting styles that require non-finessable weapons such as Polearm master and Great weapon Master.

Granting the finesse ability to all weapons instantly makes those feats usable with the primary stat of a dex-based fighter as the modifier. As several others have made the point: this is huge, allowing Str to be dumped. The loss of the Str-based combos is fairly minor compared to potential benefits.

Some of the other aspects of the class are a little odd. As written, you might take two swings with a mace, then have to stow it, pull your greatsword out and take a swing with it, then resheathe it, draw your mace again and take another swing with that. In a single round. This seems a rather disjointed fighting style rather than the master of weapons style that the concept seems to put forward.
Combos are also an extremely random mechanic, relying on you to make repeated hits. It is based much more on dice rolls than most other classes which have resources to expend.

There may also be people pointing out the inherent realism issues of several aspects of the archetype. Emphasising that the archetype is based around a game mechanic, and cinematic/cartoon fighting rather than real-life combat styles may be required. Just adding that it has a magical aspect to it, similar to that of Monks to the initial description should counter that issue as well.
 

Firstly, Dex is a very powerful stat in 5e: covering ranged attacks, initiative, a common save, and armour class as well as some melee weapons.

It's not as big of a deal as it's made out to be. Ranged attacks and armor class don't even matter since you would be using dex anyway if you were going a ranged fighter. Initiative and save, sure, but this is a matter of opportunity costs here. To get high ability scores in both Str and Dex, you have to pull them from somewhere else, which usually means lower Con or Wis, which some fighters might do regardless of finesse. I promise you this doesn't matter as much in gameplay as you might think. Roll some dice and see for yourself.

Granting the finesse ability to all weapons instantly makes those feats usable with the primary stat of a dex-based fighter as the modifier. As several others have made the point: this is huge, allowing Str to be dumped. The loss of the Str-based combos is fairly minor compared to potential benefits.

I've already experienced that in game. Those feats are not that big of a deal, especially if you are two weapon fighting, which is the obvious route to go with this which gives you the best parts of those feats anyway. The loss of reliable Str based combos is huge. There will be many times you will want to use those if you dump Str and actively gimp yourself.

As written, you might take two swings with a mace

No, you cannot receive a combo bonus by using the same weapon.

then have to stow it, pull your greatsword out and take a swing with it, then resheathe it, draw your mace again and take another swing with that. In a single round. This seems a rather disjointed fighting style rather than the master of weapons style that the concept seems to put forward.

No that is exactly what was put forward. You have 3 weapons readied at any time, not just stowed and sheathed, but on latches and adhesives on your body to allow for immediate drawing and stowing.

Combos are also an extremely random mechanic, relying on you to make repeated hits. It is based much more on dice rolls than most other classes which have resources to expend.

... You have a very broad definition of "extremely random". There are countless on-hit effects in the game and the class was built around that concept so I don't know why you bring that up since it was stated in the very beginning that it's not supposed to be a resource class.

If it's not for you, then that's fine, but a lot of these points you brought up are very inaccurate with overstated concerns.
 
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It is the combo idea that I liked the most about this. I really like the fact you have to hit more. So what if other subclasses don't do this. That is what makes this subclass unique. Stick with and ignore comments like this. It is really hard to get specific comments on this sort of thing (people want to talk about 'what 5E is and is not). Anyway, I detract. But can you please explain/clarify what exactly you mean by having 3 readied weapons.

I am having a lot of trouble picturing this. If it doesn't mean switching all the time, how does it work? More importantly, how would it 'look in the world'; a just as important distinction in my mind.

I am also curious b/c I picture a weapon master being great with their chosen weapon, not swapping all the time - but perhaps I am missing something. I do love the extra effort you have gone to to make every weapon unique though. (And again, might benefit from temporary Properties rather than all completely new features).
 

I just reread Readied. I think I understand that (though I would remove any reference to 5 minutes in its description). I am still confused that you HAVE to switch weapons to gain benefits. That, to me, would seem a very odd way of fighting. Could you just state the same combo power cannot be used twice? Rather than a complete weapon swap; this might encourage the use of STR as well as DEX even more. Just a thought. Obviously, I haven't played this and you have. :)
 

But can you please explain/clarify what exactly you mean by having 3 readied weapons.
I am having a lot of trouble picturing this. If it doesn't mean switching all the time, how does it work? More importantly, how would it 'look in the world'; a just as important distinction in my mind.

Absolutely. Whereas you can normally carry as many weapons as your carrying capacity can hold to no ill effect and switch them out once per turn as part of your movement, with this feature you instead attach a small selection of weapons (3 in total) to your body with latches, adhesives, or other means to allow them to be quickly drawn and stowed as part of your attack action. If this isn't clear I can more clearly articulate it in the class description. Someone also suggested there could be a magical explanation for weapons switching in and out which is another potential explanation I have no qualms with.

Have you ever played an action video game where you can attack with various weapons like God of War, Devil May Cry, or the new Final Fantasy (15) game and each weapon has its own advantages and disadvantages? That is the main idea and aesthetic.

Could you just state the same combo power cannot be used twice? Rather than a complete weapon swap; this might encourage the use of STR as well as DEX even more. Just a thought. Obviously, I haven't played this and you have.

Good suggestion. I will definitely talk to the players who are testing it and look into adding that shortly.
 
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