CyanideSprite
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)
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:
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]
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.
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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