Guys,
What do you think of this homebrew Fighter archetype? It is a combination of two other homebrew Weapon Master archetypes [1] [2]. It is intended to replace the Eldritch Knight and the Champion as a choosable archetype in my D&D campaign because I wanted specific non-caster options in the Fighter class. There are already so many caster options...
In my homebrew setting, all weapon related feats are banned. So I did work in some feat related abilities in this class instead without hopefully making it overpowered.
Version 1.0: Instead of a Weapon Style, you had to choose a Weapon Type (longswords, longbows etc.) but I figured this was too limiting and DM depended so I changed into Weapon Style, which is a lot like the Fighting Styles.
Weapon Master Archetype
Weapon masters strive to attain martial perfection with a specific weapon style. Their devotion to mastering that weapon style results in almost supernatural skill when wielding these weapons.
Weapon Style Specialization
At 3rd level, when wielding your weapon specialization, you have advantage on saving throws and checks to resist any effect that targets your weapon such as grease, heat metal, or shatter spells, as well as disarm attempts.
Choose a weapon style specialization:
Peerless Display (~)
At 7th level you gain the ability to put on a display of weapon handling that can challenge, confuse, or intimidate a foe. As an action, you create a display of impressive weapon skills targeted at one creature you can see within 30 feet. That creature must succeed at a Wisdom saving throw with a DC equal to (8 + your proficiency bonus + your ability modifier, see effect) or suffer one of the following effects (your choice);
Starting at 15th level, you can use a bonus action to perform Peerless Display.
Weapon Style Mastery
Also at 10th level your weapon style specialization becomes a weapon style mastery. You can unlock special benefits with the mastery style, depending on the properties of the weapon itself.
Also, you can now select a 2nd weapon style specialization.
Focused attack
Moreover at 10th level, you gain the ability to re-roll a failed attack roll with your weapon style mastery once every long rest. If you do so, you must keep the result of the new roll. You can use this ability twice between long rests starting at 14th level, and three times between long rests starting at 18th level.
Grand Mastery
At 15th level, you are now a grand master with your weapon style. You gain a bonus +1 to hit with your weapon style, or a bonus +1 to AC if you chose shield. Moreover, enemies attacking you with your grand mastery weapon style, have disadvantage on hit or shove checks, unless you are surprised, or you can't see the enemy.
Also your 2nd weapon style specialization becomes a weapon style mastery.
Weapon Supremacy
At 18th level, you are virtually unparalleled in your weapon skill. You gain the following abilities.
What do you think of this homebrew Fighter archetype? It is a combination of two other homebrew Weapon Master archetypes [1] [2]. It is intended to replace the Eldritch Knight and the Champion as a choosable archetype in my D&D campaign because I wanted specific non-caster options in the Fighter class. There are already so many caster options...
In my homebrew setting, all weapon related feats are banned. So I did work in some feat related abilities in this class instead without hopefully making it overpowered.
Version 1.0: Instead of a Weapon Style, you had to choose a Weapon Type (longswords, longbows etc.) but I figured this was too limiting and DM depended so I changed into Weapon Style, which is a lot like the Fighting Styles.
Weapon Master Archetype
Weapon masters strive to attain martial perfection with a specific weapon style. Their devotion to mastering that weapon style results in almost supernatural skill when wielding these weapons.
Weapon Style Specialization
At 3rd level, when wielding your weapon specialization, you have advantage on saving throws and checks to resist any effect that targets your weapon such as grease, heat metal, or shatter spells, as well as disarm attempts.
Choose a weapon style specialization:
- One-handed: If you roll a 1 on your damage die (or dice on a critical hit), you may re-roll the die. You must keep the result of the re-roll.
- Two-handed: As a bonus action on your turn, you can increase your reach by 5 feet for the rest of your turn.
- Dual wield: You can use your reaction to parry, gaining a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Also you can use dual wield even when the one handed melee weapons you are wielding aren’t Light and not have the Thrown property.
- Ranged: You can use your ranged weapon to perform a Shove attack, using Strength (Athletics) or Dexterity (Acrobatics). Also if it can be used in the off-hand you can attack with it as a bonus action (for example the light crossbow).
- Thrown: You can draw a weapon with the "thrown" property as part of an attack you make it with, without spending your free object interaction. If you have multiple attacks, you can draw and throw a weapon for each one of them.
- Shield*: If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you using your shield.
- Chain*: As a bonus action on your turn, you can prepare yourself to extend your chained weapon to sweep over targets’ shields. Until the end of this turn, your attack rolls with a chained weapon gain a +2 bonus to hit against any target using a shield.
Peerless Display (~)
At 7th level you gain the ability to put on a display of weapon handling that can challenge, confuse, or intimidate a foe. As an action, you create a display of impressive weapon skills targeted at one creature you can see within 30 feet. That creature must succeed at a Wisdom saving throw with a DC equal to (8 + your proficiency bonus + your ability modifier, see effect) or suffer one of the following effects (your choice);
- Challenge (Persuasion): The creature has disadvantage on attack rolls against anyone except you until the end of its next turn.
- Confuse (Performance): You have advantage on your next single attack against the creature.
- Frighten (Intimidate): The creature is frightened of you until the end of its next turn.
Starting at 15th level, you can use a bonus action to perform Peerless Display.
Weapon Style Mastery
Also at 10th level your weapon style specialization becomes a weapon style mastery. You can unlock special benefits with the mastery style, depending on the properties of the weapon itself.
Also, you can now select a 2nd weapon style specialization.
- Ammunition: You may recover all your expended ammunition when taking a minute to search the battlefield.
- Finesse / Light / Versatile:
- Dual-wield: Your AC increases by 2 against melee attacks.
- One-handed: When you make an opportunity attack with the weapon, you have advantage on the attack roll.
- Two-handed Versatile: You get a +2 bonus to damage.
- Heavy**: When making the Shove special attack with this weapon, you gain advantage on the Strength check.
- Loading: You ignore the loading property if you have a free-hand, or wielding the weapon with two hands.
- Range: You gain no disadvantage when using this weapon beyond its normal range.
- Reach: You may make an opportunity attack against a target that approaches your reach.
- Thrown: The normal range of a thrown weapon is doubled, and the maximum range to four times the new normal range. When you make a ranged attack with a thrown weapon, you do not have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated as long as the weapon is of the light or finesse type.
- Two-Handed (Melee only): You score a critical hit on a roll of 19-20.
- Shield: If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity save made against a spell or other effect that affects only you.
- Chained: When you hit with an opportunity attack using a chained weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- Special: You have no disadvantage or penalties using the weapon. Also if ranged, the range is doubled depending on the specific weapon type (consult with your DM).
Focused attack
Moreover at 10th level, you gain the ability to re-roll a failed attack roll with your weapon style mastery once every long rest. If you do so, you must keep the result of the new roll. You can use this ability twice between long rests starting at 14th level, and three times between long rests starting at 18th level.
Grand Mastery
At 15th level, you are now a grand master with your weapon style. You gain a bonus +1 to hit with your weapon style, or a bonus +1 to AC if you chose shield. Moreover, enemies attacking you with your grand mastery weapon style, have disadvantage on hit or shove checks, unless you are surprised, or you can't see the enemy.
Also your 2nd weapon style specialization becomes a weapon style mastery.
Weapon Supremacy
At 18th level, you are virtually unparalleled in your weapon skill. You gain the following abilities.
- Melee Supremacist. if your grand mastery weapon is a melee weapon, you can use your action to make a single melee attack against each creature within your reach. You make a separate attack roll for each creature.
- Ranged Supremacist. If your grand mastery weapon is a ranged weapon, pick a target point within range and make a single ranged attack against each creature within 10 feet of that point. You make a separate attack roll for each creature.