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homebrew:subclass:weapon_master [2023/04/23 22:51] – [Balanced Training] Luke | homebrew:subclass:weapon_master [2024/08/15 14:38] (current) – [Weapon Master - A Fighter Subclass By Luke] Luke |
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**Intention:** Fighters are meant to be the "Weapon Master Class", the one that has trained and mastered various weapons in the same vein as the Wizard, which spent years researching the training to use magic. In reality there is very little reason to use more than your starting weapon beyond when you get a magic weapon that is a straight upgrade. The goal of this subclass is to incentivise using a variety of different weapons.\\ | **Intention:** Fighters are meant to be the "Weapon Master Class", the one that has trained and mastered various weapons in the same vein as the Wizard, which spent years researching the training to use magic. In reality there is very little reason to use more than your starting weapon beyond when you get a magic weapon that is a straight upgrade. The goal of this subclass is to incentivise using a variety of different weapons.\\ |
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| **TODO:** Create level 18 ability. |
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==== Fast Reflexes ==== | ==== Fast Reflexes ==== |
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==== Creating An Opening ==== | ==== Creating An Opening ==== |
At Level 3, if an enemy took bludgeoning, piercing or slashing damage from a weapon attack this turn, and you hit them with a weapon attack that is different from the last instance of one of those three types of damage, you can deal an addition damage die of that weapon.\\ | At Level 3, if an enemy took bludgeoning, piercing or slashing damage from a weapon attack this round, and you hit them with a weapon attack that is different from the last instance of one of those three types of damage, you can deal an addition damage die of that weapon.\\ |
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//**For example, If Player A hit the enemy with their Warhammer and dealt Bludgeoning damage, then Player B (The Weapon Master) hit the same enemy with a rapier, Player B would deal 2d8 Piercing damage instead of the usual 1d8. If Player B had the Extra Attack feature, they could then switch to their Battleaxe to deal 2d8 Slashing damage instead of 1d8.**// | //**For example, If Player A hit the enemy with their Warhammer and dealt Bludgeoning damage, then Player B (The Weapon Master) hit the same enemy with a rapier, Player B would deal 2d8 Piercing damage instead of the usual 1d8. If Player B had the Extra Attack feature, they could then switch to their Battleaxe to deal 2d8 Slashing damage instead of 1d8.**// |
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==== Balanced Training ==== | ==== Specialised Opening ==== |
At Level 7, you can use your specialised training to enhance your other training. For each of the following feats that you have, you gain additional bonuses. Each bonus can only be triggered once per turn. | At 7th Level, you can use the opening created to achieve different results. When you trigger Creating an Opening, you can choose to ignore the additional damage die and trigger an alternative effect depending on the damage type of the triggering attack. Each effect can only be triggered once per turn. |
* **Crusher:** After triggering Creating An Opening with Bludgeoning Damage, you can choose to ignore the additional damage die that you would deal by Creating an Opening. If you do, the target takes a -1 penalty to any Intelligence, Wisdom or Charisma Saving Throw AC it makes until the end of the target's next turn. For every 2 times Creating An Opening has been triggered this turn prior to this, increase the penalty by -1 and the duration of this effect by an additional round. The target can use an action to remove this effect.\\ //For Example, if you attacked thrice, first with a rapier, second with a scimitar and third with a Warhammer, and all attacks triggered Creating An Opening then the target would suffer a -2 penalty until the end of it's second turn from now, or if it uses an action to end the effect.// | * **Bludgeoning Damage:** The target takes a -X penalty to any Intelligence, Wisdom or Charisma Saving Throw it makes until the end of the target's next turn, where X is the number of times you have triggered Creating an Opening this turn on that target. The target can use an action on their turn to remove this effect.\\ //For Example, if you attacked thrice, first with a rapier, second with a scimitar and third with a Warhammer, and all attacks triggered Creating An Opening then the target would suffer a -3 penalty until the end of it's next turn, or if it uses an action to end the effect.// |
* **Piercer:** After triggering Creating An Opening with Piercing Damage, you can ignore the additional damage die that you would deal to the target. If you do, for each weapon attack that hits and does not deal Piercing Damage between the triggering attack and the start of the target's next turn, the target takes a -1 penalty to all attack rolls it makes until the end of it's next turn.\\ | * **Piercing Damage:** Until the end of your turn, for each attack that hits the target after you activate this effect, the target takes a -1 penalty to all attack rolls it makes until the end of it's next turn.\\ |
* **Slasher:**\\ | * **Slashing Damage:** Until the end of the target's next turn, their speed is reduced by 5 feet for each time you have it them this turn, prior to using this ability. |
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==== Building Momentum ==== | ==== Building Momentum ==== |
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==== Magic Weapon Adept ==== | ==== Magic Weapon Adept ==== |
At Level 15, when you are attuned to at least one Magic Weapon, you can attune to up to two additional Magic Weapons, as long as all three are classified as different weapons. \\ | At Level 15, you can attune to up to five magic items at once. The two additional magic items must be magic weapons and cannot share a weapon type with any magic items you are attuned to.\\ |