Fighter/Warrior Archetype: The Weaponmaster

Warrior / Fighter Subclass: The Weaponmaster

Versatile Warrior: Starting at 3rd level, you may draw or stow as many weapons you want as part of your attack action. Additionally, donning or doffing a shield is only a bonus action for you.

Combat Meditation: starting at 3rd level, you change your fighting style whenever you finish a short or long rest.

Showman: starting at 7th level, you gain proficiency in performance, and your choice of deception or intimidation. Additionally, you gain advantage on performance, sleight of hand, intimidation, and deception checks made with a weapon.

Practiced Warrior: starting at 10th level, your weapon attacks gain the following benefits:
- When you deal damage with a bludgeoning weapon, you knock that creature 5 feet up or straight away from you for every 5 damage you dealt at the end of this turn. Additionally, if it collides with anything during this movement, it takes 1d6 damage for every 10 feet of movement remaining, and falls prone.
- When you attack with a piercing weapon, that weapon is treated as if it had the reach property if it didn’t already have it.
- When you deal damage with a slashing weapon, the target of that attack takes 1d4 slashing damage at the start of its next turn per hit.

Warrior’s Action: Starting at 15th level, you may take the Dash or Disengage actions as a bonus action. Additionally, when you take the Dodge action, you gain temporary hit points equal to 1d10 + your fighter level until the start of your next turn. These temporary hit points can only reduce bludgeoning, piercing, or slashing damage.

Master at Arms: Starting at 18th level, your Practiced Warrior feature improves in thue following ways:
- When you attack with a bludgeoning weapon, you now knock them back 10 feet for every 5 damage you dealt.
- When you attack with a piercing weapon, you may now move 5 feet immediately before or after your attack without provoking opportunity attacks.
- When you hit with a slashing weapon, your target now takes 2d4 damage per hit at the start of their next turn.

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