Weapon Master

by Jadeor

Search GM Binder Visit User Profile
Weapon Master

Weapon Master

This blade is not just a simple weapon, my young apprentice. No, this blade is an extension of you and of your soul. This blade is your life, young one, do not forget this.

A Martial Archetype

Weapon masters are fighters who have dedicated their lives to the art of armed combat. Many of these fighters specialize in the use of swords, and are therefore called 'blademasters', however a true weapon master will study the use of many different weapons, such as the spear, the bow or the axe.

Weapon Expertise

When you reach 3rd level, . Choose two types of simple or martial weapons that you are proficient in. You gain mastery in the selected weapons. You can choose one additional simple or martial weapon to gain mastery in at 7th, 10th, 15th and 18th levels.

Weapons you have mastery over have the following benefits for you:

  • Weapon attacks you make with them score a critical hit on a roll of 19 or 20.
  • You have advantage on saving throws and ability checks you make to avoid being disarmed of them.

Combat Stance

Also at 3rd level, you learn to enter into a combat stance. You may go into this stance as a bonus action, and while in it you gain the following benefits:

  • Once on each of your turns, one of your attacks with a weapon you have mastered can deal an extra 1d6 damage to a target on a hit. This damage increases to 1d8 at level 10
  • You have advantage on opportunity attacks and on saving throws you make against being knocked prone.

You remain in this stance for 1 minute, or until you are incapacitated. You may enter into this stance a number of times equal to your proficiency bonus, after which you cannot do so again until you finish a long rest.

Forge Master

Starting at 7th level, you gain proficiency in Smith's tools, and have advantage on any check you make with them to forge a weapon you've mastered or on any Intelligence (investigation) check you make regarding weapons.

Specialized Stances

Starting at 10th level, whenever you enter into your combat stance you can choose to gain one of the following benefits for as long as you remain in that stance:

  • Defensive stance. As long as you are holding a weapon you've mastered you and allies within 5 feet of you gain a +1 bonus to your AC.

Witcher Adepts by Tustakari

  • Lethal stance. Whenever you score a critical hit with a weapon you've mastered, you can roll one additional weapon damage die when determining the extra damage.
  • Swift stance. Your movement speed increases by 10 feet and as long as you are holding a weapon you've mastered opportunity attacks made against you have disadvantage.

Greater Weapon Expertise

Starting at 15th level, weapon attacks you make with weapons you have mastered score a critical hit on a roll of 19 or 20, and you cannot be disarmed of weapon you have mastered.

Fighting Master

At level 18, you are a master of combat in all its forms. You gain all fighting styles from the Fighting Style class feature that you did not already possess.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.