Fighter Archetype

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Fighter Archetype Weapon Master Fighter Archetype Sample file Stratos Fotakis CREDITS Writing & Design by:Stratos Fotakis Twitter: @StratosF8 DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, FORGOTTEN REALMS, THE DRAGON AMPERSAND, PLAYER’S HAND-BOOK, MONSTER MANUAL, DUNGEON MASTER’S GUIDE, D&D ADVENTURERS LEAGUE, ALL OTHER WIZARDS OF THE COAST PROD-UCT NAMES, AND THEIR RESPECTIVE LOGOS ARE TRADEMARKS OF WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES. ALL CHARACTERS AND THEIR DISTINCTIVE LIKENESSES ARE PROPERTY OF WIZARDS OF THE COAST. THIS MATERIAL IS PROTECTED UN- DER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ART-WORK CONTAINED HEREIN IS PRO- HIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST. ALL OTHERSample ORIGINAL MATERIAL IN THIS WORK ISCOPYRIGHT 2020 BY STRATOS FOTAKIS AND PUBLISHED UNDER THE COMMUNITY file CONTENT AGREEMENT FOR DUNGEON MASTERS GUILD. WEAPON MASTER | FIGHTER ARCHETYPE 2 WEAPON MASTER Cleavers.You can use these your chosen weapons Weapon masters dedicate their lives to mastering to aid you in climbing. You add your mastery die to the use of a broad category of weapons and they ex- the result of any Strength (Athletics) checks made to cel in their use, compared to any other martial climb. When climbing, you ignore the extra speed adept. These weapons are considered the extension cost normally incurred while climbing. of themselves and by wielding them they produce Cudgels. When holding a weapon from your chosen outstanding battlefield effects. group, you add your mastery die to the result of your WEAPON GROUPS Strength (Athletics) checks when you attempt to knock creatures prone. Starting at 3rd level, you pick a broad category of Polearms. weapons to specialize in. Select one of the following When holding a weapon from this your weapon groups, becoming a master of these group’s chosen group, you add your mastery die to the result weapons. of your Dexterity (Acrobatics) checks. Projectiles. Blades. Dagger, greatsword, longsword, rapier, When holding a weapon from your cho- scimitar, shortsword. sen group, you add your mastery die to the result of your Charisma(Performance) checks. Cleavers. Battleaxe, greataxe, handaxe, sickle, war pick. SUPERIOR FIGHTING STYLE Cudgels.Warhammer, club, flail, greatclub, light Starting at 10th level, the mastery of your fighting hammer, mace, maul, morningstar, your unarmed style deepens. You can choose a second option from strike. the Fighting Style feature you gain at 2nd level, or you can choose an improved version of a fighting Polearms. Glaive, halberd, javelin, lance, pike, style you already know as detailed below. The im- quarterstaff, spear, trident. proved version replaces the original one. Projectiles. Hand crossbow, heavy crossbow, long- Superior Archery. You gain a +3 bonus to attack bow, light crossbow, dark, shortbow, sling. rolls you make with ranged weapons. WEAPON MASTERY Superior Blind Fighting (UA). Being unable to see At 3rd level, you’re able to wield your chosen a creature doesn’t impose disadvantage on your at- weapons with unmatched skill. Whenever you hit tack rolls against it. In addition, you gain blindsight with a weapon from your chosen weapon group and with a range of 30 feet. deal damage, the weapon’s damage increases by Superior Defense. While you are wearing armor, your mastery die as shown on the Weapon Master you gain a +1 bonus to AC. You also gain a +1 bonus Die table below. to all saving throws. Fighter Level Weapon Master Die Superior Dueling. When you are wielding a melee 3rd 1d4 weapon in one hand and no other weapons, you gain 10th 1d6 a +4 bonus to damage rolls with that weapon. Superior Great Weapon Fighting. 16th 1d8 When you roll a 20th 1d10 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two SUPERIOR TALENT hands, you can roll an additional damage die. The weapon must have the two-handed or versatile prop- Starting at 7th level, you blend your martial talent erty for you to gain this benefit. with the softer skills needed to navigate the world. Superior Interception (UA). You gain a benefit based on your chosen weapon When a creature you group. can see hits a target that is within 5 feet of you with Blades. an attack, you can use your reaction to reduce the SampleWhen holding a weapon from this your cho- damage the target takes byfile 3d6 + your proficiency sen group, you add your mastery die to the result of bonus (to a minimum of 0 damage). You must be your Charisma (Intimidation) checks. wielding a shield or a simple or martial weapon to use this reaction. WEAPON MASTER | FIGHTER ARCHETYPE 3 Superior Protection. When a creature you can see Cudgels. When you are wielding a cudgel and a attacks a target other than you that is within 5 feet creature within 5 feet of you misses you with a of you, you can use your reaction to impose disad- melee attack, you can use a reaction to make a vantage on the attack roll and make an opportunity melee attack against it with a cudgel. attack against the attacker. You must be wielding a Polearms. When a creature you can see moves shield. within reach of a polearm you are wielding, you can Superior Thrown Weapon Fighting (UA). You can make a melee attack against it with that polearm. draw a weapon that has the thrown property as Projectiles. When you hit a creature with a weapon part of the attack you make with the weapon. from the projectile group, roll your mastery die. A In addition, when you hit with a ranged attack us- creature of your choice within 10 feet of the target ing a thrown weapon, you gain a +3 bonus to the takes damage equal to the roll of your mastery die. damage roll. That damage type is the same type that your projec- Superior Two-Weapon Fighting.When you en- tile weapon inflicts. gage in two-weapon fighting, you can add your abil- ity modifier to the damage of the second attack. You INEVITABLE ACCURACY gain a +1 bonus to AC while you are wielding a sep- Starting at 18th level, once during each of your arate melee weapon in each hand. turns when you miss with a weapon from your cho- sen specialized category, you instead hit but the Superior Unarmed Fighting (UA). Your unarmed damage you inflict is halved. strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier. If you strike with two free hands, the d8 becomes a d10. When you successfully start a grapple, you can deal 2d4 bludgeoning damage to the grappled crea- ture. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. In addition, your unarmed strikes count as magi- cal for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ARMED MASTERY Starting at 15th level, your mastery extends over your preferred weapons gives you unique combat abilities. You gain a benefit based on your chosen weapon group. Blades. When you are wielding a blade and are hit by an attack you can see, you can use your reaction to roll your mastery die and add it to your AC against the triggering attack, potentially causing the attack to miss. Cleavers. While you are wielding a cleaver, you can use a bonus action to roll your mastery die and in- flict that much slashing damage to all creatures of your choiceSample within 5 feet of you. file WEAPON MASTER | FIGHTER ARCHETYPE 4.
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