Weapon Master
You are a Weapon Master, an Unbound who sharpens their Aṣé not through spells or pacts, but through relentless training, discipline, and combat insight. While others channel magic or summon arcane forces, you refine the convergence between body and mind until your strikes move with impossible clarity and speed. Your Aṣé is not wild or divine, it is honed, a weapon within the self, trained to respond under pressure, in chaos, and on the brink of death.
Whether as a duelist, monster slayer, arena champion, or battlefield commander, Weapon Masters thrive on tactics, grit, and adaptability. Their control over Aṣé is subtle yet potent, used to push past exhaustion, increase endurance, read their opponent's flow, and strike again when others would falter.
They are the elite of the martial world, not just warriors, but artists of war.
Core Class Progression
Level | Proficiency | Features | Second Wind | Weapon Mastery |
---|---|---|---|---|
1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
3 | +2 | Subclass Feature | 2 | 3 |
4 | +2 | ASI | 3 | 4 |
5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
6 | +3 | Subclass Feature | 3 | 4 |
7 | +3 | Unshakeable Focus | 3 | 4 |
8 | +3 | ASI | 3 | 4 |
9 | +4 | Indomitable, Tactical Master | 3 | 4 |
10 | +4 | Subclass Feature | 4 | 5 |
11 | +4 | Extra Attack Improvement | 4 | 5 |
12 | +4 | ASI | 4 | 5 |
13 | +5 | Indomitable Improvement, Studied Attack | 4 | 5 |
14 | +5 | Action Surge Improvement, Subclass Feature | 4 | 5 |
15 | +5 | Epic Boon, Warborn Mastery (Capstone) | 5 | 6 |
Class Features
(1st Level)
Fighting Style
You have honed your martial prowess and gained a Fighting Style feat of your choice. Choose one:
Shield Mastery
- While wielding a shield, you gain +1 AC.
- When a creature you can see within 5 feet makes an attack against you, you may use your reaction to impose disadvantage on that attack (usable once per round).
- If you are subjected to an effect that forces a Dexterity saving throw for half damage (like dragon breath), you may add your shield’s AC bonus to the save.
Reckless Power
- When wielding a two-handed or versatile weapon in both hands, your weapon attacks score a critical hit on a roll of 19 or 20.
- Once per turn, when you miss with a melee weapon attack, you may deal half the weapon’s damage (without modifiers) as glancing damage.
- When you score a critical hit with a two-handed weapon, the target is pushed 5 feet and must succeed on a Strength saving throw (DC 8 + Prof + Strength mod) or be knocked prone.
Tactical Acumen
- +1 to attack rolls against any creature that has already been hit by an ally this round.
- Once per turn, when you hit a creature with a weapon attack, you may grant an ally within 30 feet who can see or hear you +1 AC or +1 to their next attack roll (your choice). This bonus lasts until the start of your next turn.
Solo Blade
- When wielding a single melee weapon and no other weapon or shield, you gain:
- +1 to AC
- +1 to weapon attack rolls
- When a creature misses you with a melee attack, you may use your reaction to make a single melee weapon attack against them (once per round).
Flying Fang
- When you make a ranged attack with a thrown weapon, you can draw and throw it as part of the same attack (no action cost).
- When a creature moves within 10 feet of you or leaves your reach, you may use your reaction to make a thrown weapon attack against it.
- Once per turn when you hit with a thrown weapon, you deal an additional +1d4 damage.
Phalanx
- While wielding a shield and a spear or javelin, you gain +1 AC, and your weapon attacks can’t be made with disadvantage due to being adjacent to an enemy (removes ranged penalty in melee for javelins).
- When you hit a creature with an opportunity attack, it must succeed on a Strength saving throw (DC = 8 + Prof + Str or Dex) or have its speed reduced to 0 until the end of its turn.
- Once per round, when an ally within 5 feet of you is hit by a melee attack, you may use your reaction to impose disadvantage on the attacker (you must be wielding a shield).
Blade Dancer’s Flow
- When you take the Attack action with a light melee weapon in one hand, you may make one off-hand attack with a light melee weapon on the other hand without using your bonus action (once per turn).
- If both attacks hit the same creature, you gain +1 AC until the start of your next turn.
Whirlwind
- While wielding a weapon with the Reach property, creatures provoke opportunity attacks when entering your reach, not just leaving it.
- Once per turn, when you hit a creature with a reach weapon, you may choose to push it 5 feet away from you (no save).
Mounted Blitz
- When you move 20 feet in a straight line before making a melee weapon attack, you gain +2 to damage on the first attack.
- While mounted, your mount gains +1 AC, and has advantage on Strength saving throws as long as you are conscious and in control.
Living Bulwark
- While wearing heavy armor and not incapacitated, reduce the first damage you take each round by your proficiency bonus.
- You cannot be pushed, pulled, or knocked prone by hostile effects unless you are unconscious.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. Bonus action to regain HP = 1d10 + Fighter level. Once per short/long rest.When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
(2nd Level)
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Take one additional action on your turn (1/use), regains on short rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
(3rd Level)
Subclass Feature
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels.
(4th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(5th Level)
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
(6th Level)
Subclass Feature
You gain your 2nd Fighter subclass feature.
(7th Level)
Unshakeable Focus
When you fail a Strength, Constitution, or Wisdom save, you may reroll it with a d6 bonus (once per long rest).
(8th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(9th Level)
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
(10th Level)
Subclass Feature
You gain your 3rd Fighter subclass feature.
(11th Level)
Extra Attack Improvement
You can attack three times instead of once whenever you take the Attack action on your turn.
(12th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(13th Level)
Indomitable Improvement
You can use this feature twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
(14th Level)
Action Surge Improvement
You can use it twice before a rest but only once on a turn.
Subclass Feature
You gain your 4th Fighter subclass feature.
(15th Level)
Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify.
Warborn Mastery
You become a force of martial dominance:
- Stance Breaker: If you hit the same creature twice on your turn, it can’t take reactions until the start of its next turn.
- Superior Surge: After using Action Surge, you may move up to your speed and gain resistance to weapon damage until your next turn.
- Unyielding: When you are reduced to 0 HP but not killed outright, you can choose to drop to 1 HP instead. Usable once per long rest.
Hit Points
- Hit Dice: 1d10 per Fighter level
- HP at 1st Level: 10 + Constitution modifier
- HP at Higher Levels: 1d10 (or 6) + Con mod per Fighter level after 1st
Proficiencies
- Armor: Light, Medium, and Heavy armor, Shields
- Weapons: Simple and Martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Athletics, Acrobatics, Animal Handling, Intimidation, Perception, Persuasion, Survival, History, or Insight
Equipment
Choose A, B, or C:
- (A) Chain Mail, (B) Studded Leather Armor
- (A) Greatsword, Flail, 8 Javelins (B) Scimitar, Shortsword, Longbow, 20 Arrows, Quiver
- (A) Dungeoneer’s Pack, and 4 GP; (B) Dungeoneer’s Pack, and 11 GP
- or (C) 155 GP
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