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Weaponsmith

Enhanced Weaponry

When you choose this archetype at 3rd level, select one melee weapon and one ranged weapon, or two melee weapons. You choose 1 enhancement for each of these weapons. You choose an additonal enhancement for each of the weapons at 7th, 10th, 15th, and 18th level. If one of your enhanced weapons is lost or destroyed, you can build a new one, but each enhancement requires a long rest to complete. If someone other than you wields one of your enhanced weapons, they may not add their proficiency bonus to attacks made with it. Additionally, you can transfer the enhancements of a chosen weapon to another weapon, including a magic weapon, but you must spend a long rest to transfer each enhancement.

Enhancements

Some enhancements may only be applied to weapons with the listed properties. If an enhancement has a prerequisite, you must meet it to learn it. You can choose the enhancement at the same time as you meet the its prerequisites. A level prerequisite or improvement refers to your level in this class. You may select a given enhancement only once for each weapon. Any saving throw DCs are calculated as follows:   Enhancement save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
  • Auto-reload (loading). As long as you have sufficient ammunition, you ignore the loading property for the weapon.
  • Bayonette (ranged). You can make a melee weapon attack with the ranged weapon using your Dexterity. On a hit, the attack deals 1d6 + your Dexterity modifier piercing damage.
  • Blinding (explosive). When ammunition from the weapon explodes, any affected target must make a Constitution saving throw or be blinded until the end of its next turn.
  • Brutal Critical (Prerequisite: 10th level). When you score a critical hit with the weapon, you roll one additional damage die when determining the extra damage.
  • Elemental (Prerequsitite: 6th level). When you select this enhancement, choose acid, cold, fire, or lightning damage.  The weapon deals an additional 1d4 damage of that type. 
  • Expanded Critical (Prerequisite: 10th level). You score a critical hit on a roll of 19 or 20 with the weapon.
  • Explosive (ammunition). When ammunition from the weapon hits a target, it explodes. The target, and each creature within 5 feet it must make a Dexterity saving throw or take 1d4 fire damage. On a miss, the ammunition does not explode.
  • Finesse (melee). The weapon gains the finesse property.
  • Poisonous (Prerequsitite: 6th level). A creature hit by the weapon must make a Constituion saving throw or be poisoned for 1 minute. It may repeat the save at the end of each of its turn, ending the effect on a success.
  • Range (ranged or thrown). The weapon's range is doubled. 
  • Returning (thrown). The weapon returns to your hand immediately after you throw it.
  • Shoving. A creature hit by the weapon must succeed on a Strength saving throw or be pushed 5 feet away from you.
  • Thrown (melee). The weapon gains the thrown property with a normal range of 20 feet and a long range of 60 feet.
  • Tripping. A creature hit by the weapon must succeed on a Dexterity saving throw or be knocked prone.
  • Versatile (one-handed melee). The weapon gains the versatile property, where its damage die increases by one size. This enhancement cannot be applied to lances.
  • Weight. The weapon loses the heavy property if it has it. If it doesn't, it gains the light property.

Weapons Expert

Beginning at 7th level, your familiarity with weapons extends to magical weapons. You can cast the detect magic and identify spells as rituals using your Intelligence, but you may only target weapons.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack agaisnt a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Combat Resistance

At 18th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks.

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