Chosen Weapon Master

Chosen Weapon

When you select this archetype at 3rd level, you can attune to a weapon of your choice, making it your chosen weapon. To do so, you must conduct an hour-long ritual that binds you to that weapon. Once the hour ends, the chosen weapon emits light in a 10-foot sphere with the color of your choice. As a bonus action, you can deactivate or reactivate this light.
While you are way from your chosen weapon,you can use an action to sense the direction ofyour weapon, as long as the weapon is on the same plane of existence as you. If the weapon is in motion, you know the direction of its movement. This effect can't locate your weapon if any thickness of lead, even a thin sheet, blocks a direct path between you and your weapon.
Any creature other than you that makes an attack roll with your chosen weapon does so with disadvantage.
You may only have one chosen weapon at a time. If you perform this ritual again on another weapon, the chosen weapon status of the first weapon is removed and reapplied to the new weapon.
You also gain proficiency in Smith's Tools.

Martial Symbiosis

As a bonus action on your turn, you can empower you chosen weapon. While empowered, your chosen weapon deals an additional 1d4 damage on a hit. In addition you also gain a +1 bonus to your AC.
This bonus to yoru AC increases when you reach certain levels in this class, increasing to +2 at 10th level, and finally a +3 at 15th level. These effects last until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonsu, and you regain all expended uses of it when you finish a long rest.

Magical Empowerment

Starting at 7th level, unless if your chosen weapon is already a magical weapon, your chosen weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you gain one of the following benefits bases on what property you weapon has, if your weapon has multiple properties of those listed here, choose only one:
  • Ammunition: ROll an extra d4 and add it to the roll when rolling to hit with your chosen weapon.
  • Finesse: When checking against AC to hit with your chosen weapon, treat the target's AC as 1 lower than it actually is.
  • Light: You can attack with your chosen weapon as a bonus action.
  • Two-Handed: Any creature within 5 feet of where you are facing, will take half damage from your damage dice (rounded down). You roll only 1 time to hit your target, but all creatures affected chekc thier AC against that roll.
  • Versatile: You can use the versatile damage dice even if you are wielding the chosen weapon one-handed.
  • Anything Else: Your chosen weapon gets a +1 to hit and damage while wielding and is considered silver.

Unbreakable Bond

At 10th level, you can regain 1 use of Martial Symbiosis whenever you roll initiative.

Weapon Call

At 15th level, if your chosen weapon doesn't have a thrown property and isn't a ranged weapon, it gains the following property: Thrown (20/60). If it already has the Thrown property, it's range is doubled for the Thrown property.
You can as an action, as long as your chosen weapon isn't blocked by lead and is on the same plane as your, you can recall your weapon to your hand. Your chosen weapon flies to you at a speed of 60 feet a turn, around corners and walls till it reaches you. If the weapon is trapped within a room or box, it will fly into the nearest wall and get stuck there. You will know if it is stuck in a place it can't reach you. It will take the shortest path to you if able. Any creature within its path must make a dexterity saving throw against this DC (8 + proficiency bonus + either your Strength or Dexterity modifier), if the creature fails their roll, you roll the weapon's damage dice and that creature takes the damage.
If your chosen weapon takes more than one turn to get to you, your chosen weapon moves first before you take your turn, but on your initative. When it reachs you, you must use your action to catch it.

Land the Killing Blow

At 18th level, when rolling your chosen weapon's attack, 19 and 20 are considered criticals. Any effect that would negate criticials against one of your targets is treated as if the target doesn't have that ability if you are attacking the target with your chosen weapon.

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