Weapon Master Subclass

Most fighters feel a deep connection to their weapons, but none more so than the Weapon Master. For them, a favored bow or blade is a natural extension of their body and a trusted ally. Fighters who pursue this subclass learn to use their chosen arms with efficiency and artistry.

Weapon Master Progression

Fighter LevelFeatures
3rdMastery, Stunts
7thDeadly Flourish
11thAdvanced Stunts
15thGrand Finale

Mastery

3rd-Level Weapon Master Feature

Choose three types of simple or martial weapons with which you have proficiency. You have mastered the use of those three weapons.

Once per turn, when you roll damage for an attack with a weapon you have mastered, you can reroll the weapon’s damage dice and use either result.

Alternatively, once per turn, when you use a weapon option for a weapon that you have mastered, you can roll the attack’s damage even if the weapon option doesn’t normally allow it.

Stunts

3rd-Level Weapon Master Feature

As part of your training, you’ve learned to use unique tactics with certain weapons. You gain access to special maneuvers called stunts.

To use a stunt, you must wield a weapon that matches the weapon type listed in the stunt description (if one is listed). You can only use one stunt per turn. You gain access to advanced stunts at higher levels.

All stunts listed are available to you at 3rd level. You can perform stunts a number of times equal to your PB + 1. After that, you must finish a short or long rest to regain expended uses.

Saves. Some stunts require your target to make a save to resist its effects. The save DC for these stunts is calculated as follows:

Stunt save DC = 8 + your proficiency bonus (PB) + your STR or DEX modifier (your choice)

Stunts are presented in alphabetical order.

Arcing Strike

Requires a Heavy Melee Weapon

When you deal damage with a heavy weapon wielded in both hands, you can also deal half the damage you dealt to a different target within reach that you can see. If the second target is an object, it takes the full damage instead. You can decide to use this after you know your damage roll.

Cheap Shot

Requires a Melee Weapon

When you successfully hit a target with a melee weapon as part of the Attack action, you can immediately make an unarmed strike against that target as part of the same Attack action.

Make It Count

When you take the Attack action, you can make a single weapon attack with a +10 to the attack roll. On a hit, the attack deals additional damage equal to your fighter level. You can’t make additional attacks as part of that Attack action, even if a feature like Multiattack would normally allow you to do so.

Parry

Requires a Melee Weapon

When a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your PB (to a minimum of 0 damage).

Redirect

When you miss a target with a weapon attack, you can use your reaction to immediately reroll the attack, but you must select a different target you can see within 5 feet of the original target.

Riposte

Requires a Melee Weapon

When a creature you can see within range misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature.

Straight Through

Requires a Ranged Weapon

When you deal damage with a ranged weapon attack, you can also deal half the damage you dealt to a different target you can see within 5 feet of the original target. You can decide to use this after you know your damage roll.

Tactical Retreat

Requires a Melee Weapon

When you hit a creature with a weapon as part of the Attack action, you can immediately move up to half your speed as part of the same action without provoking opportunity attacks.

Deadly Flourish

7th-Level Weapon Master Feature

Attacks made with weapons you have mastered through your Mastery feature score critical hits on rolls of 19 or 20. When you score a critical hit, you can use your reaction to do one of the following:

  • Make a ranged weapon attack against a number of creatures equal to your PB within 15 feet of the target hit by your critical hit.
  • Make a separate melee attack against each creature within 5 feet of you.

Advanced Stunts

11th-Level Weapon Master Feature

The following powerful stunts are available to you whenever you could use a stunt.

Assassin’s Ambush

When you hit a creature, from which you are hidden, with a weapon attack, roll your weapon damage dice twice instead of once. On a critical hit, roll the weapon’s damage dice three times instead of twice.

Bulwark

Requires a Shield

When you take damage from a spell or ability that requires a save, such as the fireball spell, you can use your reaction to reduce the damage dealt to you by an amount equal to your AC. Psychic damage can’t be reduced by this stunt.

Felling Sweep

Requires a Heavy Melee Weapon

As an action, you can make a single melee attack that targets each creature within reach, using a single attack and damage roll.

Preemptive Strike

Requires a Melee Weapon

When a creature comes within reach of your weapon, you can use your reaction to make a single attack against it. On a hit, the target’s speed is reduced by 15 feet until the start of your next turn.

Rapid Release

Requires a Ranged or Thrown Weapon

After you take the Attack action, you can use a bonus action to make an additional attack with a ranged or thrown weapon. You can draw a thrown weapon as part of the attack.

Wrestler’s Clutch

Requires a Melee Weapon

When you hit a creature with a melee attack, the creature must succeed on a STR save or become grappled by you. While this grapple persists, stunts you use against the grappled creature don’t expend uses of your Stunts feature. This grapple ends if you attack another creature, the target escapes, or you end it (no action required).

Grand Finale

15th-Level Weapon Master Feature

When you roll initiative and have no uses of your Stunts feature remaining, you can regain 3 uses. You must complete a long rest before you can use this feature again.

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