The Weapon Master
A
weapon master is a powerful warrior whose main ability is to adapt to
different combat situations. She is useful in the front of battle
dealing and handling damage, serving as both a weapon and shield for the
company. When it comes to social interactions, she is capable of
intimidating or challenging those who decide not to cooperate use a show
of force. And it is an inestimable watcher while traveling or resting.
Adventuring Role: Guardian, Striker and Leader.
Hit Points: Constitution + 1 Maximum HD + Level.
Hit Die: 1d8 recovery per resting hour/healing use.
Martial Capability: All weapons and armor.
Attack Damage: 1d6 unarmed / 1d8 armed.
Special Talent: Martial Prowess.
You have honed your combat abilities to the point that your identity, moves and actions reflect sheer prowess. You get a maximum of on Martial Die, its value is equal to your attack damage at all times. This is a resource you can use to improve your fighting power, you recover 1 Martial Die per beginning of a turn. As a base ability, you can add one of your Martial Dice to damage done with your weapons once per turn after on an effective hit, and before the DM moves on with the scene.
Equipment
One main weapon: Pick one martial weapon and a shield, one martial weapon and a light weapon, or a two-handed weapon.
A secondary weapon: Pick any light weapon.
A range weapon: A long-bow, a short-bow or a crossbow; and 20 arrows/bolts.
Either a Light (+1) or Medium Armor (+2)
Food: 5 day rations.
Miscellaneous: 3 torches, a sharpening stone and 4d20 silver.
Leveling Up: As you level up you gain the following benefits.
- Better Maximum HP +1.
- +1 value in Strength, Dexterity or Constitution on even levels only.
- One class upgrade per level.
Class Upgrades: You can choose a new upgrade or improve one you already have.
- Advanced Maneuvers: Learn a set of combat techniques which make you a more efficient fighter.
- Aim: Ready and steady you can take your prey. Use martial dice and you can aim with your movement action, while aiming your range attacks get advantage.
- Battle Charge: You decide to boldly command a charge into battle. Use a martial dice and activate at the end of an initiative roll, your group automatically gains the initiative. You must be visible to your allies, in the front line and not be threaten by an adjacent enemy. Recovered with a long rest.
- Counter-attack: Whenever you roll a 20 on a melee defense, you may use a martial dice and you can do damage with a melee weapon you wield out of your regular count. You can take it again to "Counter-attack II" and have the same effect on 19.
- Charge: Make a short run for the enemy as an extra effort. If you end up your move at 15 feet of an enemy, use your martial dice and you can move and attack as long as you are not adjacent to an enemy. You can take it again to "Charge II" and gain an extra weapon damage die on an effective hit.
- Deadly: All your effective attacks hit hard. Get +2 damage to weapons. You can upgrade this two times more to get +2 damage each time. You can take it again to "Deadly II" and gain +4 total weapon damage.
- Executioner: Take advantage of enemies' exhaustion. When a target is bloodied, you do +2 damage. You can take it again to "Executioner II" and gain +4 total weapon damage.
- Martial Advancement: Increase the reach of your martial abilities. You can gain a second Martial Dice; requires level 5. You can gain a third Martial Dice; Requires Level 10. You can gain a fourth Martial Dice; requires level 15.
- Marksman: As your pulse becomes tighter with practice, covered foes are not a challenged any more. Use a Martial Die and ignore any cover value when you shooting this round.
- Multiple Attacks: Concentrate a series of attacks on one foe. On an action you can use X number of martial dice. You get that number of extra attacks.
- Powerful Hit: Learn to strike with all your power. Use a martial die and you can hit like you had -3 on the attribute, but you do +6 damage.
- Precise Hit: Learn to strike carefully. Use a martial die and you can hit like you had 18 on the attribute, but all your damage done is halved rounded down.
- Superior Defense: Be ready to take punishment. On one defense and while wearing a shield, you may use one martial die to reduce damage from weapon attacks. You can take it again to "Superior Defense" and you can use two martial dice. - Combat Style: Indicate a martial style on combat in which you specialize.
-Advanced Guard: You are able to keep numerous enemies at bay. When you are armed and on guard, you nullify any disadvantage or special ability given for to a pack of creatures fighting as multiple enemies at the same time in close quarters. You can take it again to "Advanced Guard II" and gain advantage versus any maneuver roll or sneak attack strike.
-Archery: Your shooting abilities can disperse entire crowds. When you don't take your move and attack action, you can shoot twice per attack. At level 5, you can attach with bows two times per action. You can take it again to "Archery II" and ignore 2 points of armor protection.
-Bastion: When you are adjacent to an ally, you can mark them as your protected as long as you are wearing a shield. You may choose to be the target of attacks and spells affecting your protected. You can take it again to "Bastion II" and any critical damage bonus received is halved.
-Dual Edge: When you fight with a martial weapon and a light weapon, you can make an extra attack with the off hand weapon too; that last Attack Damage counts as disarmed. You can take it again to "Dual Edge II"; that last Attack Damage counts as armed.
-Heavy Weapons: When you fight with a heavy weapon, critical hits happen on 2 as well as on 1 rolls. You can take it again to "Heavy Weapons II" and your critical hit changes from 10 damage to 15 damage.
-Throwing: Whenever you move to an unchallenged space, you can make a throwing attack as part of your move. You can take it again to "Throwing Attack II" and you can do throwing attacks that are curved and can cross the air as an L movement.
-Shield and Board: When you fight with a martial weapon and a shield, you can alternatively use the Martial Dice to reduce visible incoming damage. You can take it again to "Shield and Board II" and do Martial Dice damage with the shield in a melee attack fail from the enemy. - Skills: Get advantage on one of these tests.
-Alertness: Advantage on keeping watch, detecting hiding creatures and traps.
-Athletics: Advantage on climbing, swimming, running checks and saving throws against fatigue.
-Intimidate: Advantage on challenging, reducing or scaring checks.
-Leadership: Advantage on commanding, raising morale and convincing to join the company checks.
-Strategy: Advantage on area assessing defenses, enemy martial power and identifying key locations on the battlefield checks. - Toughness: Take harm from the enemy without even flinching.
- Armored Titan: Ignore penalization from wearing armor. You can take it again to "Armored Titan II" and discount wielding armor, shield and weapons from your inventory in your inventory space.
- Bravery: Whenever you save against fear, insanity or low moral, you can use your Martial Dice to augment the value of your attribute. This never triggers a critical success.
- Die Hard: Whenever a damage rolls takes you to 0, it takes you to 1 hp instead. Recovered with a long rest.
- Fearsome: Whenever you try to intimidate someone, you can make a Strength check instead of a Charisma based one, but you gotta make a show of force to trigger it.
- Relentless: When you fail a saving throw, you can decide to make it a success. Recovered with a long rest. You can take it again to "Relentless II" and you can do it twice per long rest.
- Second Wind: Take an action to recover, heal your HD + your level. Recovered with a short rest. You can take it again to "Second Wind II" and activate when there is a save roll to automatically success and heal.
- Taunt: Become the biggest menace to the enemy after an effective hit. After hitting an enemy, you may marked it as taunted. Roll a STR check, on a success, this enemy will only attack you, or receive disadvantage to all attacks until you are incapacitates. You can only have one active Taunt. On a critical success, you may subject an extra enemy creature half a move distance to the effect.
- Tough as Nails: Whenever you receive critical damage, you may use your armor quality to reduce the damage to half. The hit counts as a regular hit. Once per short rest.
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