LordFluffy
2016-06-01, 01:44 PM
Champions wish to prove their prowess. Eldritch Knights to prove they are clever. Battlemasters are tacticians and strategists.
A Specialist wants one thing: To strike the perfect blow, wielding a weapon with which they have become one. They devote themselves to the study of one particular weapon, both mind and body, until it is an extension of their very being.
3rd:
Weapon Mastery:
Chosen Weapon: A specialist must choose one simple weapon, one martial weapon or unarmed strikes. All of the specialists abilities are tied to that weapon.
Mastery Die: At 3rd level, the specialist gains two Mastery die. These dice are 1d4. A Mastery die is expended when it is used. You regain all of your expended Mastery dice on a short or long rest.
Master Strike: When you make an attack with your Chosen Weapon, after the to hit die is rolled but before you roll damage, you may choose to use a Mastery die. If you do, add the die to your to hit roll. If the total is 20 or higher, the attack is a critical hit.
Always Ready: Drawing or sheathing the Specialist's chosen weapon is not an object interaction. The Specialist's chosen weapon may be drawn or sheathed as a reaction, even if the Specialist is surprised.
Respect the masters: Any History checks made about the Specialist's chosen weapon or people who have preferred that weapon are made with advantage.
7th:
Clearer Focus: You gain two additional Mastery dice. You gain two more 15th level.
Single Purpose: You have advantage on savings throws to avoid being frightened while holding your weapon.
Master's Strike: Whenever you make a critical hit, additional effects may come from your attack. Choose one of the following effects.
Blade Shield: Your ac is improved by +2 until the end of your next turn.
Tripping Strike: The target of your attack, if they are no larger than Large, must make a Dexterity savings throw versus the result of your attack roll or become Prone.
Mighty Blow: The target of your attack is pushed back 10 feet.
Intimidating Display: The target of your attack must make a Charisma save versus the result of your attack roll or become Frightened until the end of their next turn.
10th:
Increased Focus: You Mastery dice increase to 1d6. At Level 18, they increase to 1d8.
Forged of Spirit: At this point, the Specialist's bond with their weapon has crossed the border into the mystic and they gain the following benefits.
Their Chosen Weapon is considered magical for purposes of overcoming resistances and immunities to nonmagical weapons or damage when wielded by the Specialist.
They may bond themselves to one specific weapon (or matched set of two weapons) which must be their Chosen Weapon. This bonding takes 1 hour of practice with the weapon(s) and may be performed during a short rest. Once bonded, the weapon(s) may be summoned to their hand(s) as a bonus action so long as they are on the same plane of existence. If a specialist later wishes to bond to one or more different weapons, they must go through the process again.
The Specialist may expend and rolling a Mastery die to cast the spell Compelled Duel, the target rolling their saving's throw versus (10+your proficiency bonus+the result of the Mastery die). If the target is wielding the same weapon as the Specialist, the save is made at disadvantage.
If an attack with the Specialist's Chosen Weapon would be made with disadvantage, it is made without disadvantage instead. If an attack is made under conditions where it would have both disadvantage and advantage, it is made with advantage.
15th:
Mystical Strike: Whenever you make a critical strike, you may add one of the following effects. If the result of the Mastery Die is required and no Mastery Die was used to gain the critical strike, the Specialist may expend one to gain the effect. This is in addition to any effect from the Master's Strike.
Elemental Damage: Before rolling damage, you may choose to have your weapon deal one of the following damage types instead of it's usual damage type: Fire, Cold, Lightning, Thunder or Acid. You may add the result of your Mastery die to the damage roll.
Alternately, you may add a second effect from the Master's Strike list instead.
As Sure As Steel: When you roll damage for a critical hit, you may reroll up to 2 dice if their unmodified result is a 1, taking the new results instead. (This means you could re-roll a d10 once if it were a 1, and again if the second result were a 1. Alternately, a 2d6 weapon that rolled 2 1's could both be rerolled). If a third 1 is rolled, this ability provides no additional benefit.
18th:
Always the Master:
The specialist is immune to the effects Frightened and Charmed. If the Specialist rolls initiative and has no Mastery dice, he gains two.
A Specialist wants one thing: To strike the perfect blow, wielding a weapon with which they have become one. They devote themselves to the study of one particular weapon, both mind and body, until it is an extension of their very being.
3rd:
Weapon Mastery:
Chosen Weapon: A specialist must choose one simple weapon, one martial weapon or unarmed strikes. All of the specialists abilities are tied to that weapon.
Mastery Die: At 3rd level, the specialist gains two Mastery die. These dice are 1d4. A Mastery die is expended when it is used. You regain all of your expended Mastery dice on a short or long rest.
Master Strike: When you make an attack with your Chosen Weapon, after the to hit die is rolled but before you roll damage, you may choose to use a Mastery die. If you do, add the die to your to hit roll. If the total is 20 or higher, the attack is a critical hit.
Always Ready: Drawing or sheathing the Specialist's chosen weapon is not an object interaction. The Specialist's chosen weapon may be drawn or sheathed as a reaction, even if the Specialist is surprised.
Respect the masters: Any History checks made about the Specialist's chosen weapon or people who have preferred that weapon are made with advantage.
7th:
Clearer Focus: You gain two additional Mastery dice. You gain two more 15th level.
Single Purpose: You have advantage on savings throws to avoid being frightened while holding your weapon.
Master's Strike: Whenever you make a critical hit, additional effects may come from your attack. Choose one of the following effects.
Blade Shield: Your ac is improved by +2 until the end of your next turn.
Tripping Strike: The target of your attack, if they are no larger than Large, must make a Dexterity savings throw versus the result of your attack roll or become Prone.
Mighty Blow: The target of your attack is pushed back 10 feet.
Intimidating Display: The target of your attack must make a Charisma save versus the result of your attack roll or become Frightened until the end of their next turn.
10th:
Increased Focus: You Mastery dice increase to 1d6. At Level 18, they increase to 1d8.
Forged of Spirit: At this point, the Specialist's bond with their weapon has crossed the border into the mystic and they gain the following benefits.
Their Chosen Weapon is considered magical for purposes of overcoming resistances and immunities to nonmagical weapons or damage when wielded by the Specialist.
They may bond themselves to one specific weapon (or matched set of two weapons) which must be their Chosen Weapon. This bonding takes 1 hour of practice with the weapon(s) and may be performed during a short rest. Once bonded, the weapon(s) may be summoned to their hand(s) as a bonus action so long as they are on the same plane of existence. If a specialist later wishes to bond to one or more different weapons, they must go through the process again.
The Specialist may expend and rolling a Mastery die to cast the spell Compelled Duel, the target rolling their saving's throw versus (10+your proficiency bonus+the result of the Mastery die). If the target is wielding the same weapon as the Specialist, the save is made at disadvantage.
If an attack with the Specialist's Chosen Weapon would be made with disadvantage, it is made without disadvantage instead. If an attack is made under conditions where it would have both disadvantage and advantage, it is made with advantage.
15th:
Mystical Strike: Whenever you make a critical strike, you may add one of the following effects. If the result of the Mastery Die is required and no Mastery Die was used to gain the critical strike, the Specialist may expend one to gain the effect. This is in addition to any effect from the Master's Strike.
Elemental Damage: Before rolling damage, you may choose to have your weapon deal one of the following damage types instead of it's usual damage type: Fire, Cold, Lightning, Thunder or Acid. You may add the result of your Mastery die to the damage roll.
Alternately, you may add a second effect from the Master's Strike list instead.
As Sure As Steel: When you roll damage for a critical hit, you may reroll up to 2 dice if their unmodified result is a 1, taking the new results instead. (This means you could re-roll a d10 once if it were a 1, and again if the second result were a 1. Alternately, a 2d6 weapon that rolled 2 1's could both be rerolled). If a third 1 is rolled, this ability provides no additional benefit.
18th:
Always the Master:
The specialist is immune to the effects Frightened and Charmed. If the Specialist rolls initiative and has no Mastery dice, he gains two.