Martial Archetypes

Drill Master

As a Drill Master, you wield a specialized spinning drill weapon.

Drill Spear

Starting when you choose this archetype at 3rd level, you have developed a special type of rotating weapon called a Drill Spear. Your Drill Spear has the two-handed property, and deals 1d12 Piercing damage. If your Drill Spear is lost or destroyed, you can make a new one with 50 gp and 8 hours of work.

You can create multiple Drill Spears, though you can only be attuned to one at a time. You are the only person who can attune to your Drill Spear. If an effect of your drill spear requires you to make a saving throw or ability check, the DC is equal to 8+STR+Proficiency Bonus.

Drilling Hook

Starting at 3rd Level, when you hit with a melee attack, you can use a bonus action to lock your drill into the target, and grapple the target until the beginning of your next turn. While grappling a target this way you may not make an attack against any other target until you release the target.

Extended Drilling

Starting at 7th Level, you can continue your assault on a single target. When you grapple an opponent with Drilling Hook, you can use any Extra attacks you have toavailable to continue the Strike. Each additional extra attack is an automatic hit, but is unable to crit. Attacks made this way can only target the first target you attack on your turn.

Advanced Alloys

Starting at 7th Level, your drill becomes magical for the purposes of surpassing resistances and immunities. Your Drill also gains a +1 bonus to attack and damage rolls. This increases to +2 at 10th level, and +3 at 18th level

Combat Enhancement

At 10th level, you upgrade your Drill spear, granting you new combat options. A Drill spear can be equipped with one of the following options.

Turbine. You reconfigure your Drill Spear into a Turbine Spear. You can use the Turbine Spear to cast the Gust Cantrip, and can cast Gust of Wind and Feather Falling once per long rest. In addition, you can use your action to hold your Turbine Spear above your head, using wind to lift yourself into the air. You gain a flying speed of 30 feet until the end of your next turn, and you can repeat this action to stay airborne.

Armored Drill Shield. You make the Drill bit bigger, and reinforce it with armor plating. The Drill Spear now qualifies as a Shield when being wielded in two hands, granting the +2 AC of a regular shield. In addition, the wider bit is more effective at breaking apart dirt and earth, Giving you a burrow speed of 10 feet while the Drill Spear is equipped.

Detachable Heads. - You equip a chain mechanism to your Drill Spear, increasing the range of the weapon up to 10 feet. This allows you to fire the Drill out on a chain and stab into an enemy. You also create a second Drill head on your system, allowing you to use your Drilling Hook feature on two enemies at once. In addition, you can fire the drill as a grappling hook, giving you a climbing speed of 25 feet.

Arterial Puncture

Starting at 15th level, attacks with a Drill weapon crit on a 19-20. In addition, if the attack that triggers Drilling Hook is a Critical Hit, all subsequent extra attacks from the Extended Drilling feature are also a Critical Hit.

Superior Combat Enhancement

At 18th level, the previous option chosen for your Drill Spear receives additional benefits.

Superior Turbine. Your Turbine Spear can more precisely manipulate the winds around you. While attuned to the Turbine Spear you now have a permanent flying speed of 60 feet. In addition, you can now cast Feather Falling and Gust of Wind at will, and may cast Wind Wall once per long rest.

Superior Drill Shield. You synchronize the spinning of the shield and Drill bit, increasing protection and digging power. Your Burrow speed increases to 20 feet, and gives you the ability to tunnel through solid rock. Your Shield’s spinning motion increases its protective area. You are considered to be in half cover from attacks from the front while wields the Drill Shield. In addition, you find substituting parts much easier. You can replace the shield in your Drill with any other shield, including magical ones.

Quad Barrel System. You have now mounted 4 Drills onto your weapon. Your range increases to 15 feet. Each Drill head can target a different creature if you so choose. In addition, you have redirected the power source for your Drill into a weapon. You can activate a Power Surge. For Each Drill head imbedded in them, a creature takes 4d12 Lightning damage. Your Use of this feature resets after a Long Rest