Master of Arms

Unmatched in their versatility, the Master of Arms shines brightest when not beholden to any one weapon, but to the arsenal at their side ready for whatever dares come near. The Master of Arms excels with every tool of war, mastering the intricacies of what makes each weapon unique.

Often, a Master of Arms was a blacksmith who has spent as much time practicing as they have forging. Within the forge, a Master of Arms is said to be able to hear the whispers of their creation, teaching them the secrets to a devastating strike.

Arms Mastery

Beginning when you choose this archetype at 3rd level, your mastery over weapons has revealed to you that different tools are needed for different tasks. When you make a weapon attack against a creature on your turn, you can impose an additional effect based on the weapon’s properties. If a weapon has multiple properties, you may choose only one effect to apply.

Heavy. When you hit a creature with a heavy weapon, you can push the creature 5 feet away from you.

Light. When you make a ranged attack with a light weapon while within 5 feet of a hostile creature, the attack does not impose disadvantage.

Finesse. When you hit a creature with a finesse weapon, you can reduce its movement speed by 5 feet until the start of your next turn.

Reach. When you hit a creature with a reach weapon, you cleave through them, dealing damage of the weapon's type, equal to the ability modifier used for the attack, to another creature within 5 feet of the target.

Versatile. After you hit a creature with a versatile weapon you are holding with two hands, you can use a bonus action to make an unarmed attack by holding the weapon in one hand. The damage die for this attack is a d4 (add modifiers as normal) and deals bludgeoning damage.

Range. When you hit a creature with a ranged attack at long range, you can choose one friendly creature within 5 feet of the target to use their reaction to make a melee weapon attack.

Additionally, when you make an attack on your turn, you can stow and draw a weapon as part of each attack.

Student of the Forge

At 3rd level, you gain proficiency with Smith’s Tools. Your proficiency bonus is doubled for any ability check that uses Smith’s Tools.

Adaptive Adept

Starting at 7th level, your fighting instinct allows you to adapt your fighting style, as well as your arsenal, to any situation. You gain proficiency with improvised weapons. You can also treat an alchemist’s fire, an oil flask, an acid vial, or a flask of holy water as sling ammunition. When you do so, your attack inflicts the item's normal effects in addition to the sling's damage.

Art Credit: Jason Kang, "Weapon Master Belk"

Additionally, you can use one of your attacks to disarm an enemy. Make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but the target drops the item. You can then use a bonus action to catch the falling item and make a weapon attack with it.

Cut Through Steel

At 10th level, your training with a weapon allows you the ability to break through even the strongest defenses. Any attack you make with a nonmagical or improvised weapon is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Onslaught

Starting at 15th level, you can muster all of your focus into a fierce onslaught of attacks. At the beginning of your turn, you can choose to use your Action Surge. When you do so, you maximize the damage of each weapon attack you make until the end of your turn. At the end of your turn when you use this feature, you suffer one level of exhaustion.

Last Strike

Starting at 18th level, when you would be reduced to 0 hit points, you can use your reaction drop to 1 hit point instead. When you do so, you can immediately make one melee weapon attack against a creature within range. You have advantage on the attack roll and, if it hits, you regain hit points equal to the damage dealt by this attack plus your fighter level. You cannot use this feature again until you finish a long rest.