Weapon Specialist A Martial Archetype for the Fighter Class Fighters who focus their training in using certain weapons have the privilege of calling themselves Weapon Specialists. These warriors gain specialized skills when wielding their preferred arms, but are just as deadly with any arsenal, making them a sight to behold on the battlefield.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with Smith’s Tools. You also gain advantage whenever you barter to buy or sell weapons and ammunition. Your time training with a great multitude of weapons has allowed you insight in their make and quality.

Superior Weapon

At 3rd level, your constant practice with certain weapons grants you exceptional skill in their use. Choose one among the damage types: bludgeoning, piercing, or slashing. For weapons that deal your chosen damage type, you gain a bonus to either attack or damage rolls equal to half your proficiency bonus (rounded up). You choose where to add this bonus before or after making the attack roll, but before the effects of the attack are applied.

You can also use one of the following features once per turn. These features require your target to make a saving throw to resist the feature's effect, the DC of which equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Crumpling Blow. When you hit with a weapon that deals bludgeoning damage, your target must make a Strength saving throw or be knocked prone.

Halting Strike. When you hit with a weapon that deals piercing damage, your target must make a Constitution saving throw or have its speed be reduced to 0 until the start of your next turn.

Scarlet Blade. When you hit with a weapon that deals slashing damage, your target must make a Constitution saving throw or additionally take half the damage you dealt it this round at the start of its next turn.

Armament Mindset

Starting at 7th level, your weapons become an extension of yourself and how you interact with the world. If you are holding a weapon when making a Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check, you gain a bonus to the roll equal to half your proficiency bonus (rounded up).

You use your weapon to assist in your check. For example, you may use a polearm to assist in a leap or flourish your sword when speaking to an enemy.

Strength Over Weakness

At 7th level, you’ve honed your skills with your preferred weapons enough to oppose those who would otherwise be unharmed. Whenever you attack with a weapon that deals your Superior Weapon damage type, that attack is considered as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your weapons however do not become magical.

Martial Counter

By 10th level, your knowledge in the various fighting styles utilizing weapons lets you know the best countermeasures against them. You have resistance to your Superior Weapon damage type. Also, when you are attacked by a creature that you can see or hear using an attack that deals your Superior Weapon damage type, you can use your reaction to add +2 to your AC for that attack. If the attack would still hit, you can impose disadvantage on the attack roll.

Weapon Fury

By 15th level, your skill in particular weapons lets you unleash a display of martial force.

Bludgeoning Shockwave. You can use your action to make an attack against a creature within your range with a weapon that deals bludgeoning damage. On a hit, any creature of your choice within 5 feet of your target takes the same amount of damage if the initial attack roll would have hit them as well.

Multiple Piercings. You can use your action to make a number of attacks equal to your Dexterity modifier when using a weapon that deals piercing damage. You can only attack the same creature a number of times equal to the amount of attacks granted to you by your Extra Attack feature.

Whirlwind Slash. You can use your action to make an attack against any number of creatures within your melee range with a weapon that deals slashing damage, with a separate attack roll for each target.

You can use this feature three times, and you regain all expended uses of it when you finish a short rest or long rest.

Deadly Mastery

At 18th level, you become one with your weapon in unleashing your battle prowess. You can now use your Superior Weapon features twice per turn and your Weapon Fury a second time as part of the same action.