A Marine officer grabs a katana made of sea prism stone and unleashes a slash that travels across the wind, rendering the unruly pirate defenseless.
Placing a greatsword on her back, a woman with bright blue hair draws a staff and strikes out quickly at the beast in front of her.
Weaponry and firepower are the true voice of the ocean. Those with the means to defend themselves and their crew are the ones that thrive. A Weapon Wielder masters these well beyond any normal person could ever imagine.
Character Inspirations
This class is designed with the intent of allowing players to master the power of a weapon of a given type, unleashing a flurry of devastating blows against their enemies.
There are many that would fall under the category of a Weapon Wielder. Figures such as Kin'emon, Smoker, and Zoro would all be considered Weapon Wielders.
Weapon Wielders can expect to be able to use weapons, especially melee weapons, better than anyone else around.
Quick Build
To quickly create a Weapon Wielder, follow these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Constitution. Second, choose Mink as your species.
HIT POINTS
Hit Dice: 1d10 per Weapon Wielder level
Hit Points at 1st Level and beyond: 10 + your Constitution modifier
Energy POINTS
Energy Dice: 1d8 per Weapon Wielder level
Energy Points at 1st Level: 8 + your Constitution modifier
Energy Points at Higher Levels: 1d8 (or 8) + your Constitution modifier per Weapon Wielder level after 1st
PROFICIENCIES
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one from Weaponsmith, Armorsmith, and Angler's
Saving Throws: STR, DEX, WIS
Skills: Choose four from Athletics, Acrobatics, Endurance, Insight, Intimidation, Medicine, Perception, Persuasion, Deception, Stealth, or Survival
Technique Abilities
Brawl
Brawl Save DC: 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus: your proficiency bonus + your Strength modifier
Special
Special Save DC: 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus: your proficiency bonus + your Intelligence modifier
Blood and Sweat
At level 1, you gain a fighting stance and fighting style of your choice. At level 9, you gain a second stance or fighting style of your choice.
Specialty Training
Additionally, at level 1, choose a damage type: bludgeoning, piercing, or slashing. Melee weapons that deal this damage as their base type (before feats, features, techniques, or other abilities would alter it) gain one of the Specialty Training features below. Additionally, while wielding a weapon of your selected damage type, you can use Strength or Dexterity for Brawl Technique Attack and Save DC calculations. Finally, they gain +1 to attack and damage rolls; at level 15, this increases to +2. Both the damage type and feature choice cannot be changed at later levels.
Stance Weaving: You gain an additional weapon stance. Once per round on your turn, you may switch weapon stances or fighting styles that you have learned as a free action. At level 9, you can benefit from two fighting styles at once. At level 15, you can benefit from two weapon stances at once. If you would change a stance, you can choose which of your active stances you are changing.
Striking Gust: When making an attack with a melee weapon, you can attack a creature 10 ft further than the weapon’s normal range. A weapon attack made in this way does not add your ability modifier to the damage roll. This feature does not increase your attack of opportunity range. At level 15, the range is increased to 30 ft and adds your modifier to the damage.
Yeeter: Your weapon gains the Thrown property 30/60. If the weapon has the heavy trait, it is instead 20/50. When making a Thrown Weapon attack, you may treat it as if you were making a melee attack instead of a ranged attack. At level 15, all thrown weapons you use gain the return keyword. When you use a thrown weapon with the return keyword, you may make a single weapon attack against the same creature at disadvantage using your Bonus Action.
Hit and Run: A creature you’ve hit with your weapon on this turn cannot make attacks of opportunity against you. At level 15, you do not provoke attacks of opportunity due to movement.
Pocket Knife: Your weapon gains the Hidden trait. You gain advantage on the first attack you make in combat against a creature that is unaware of your weapon due to this trait. At level 15, when you successfully land a weapon attack on a creature that is unaware of your weapon, you may double its damage die.
Unique Usage: Choose between bludgeoning, piercing, or slashing damage that your weapon doesn't already deal. You may choose to deal damage with that damage type instead of your weapon's normal damage. At level 15, your weapon deals an additional die of damage, but the additional damage is dealt in the weapon’s original damage type.
Resolution
At level 2, you gain a resource called Resolve. When you enter or exit initiative, your Resolve is set back to zero. You gain one Resolve whenever you would land a melee weapon attack or technique with the weapon keyword on an enemy. Your Resolve is used to enhance your weaponry prowess in battle. You can only ever have a number of Resolve equal to your proficiency bonus. Additionally, you gain a number of the following Resolve abilities equal to your proficiency bonus:
Flurry: By spending two Resolve, you can make a single weapon attack as a Bonus Action.
Steadied: By spending two Resolve, you can give yourself advantage on your next weapon attack this turn.
Parry: By spending a Resolve and your reaction when being damaged, you can reduce the attack roll of an incoming attack that targets you by half your Weapon's Damage Die roll.
Haste: You gain 10 ft of movement speed for each resolve spent until the end of your next turn.
Overpower: By spending three Resolve, Force a target hit by your attack to make a Constitution saving throw or be stunned until the start of your next turn. (Save DC = 8 + proficiency bonus + Strength/Dexterity modifier).
Unstoppable Charge: By spending 2 Resolve, you can move up to your movement speed without provoking opportunity attacks and make a weapon attack at the end of the movement. If the attack hits, you deal an additional die of weapon damage.
Whirlwind Slash: By spending 3 Resolve, you can make a melee weapon attack against any number of creatures within 5 feet of you, rolling a separate attack for each target. After using this ability, you cannot regain Resolve until the start of your next turn.
Heavy Guard: By spending 2 Resolve, you can use your reaction to brace yourself, reducing the damage of an incoming attack by 2d10 + your Weapon Wielder level.
Focused Strike: By spending 3 Resolve, you can to deal an additional 1d8 force damage on a successful hit
Battle Style:
At 3rd level, you choose your Battle Style. This choice grants you additional features at 3rd, 6th, 13th, and 20th levels.
Ability Score Improvement
When you reach 4th, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score by +1 and a Feat of your choice that you qualify for. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Destructive Power
At 7th level, you learn how to hit a weak point. Your critical range increases by +1 for weapon attacks and Brawl Techniques that have the weapon keyword. Alternatively, you may choose to cause creatures to critically fail Saving Throws on Brawl Techniques you perform when they would roll a 1 on the Saving Throw, taking double dice damage as if it were an attack roll critical hit. This bonus is increased to +2 or a range of 1-2 at level 17.
Prepared for Combat
At level 9, when you roll for initiative, you gain two Resolve.
Tactical Positioning
At level 10, when you roll for initiative, you may move up to half your movement speed without provoking attacks of opportunity.
Unending Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Weaponry Reinforcement
At 14th level, you gain an additional Resolve technique, Imbuement.
Imbuement:
At the start of your turn, by spending 3 Resolve, you may instinctively imbue your weapon with a lasting armament Haki for your turn, even if you do not possess the armament Haki ability. While imbued, you may choose to convert any amount of your weapon's damage into force damage for weapon attacks or Brawl Techniques with the Weapon keyword. Additionally, both these attack types deal double your ability modifier when calculating damage. You may maintain this state by spending two Resolve at the start of your next turn.
Ultimate Weapon
At 18th level, your imbuement grows even stronger. Choose one of the following effects that is added to your Imbuement Resolve ability. This choice cannot be changed later.
Penetrating: You ignore temporary HP while under the Imbuement Resolve effect and deal damage directly to the target's normal health.
Overwhelming: While under the Imbuement Resolve effect, your Brawl Technique Save DC is increased by 2.
Defender: While under the Imbuement Resolve effect, your AC is increased by 2.
Reactive: While under the Imbuement Resolve effect, you gain an additional Bonus Action and Reaction.