[Homebrew] Martial Archetype: Weapon Master

Post/Author/DateTimePost
#1

Yunru

Sep 30, 2014 9:37:35
Favoured Weapon:
#2

WeaponMaster3E

Sep 30, 2014 17:39:48

Lv 15 ability sounds good for dual wielders 

#3

Nachturnus

Oct 01, 2014 5:10:12

This is actually pretty nifty. 

I'd suggest giving level 10 something a little more flavorful though.

 

Suggestion wrote:
#4

2Chlorobutanal

Sep 30, 2014 22:57:21

This seems grossly imbalanced to me.

 

Everything is essentially more at-will damage, and as a result (especially considering the level 10 feature), it seems like a straight uprgade over Champion.

 

Blood Drink seems much better than Survivor.  It has the potential to be worse, but also the potential to be much, much more powerful.

 

The level 7 feature should not be a damage-boosting ability if compared to Champion or Battle Master.  That ability itself, along with the other extra attacks, accounts for a lot of bonus DPR.

 

Instead of 10% bonus damage from dice (Superior Critical), you get potentially 2 extra attacks per round (Favored Weapon, Twin Strike).

 

(Assuming a Champion with Great Weapon Fighting and a greatsword, Superior Critical would be about 8.33 * 0.1 * 4 ~ 6 = 3.3 ~ 5 bonus damage per round, depending on whether the fighter uses a reaction attack or bonus action attack (or both).

 

A "Weapon Master" Twin Strike and Favored Weapon would add 0 to 26.66 damage, adjusted for accuracy, depending on whether the fighter uses a reaction attack or bonus action attack (or both).

 

Assuming a 60% to hit, Weapon Master adds up to 16 damage per round, over 3 times better than Superior Critical.  It also scales better (with flat bonus damage as well as bonus dice).

 

Yes, it is possible for Superior Critical to add more damage per round, but in the optimal case, Weapon Master can be several times more powerful than Superior Critical.)

#5

Yunru

Oct 01, 2014 2:42:45

So Champion's weak, what's new? I (attempted to) balance around the actually worth picking subclasses: Eldritch Knight and Battle Master.

Admittedly both Champion and Battle Master give a non-combat feature at 7, but Eldritch Knight doesn't, so the precendent is set. The level 7 feature is actually really tame: The Eldritch Knight could do the same by taking Magic Initiate to pick up Hex at any one of the many ASIs.

 

The level 15 feature? Sure it's stronger than others, but too strong? After all how are you getting the bonus action attack in the first place? Crossbow Expert? Two-Weapon Fighting? Both of those require weapons that at most do 1d8, and only the hand crossbow can be buffed with a -5/+10. So (hand crossbow excluded), the 15th feature adds maybe 9.5 damage on a hit? 13 if you're running Hunter's Mark at the time. Of course, Sharpshooter can bump that to 19.5/23, but at reduced hit rate.

#6

Captain_Kobold

Oct 01, 2014 4:39:47

Additional Fighting Style seems wrong for a concept that focuses on a single weapon: generally it doesn't help you wield your chosen weapon any better. It just makes you more versatile while using other weapons, which doesn't really match.

#7

Nachturnus

Oct 01, 2014 5:08:17

Captain_Kobold wrote:
(Reply to #5)

2Chlorobutanal

Yunru wrote:
#9

Yunru

Oct 02, 2014 9:34:39

But that's exactly what makes them different: A Champion's healing works out of combat- A WM needs an opponent to hit to heal. A Champion has higher spiky damage- A WM does less, but more consistant, damage. Although I will admit I totally ripped off the second fighting style. It's filler.

 

As for why not simply making the weapon magical: Because all other classes that did it were inherently magical, the EK doesn't get it, and it's more original this way.

EDIT: Actually never mind. If I roll the "get past resistance" idea, "more consistant damage" concept and "die size increase" suggetion together, I get a nice, easy lvl 10 feature.

#10

Nachturnus

Oct 02, 2014 9:56:19

The new l10 feature reminds me of the Kensei. 

#11

Yunru

Oct 02, 2014 10:06:47

The what now? I basically made it a Magic Weapon +1, except it also turns a Magic Weapon +1 into a Magic Weapon +2, +2 to +3, etc. so it's not redundant the second you get a Magic Weapon.

#12

Nachturnus

Oct 02, 2014 13:18:12

Yunru wrote:
#13

pupoochi

Oct 02, 2014 13:31:42

I agree with the rest, your class is OP, generaly speaking.

Now, there's some good, the concept of a weaponmaster aka Kensai is something very popular. 

 

Favoured Weapon: will be awesome if it was for a DW type, as a single weapon user.. .not so.

Remarkable Weapon: you're a caster now? if you want to add damage, just do it, go with a plain +2 dam, or some like that. I like the last line, now we're talking uniqueness.

Specialist Perfection: this one is oki, really!

Twin Strike: agian, good if you were building a tempest DW specialist, not a single weapon guy. 

Blood Drink: why? the worst feature of all, what do you want to do?

 

There man, like i said, work need to be done, but it's doable...