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Heavy-Weapon Master

A person who spent there lives dedicated to mastering the art of fighting usuing a heavy meele weapon. Until they have became a master of this fighting art. It relies on striking hard and using pure strength to fend off attacks either by blocking or taking the hit negating attacks with just muscle.
hit dice: 1d12 per level
hit points at 1st level: 1d12 + Constitution Modifier
hit points at higher levels: 1d12 (or 7) + Constitution Modifier
armor proficiencies: light armour
weapon proficiencies: Any melee weapon with the heavy property.
tools: no
saving throws: Constitution and Strength
skills: Choose two from: Athletics, Intimidation, Survival
starting equipment:
1. weapon with the heavy property.
2.An explorer's pack
spellcasting:
No
class features:

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Heavy Block

At second level: when an enemy makes a melee attack, that you can see, you gain the ability to use your reaction to roll a dex check at disadvantage to block. This must succeed the opponents roll by 2. When successful you block the melee attack and take no damage, if you beat it by 1 or match their attack instead you take half damage.  

Heavy weapon style

At the 3rd level you choose your heavy weapon style.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra attack

Beginning at the 5th level you can make an extra melee attack with your weapon on when you use your action on your turn.  

Jump Slam

At the 7th level you gain the ability use all your attacks for that turn to jump 20ft towards an enemy. Any enemy in a 5ft range must make a dc 10+ strength mod check with a dex check. If they fail they will take 5d6 damage and are kocked prone. If they succeed they will take half damage and not be knocked prone.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. At 18th level you role 2 extra dice.  

All out attack

This gives your attack a bonus 2d6 damage. However the opponent will gain advantage to hit you next turn and your roll to attack has minus 5 on it. 13th level.  

Intimidating attack

Beginning at the 17th level on a successful attack role you can intimidate an oponent who can see you (that you did't just attack) using your bonus action. They must succeed a wisdom check of 13 + your intimidation modifier. If they fail they gain the fear status effect. To become not scared once per turn they must re-try to wisdom check.  

Even More Brutal Critical

At the 18th level you can roll 2 aditional dice on a critical instead of 1.  

Heavy weapon Strength

At the 20th level your strength score increases by 4 up to 24 and your constitution increases by 2 up to 22. This in your new maximum.
subclass options:

Great-Sword Style

Starting at the 3rd level you have chosen the Great-Sword style and will dedicate you time to mastering this style only. With swinging such a large sword around your foes won't stand a chance once you land your attack on them.  

Extra Sword swing

You can make an extra attack on your turn if you are using a great sword.  

One-Handed sword style

After the 5th level and once your strength is above 18 you can wield you your sword with 1-hand. However for future sword techniques you must use both hands due to the strength of them. Does half damage.  

Sword techinques

At the 6th level, you can use some simple sword techniques that use your sword to its full potential. These will take an action
  • Horizontal slash. You can slash up to 3 enemies who are in a horizonatal line infront of you. Still only 5ft range. Does normal weapons damage but to all 3 enemies.
  • Vertical slash. You can slash both upwards and downwards. Does regular weapons damage. However if you slash up you can send them upwards and back 5ft and 1d6 bludgeoning if they fail a con check of dc12+strength mod. If you slash them downwards you cause them to do a strength check of a dc12+ strength mod, if they fail they are knocked prone and take 2d6 bludgeoning damage as they are slammed into the ground.
  • Thrust. Hits all targets in straight line in a 10ft long line. The damage of this moves does piercing damage instead of slashing. Does your weapons damage. Can hit 2 people if they are in a line and close enough. However can hit allies aswell.
  • Combo Sword Techniques

    At the 14th level you can choose two of the previous techniques to combine into one. E.g. Slash and Thrust. Does both simultaniously. Slash through 3 people then stab the middle one. This would use all your attacks for that turn but allows you to use multiple techniques in 1 turn. You get this skill equal to a quater of you Heavy-weapon master level per long rest. (5 at level 20)  

    Sword Technique: Air Cutter

    At level 16 you can choose any of the previous techniques to unleash at range (must be a technique)(down verticle only from above, up verticle is normal). By using your raw strength you create a cutting power that forces the air into an attack. This makes the move have 60ft range and and gives and extra 2d8 damage onto the attack. All previous rules apply. Can be used 3 times per long rest. (will hit whatever is in its way. Example if it hits a wall it will damage the wall not hit the person behind it.)  

    Great-Sword Style: Master

    You gain expertise on your great-sword at level 16.  

    Sword Technique: Compressed Air Cutter

    At the level 18, the air cutter will go through most terrain (e.g.walls, trees) and hit the enemy/ creature behind it. Total uses still at 3.  

    Master of the One-Handed Style

    You can use everything with one hand now, including all sword techniques and air cutter with no damage drawbacks.  

    Great-Axe Style

    Starting at the 3rd level you have chosen to follow the path of the great-axe style. This style uses force to cut through your opponents with the heavy blade of the axe. Also works great on those pesky forests.  

    Extra Sword swing

    Whislt wielding your great-axe to attack, you can now perform another attack using this weapon.  

    One-Handed Axe style

    After the 5th level and once your strength is above 18 you can wield you your sword with 1-hand. However for future Axe styles techniques you must use both hands due to the strength of them. Does half damage.  

    Great-Axe styles

    At the 6th level you are able to choose between different great-axe styles. These styles have added affects and bonus damage whilst in use. You will be stuck with the stlye you choose.
  • Beserker's Axe. By choosing the path of the beserker, you gain disadvantage on saving throws against that revolve around being charmed whilst in combat. You do gain an extra 2d4 on attacks and advantage on attacks agaisnt people you see. You will be attacking reclassly and relentlessly.
  • Aerial Axe. By choosing this path, you gain advantage on attacks which happen from off of the ground. You will also do bonus damage to those you hit from the air. (2d6). This advantage includes jumping, however this only happens if you jump high enough, succeeding a dc15 athletics check. If you fail this will just be a regular attack.
  • Ranged Axe. By choosing this path, you gain advantage on ranged attacks that utilise axes. This includes throwing axes. You are also able to throw your great-axe up to 40ft, which deals 5d6 damage. This will cause you to need to pick up your axe, and you do not gain advantage on this throw. You do have proficency.
  • Improved Styles

    At the 10th level, your style will improve greatly. Allowing for more impressive feats
  • Beserker's Axe.
  • Aerial Axe.
  • Ranged Axe.

  • Created by

    Supersquid92.

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