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Unlocks the Potential in Every Weapon

Master of Arms

Unlocks the Potential in Every Weapon

While others supplement their martial skills with manoeuvres, physical excellence, or even magic, the Master of Arms focuses on mastering weapons themselves. With deep knowledge of each weapon's design and function, they draw out hidden strengths from every armament. To them, every blade, bow, or hammer is a perfected tool—never wielded without skill, never used without purpose.

Level 3: Artisan's Touch

Your familiarity with weapons extends to their creation and maintenance.

You gain proficiency with two set of Artisan's tools of your choice from the following: Gunsmith's ToolsCM, Smith's Tools, Tinker's Tools, or Woodcarver's tools.

Level 3: Advanced Weapon Properties

Your deep understanding of weapon construction and usage grants you unique advantages when wielding them.

Choose one weapon property from the list below. When you wield a weapon that has a chosen property, it gains the corresponding benefit. You choose one additional property at levels 7 (2 total), 15 (3 total), and 18 (4 total). The weapon property gain an additional effect when you reach level 15.

You can change your selected properties whenever you finish a Short Rest.

Ammunition

When you wield a weapon with the Ammunition property, its Normal and Long ranges are doubled.

Level 15 Once per turn, when you miss an attack roll with Ammunition weapon, so long the result of the d20 is not 10 or lower, you can attack a different creature within 30 feet of your initial target as the ammunition bounces to it.

Burst-Fire

When you make a Burst-Fire Attack, you can change the area of effect to one of the following:

  • 30-foot Cone, originating from you.
  • A Line with a width of 5 ft. and length equal to half the weapon's normal range.

Level 15 When you take the Attack action, you can replace one of those attack with a Burst-Fire Attack.

Heavy

When you have Advantage on a Melee attack roll with a Heavy weapon and would hit with both d20s, your ability modifier used in the attack is added twice to the damage roll.

Level 15 When you roll maximum damage on the weapon's damage roll or score a Critical Hit, you can give the target the effect of the Confusion spell until the start of your next turn.

Finesse

When you hit a creature with a Finesse weapon, that creature attack roll against you have Disadvantage for the rest of your turn.

Level 15 While wielding a Finesse weapon, immediately after a creature within your reach makes an Attack Roll, you can make an Opportunity Attacks against that creature.

Light

When you take the Dash, Dodge, or Disengage action, you can make one attack with a weapon that has the Light property as part of that action.

Level 15 When you attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a same weapon, and you don't add your ability modifier to the extra attack's damage, unless that modifier is negative.

Reach

While wielding a Reach weapon, the area within the weapon's reach around you is considered Difficult Terrain for creatures you choose.

Level 15 While wielding a Reach weapon, attack rolls that isn't against you has Disadvantage.

Loading

You ignore the Loading property of weapons you wield. Moreover, as a Bonus Action you can steady your aim and give your self Advantage on attacks with Loading until the start of your next turn.

Level 15 The number you need to roll for a Critical Hit is reduced by 1 for attack rolls with Loading weapons. This effect can stack.

Thrown

The Normal and Long ranges of Thrown weapons for you are doubled and you don't have Disadvantage on Ranged attacks with Thrown weapons while within 5 feet from a hostile creature.

Level 15 When you attack with a Thrown weapon, you can make one extra Ranged attack using a Thrown as a Bonus Action later on the same turn.

Versatile

When you are hit by an attack you can see while wielding a Versatile weapon, you can use your Reaction to reduce the incoming damage by an amount equal to the weapon's damage die (e.g., 1d8 or 1d10 if used two-handed).

Level 15 Once per turn, you can give yourself Advantage on attacks with Versatile weapon that are using two hands.

No Weapon Properties

The number you need to roll for a Critical Hit is reduced by 1 for attack rolls with weapons that has no properties (e.g., Mace, Morningstar). This effect can stack.

Level 15 The number you need to roll for a Critical Hit is reduced again by 1 for attack rolls with weapons that has no properties (e.g., Mace, Morningstar). This effect can stack.

Level 7: Signature Weapon

You have honed your skill with certain weapons to perfection. When you deal damage with a weapon that has a property you selected via Advanced Weapon Properties, you gain the following benefits:

Change Damage Type The weapon can deal your choice of image/svg+xml Bludgeoning, image/svg+xml Piercing, or image/svg+xml Slashing damage.

Improved Damage Die Its damage die increases as shown in the Signature Weapon Die table.

Signature Weapon Die

Normal Weapon Die Signature Weapon Die
1 1d4
1d4 1d6
1d6 1d8
Normal Weapon Die Signature Weapon Die
1d8 1d10
1d10 2d6
1d12 / 2d6 1d12+1 or 2d6+1

Level 10: Lore of Armaments

Your knowledge of martial craftsmanship deepens, granting you the following benefits:

Ritual Casting You can cast the Identify spell as a Ritual. You don't need to provide the material component when identifying a weapon or armour.

Weapon Savant You ignore all class, species, and level restrictions when attuning to or using a weapon or armour.

Level 15: Adaptive Discipline

Unlike other Fighters, whose weapons complement their style, you let the weapon shape your technique.

Whenever you finish a Long Rest, you can replace one Fighting Style feat you have with another you don't currently have.

Level 18: Perfect Execution

Your mastery over weaponry enables strikes of unnatural precision.

When you make an attack roll with a weapon that has a property you selected in Advanced Weapon Properties, you can choose to use your Fighter level in place of the d20. If this number would result in a critical hit, the attack is treated as a critical hit.

You can use this feature twice, and regain all expended uses when you finish a Long Rest.