Man-at-Arms (5e Subclass)
Man-at-Arms
Fighters who find their edge in combat by using many different weapons to deal with foes.
- Overflowing Strength.
Starting at 3rd level you can use your strength modifier for all types of weapons, even ranged weapons. You also have double carrying capacity and have easy access to any weapon you are carrying.
- Armed and Dangerous.
Starting at 7th level, you can forgo half your movement on your turn to swap weapons. Additionally you can change weapons as a free action once per round. You can use this free action twice, regaining all charges on a short rest. You also gain proficiency in Intimidation, adding double your proficiency bonus if you are already proficient in the skill. You also gain advantage on Arcana checks made on weapons.
- Follow Through.
At 10th level, if you successfully landed an attack with at least 2 different weapons, you can use a bonus action to force a contested strength (athletics) check after the attack resolves, pushing the target a number of feet equal to 5 times your strength modifier on a failed roll.
- Master of Arms.
Starting at 15th level, each time you hit an attack with a different weapon on the same turn, you gain an additional 1 damage on subsequent damage rolls.
- Thousand Blades.
At 18th level, when you take the attack action, you can choose to make 7 attacks, each one must use a different weapon. You cannot move or use bonus actions the turn you use this ability; this feature can only be used once per long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses