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Massive Weapon Wielder

Bigass weapons. Massive Weapons


The massive weapon you wield varies based upon
its kind. Refer to the table below for its statistics.
Proficiency with these weapons can only be
Prerequisites gained through taking levels in this prestige class.
Damage Type. The damage type for these
Becoming a MWW is ridiculously hard. You must meet the weapons is usually the same kind as the normal
following criteria: version of the weapon - so, for the sword, slashing.
Olympic. You must have a Strength score of at least 17 and However, your DM might rule that what you are
a Constitution score of at least 15. Massive weapons require wielding (such as a mast or an anchor) warrants
the might to carry them and the stamina to wield them. bludgeoning damage, or perhaps even piercing.
Additional Attack. You must have a feature that allows you
to attack an additional time (such as the Extra Attack feature) Massive Weapons
independent of any non-action resource. Name Damage Properties
Possession of a Massive Weapon. Whether you found or Sword 2d10 Massive, reach, reliable
forged yourself a massive weapon, you must have one to
Axe 1d20 Massive, reach, reliable
wield in order to take levels in this prestige class. This
weapon can either be a sword, an axe, a maul, a lance, or a Polearm 2d8 Massive, long reach, reliable
polearm; or some object that resembles one of those five Maul 3d6 Massive, reach, reliable
(such as a ship's anchor resembling an axe, or the mast
Lance 4d4 Massive, long reach, special
resembling a polearm).
Massive. Small creatures have disadvantage on
Once you meet these requirements, you can take a level in
attack rolls with massive weapons, the weapon
this class upon your next level up. requires two hands when you attack with it, and
the weapons ignore AC from shields.
Long Reach. This weapon adds 10 feet to your
Massive Weapon Wielder reach when you attack with it, as well as when
Critical determining your reach for opportunity attacks
Level Features Multiplier with it (see chapter 9).
Reliable. This weapon doesn't suffer
1st Mighty Build — disadvantage attacking prone creatures for melee
Critical Multiplier, Fell attacks when more than 5 feet away from the
2nd 3 prone creature.
Techniques
Lance. You have disadvantage when you use a
3rd Immovable 3 lance to attack a target within 5 feet of you.
4th Increasing Power 4
5th Giant's Legacy 4
Mighty Build
You gain a number of benefits as your physical prowess
increases with your acclimation to using these weapons. You
Class Features will physically grow as you take levels in this prestige class.
Fortress. Whenever you would make a Dexterity saving
As a MWW, you gain the following class features. throw and are wielding a massive weapon, you can make a
Strength saving throw in its place if the effect is one that
Hit Points could be pushed or blocked with your weapon, such as a
Hit Dice: 1d10 per MWW level dragon's breath weapon or the lightning bolt spell, interposing
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution your weapon between yourself and the source of the effect.
modifier per MWW level Additionally, you gain proficiency with Strength saving throws
Proficiencies if you did not have it already.
Ogre's Power. You count as one size larger than your
Armor: None
current size for your carrying capacity and the weight you can
Weapons: Massive weapons
push, drag, and life, as well as for grappling and shoving.
Tools: None
Raw Brawn. You can't roll lower than a 10 on a Strength
Saving Throws: None ability check, and your unarmed strikes use a d6 for damage.
Skills: None
When you take the Attack action on your turn, you can forgo
Critical Multiplier an attack to instead grant yourself a +3 bonus to your AC.
This bonus lasts until you make another attack.
At 2nd level, you've learned to sufficiently punish others for
problems in their guard when you get the chance. When you
Staggering Strike
land a critical hit with a massive weapon, you roll triple the
Prerequisite: maul only
damage dice, instead of double, for the weapon's damage.
As an action, you can make an attack with a weapon and
You quadruple the weapon's damage when you reach 4th
attempt to stagger. On a hit, they must make a Constitution
level.
saving throw or be stunned until the start of your next turn.
You have a number of uses of this feature equal to your
Fell Techniques Strength modifier, and regain all expended uses when you
Beginning at 2nd level, you can maneuver your weapon finish a short or long rest.
specifically and accurately on the battlefield. Choose two
techniques from the list below. You gain an additional Mortal Wound
technique every additional level in this prestige class. When Prerequisite: sword only
you gain a level, you can replace a technique you have chosen As an action, you can try to precisely wound a target, making
with a new one. If a technique has a prerequisite, such as a a weapon attack against them. On a hit, they must make a
weapon, you must be wielding that weapon to use it. You Constitution saving throw or contract an injury. Roll a d4 or
must be wielding a massive weapon to use any technique. choose from the list below.
You can only use one technique per attack. Arm. A creature drops whatever it is holding with one arm
Saving Throws. Some techniques require a saving throw and has disadvantage on attack rolls Strength (Athletics)
from your targets to resist their effects. The saving throw DC checks with it.
is calculated as follows: Back. A creature has disadvantage on Strength and
Dexterity saving throws.
Technique save DC = 8 + your proficiency bonus + Leg. A creature's movespeed is halved and opportunity
your Strength modifier attacks against them have advantage.
Head. A creature takes a -5 penalty to their initiative result
and is surprised.
Wide Cleave
As an action, every creature within the range of your weapon If you are fighting a creature that has atypical anatomy, the
in a cone from you must make a Strength or Dexterity saving DM might rule other similar debilitating effects. This injury
throw (their choice). On a failure, you deal your weapon's might fade for the creature if they finish a long rest, or may
damage against them. last for a while. You have a number of uses of this feature
equal to your Strength modifier, and regain all expended uses
Slew of Attacks when you finish a short or long rest.
Prerequisite: axe
When you take the attack action, you can make one weapon
attack as a bonus action.
Immovable
You have a number of uses of this feature equal to your At 3rd level, you are nearly unfellable. While you have more
Strength modifier, and regain all expended uses when you than half your hit points, you can't be knocked prone, shoved,
finish a short or long rest. restrained, or stunned by a creature.
In addition, when you are subjected to an effect that allows
Tried and True you to make a Constitution saving throw to only take half
Once per turn when you make an attack with a weapon, you damage, you instead take no damage if you succeed on the
can reroll the weapon's damage dice and use either total. saving throw, and only half damage if you fail.

High Attack
Prerequisite: polearm only
Increasing Power
Before you make an attack with a weapon against a target When you reach 4th level, you can increase one ability score
using a shield, you can choose to ignore the AC they gain of your choice by 2, or you can increase two ability scores of
from the shield. your choice by 1. When you finish a long rest, you can
reassign this ability score any way you wish. Unlike normal,
Pushing Blow this can increase a score above 20.
Before you make an attack with a weapon, you can attempt to
drive them. If you hit, you move them 10 feet in a direction of
your choice as long as they are not two or more sizes larger
Giant's Legacy
than you. Starting at 5th level, you channel the raw power of the giants.
Once per turn you can add one additional dice of damage for
Knocking Thrust any weapon that you wield. For example, you can roll 3d10 for
Prerequisite: lance only a massive sword or 2d20 for a massive axe.
When you make an attack with a weapon against a mounted Additionally, Your speed also increases by 10 feet and you
creature and hit, they are knocked off their mount prone. use your Strength score in place of your modifier for your long
and high jump distances. Finally, you retain your Immovable
Weapon Block benefits while you have any hit points remaining.
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