Base Class: Fighter
"Any weapon is a good weapon as long as ye can use it with honor and skill."
A master-at-arms strives daily to embody these words. For these highly disciplined warriors, combat is not a matter of life and death, victory and defeat, or even of loyalty or service. Combat is rarely anything more than an opportunity to express and practice the artistry of weapons. Off the battlefield, the master-at-arms studies and meditates on the myriad forms of weapons and their uses - each one a beautiful and unique expression from its creator.
On the battlefield, however, every slicing blade, piercing arrow, and crushing hammer is a brush, painting its mark on the canvas of history. It's true that any weapon in the hands of a soldier can make its mark, but in the hands of a master, it becomes the vessel for the creation of a masterpiece.
Disciplined
Starting when you choose this archetype at 3rd level, your specialized knowledge and training in the history, creation, and use of various weapons exceed that of even veteran soldiers.
You gain proficiency with smith's tools, and you are able to stow up to two weapons and draw up to two weapons as a single object interaction on your turn. Additionally, you may add your proficiency bonus to any ability check that doesn't already include your proficiency bonus if the check relies on your knowledge of weapons, their uses, and their history.
Preeminent
When you choose this archetype at 3rd level, you learn to perform technical weapon strikes that give you an edge in combat.
Masterful Strikes. You wield your weapons with unparalleled skill, granting you access to special attacks that are detailed under the “Masterful Strikes” feature below. Each use of a masterful strike must be declared before the attack roll is made, and you can use only one masterful strike per attack.
Prowess. You gain a number of prowess points equal to your proficiency bonus that you expend to use your Masterful Strikes feature. You regain 1 expended prowess point each time you roll a 20 on the d20 for an attack roll with a weapon, and you regain all expended prowess points after completing a short or long rest.
Saving Throws. Some of your masterful strikes require your targets to make a saving throw to resist the strike’s effects. The saving throw DC is calculated as follows:
Masterful Strike save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever was used when making the attack).
Balanced
When you reach 7th level, you can choose a second option from the Fighting Style class feature, limited to the options below.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Devoted
Upon reaching 10th level, your oneness with your weaponry becomes supernatural, made evident by your ability to harm the invincible with even the most mundane weapons.
Your weapon attacks (while wielding a weapon) count as magical for the sake of overcoming resistance and immunity. In addition, you cannot be disarmed while you are conscious.
Perfected
When you reach 15th level, you can choose a third option from the Fighting Style class feature, limited to the options below.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unbound
At 18th level, there is no weapon of which you are not worthy.
You ignore all restrictions and requirements when attuning to a weapon. In addition, you gain a fourth attunement slot that you may only use for a weapon.
Masterful Strikes
Each masterful strike is restricted to weapons with certain properties or that deal certain types of damage. If you use a weapon that deals a non-physical damage type, assume, for the sake of these strikes, that it deals the normal damage type for that kind of weapon (eg. slashing for longswords, piercing for bows, etc). These strikes are ordered alphabetically, based on their weapon properties/damage types:
Crippling Shot (ammunition) - You can spend 1 prowess point target a creature's means of locomotion. On a successful hit, the target's movement speed is reduced by half until the end of its next turn.
Concussive Strike (bludgeoning damage) - You can spend 1 prowess point to attempt to concuss your target. On a successful hit, the target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.
Wounding Strike (finesse) - You can spend 1 prowess point to attempt to wound a creature. On a successful hit, the target takes your weapon's damage when you make your attack and then again at the start of the target's next turn. Roll each instance of damage separately.
Rumbling Strike (heavy) - You can spend 1 prowess point to put the weapon's full weight to use. The target takes half damage if you miss with your attack.
Shattering Strike (improvised weapon) - You can spend 1 prowess point to swing an improvised weapon with all your might. On a successful hit, your attack counts as a critical hit and your improvised weapon breaks.
Surprise Strike (light) - You can spend 1 prowess point to take advantage of a creature's vulnerabilities. On a successful hit, the target suffers disadvantage on attack rolls until the end of its next turn.
Precise Strike (piercing damage) - You can spend 1 prowess point to aim for a creature's extremities. On a successful hit, the target must succeed on a Constitution saving throw or be disarmed of one object of your choice that it is holding.
Forceful Strike (reach) - You can spend 1 prowess point to utilize the leveraging power of your weapon. On a successful hit, you can move the target up to 5 feet to an unoccupied space of your choice.
Whistling Strike (slashing damage) - You can spend 1 prowess point to slice the very air with your weapon, extending the reach of your weapon attack by 10 feet.
Double Toss (thrown) - You can spend 1 prowess point make a ranged weapon attack against two targets that are within 5 feet of each other. You can throw both weapons with one hand, and you must make a separate attack roll for each target.
Powerful Strike (two-handed) - You can spend 1 prowess point to strengthen your attack. On a successful hit, you deal an additional 1d10 of the weapon's damage type.
Focused Strike (versatile) - You can spend 1 prowess point to focus your aim and steady your hands, gaining advantage on your attack roll.
Previous Versions
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