Base Class: Fighter
The master of the fight with two-weapons, a star at using their offense on the defense. All fighters have a specialty, the Master Dual-wielder being better at fighting with two weapons than one, and still being able to pack a punch.
Master Dual-wielders understand the strength of using two weapons, and take into account how to keep themselves protected without the need of a large shield.
Prerequisites: Two Weapon Fighting Style
Harmony Points
At 3rd level, you gain a number of Harmony points equal to your Dexterity modifier + your Proficiency bonus. You can expend Harmony points to use certain abilities. You regain Harmony points on a short or long rest.
Pinpoint Retaliation
At 3rd level, you understand how to wield both weapons effectively as one. Whenever a creature provokes an attack of opportunity from you while you are wielding two melee weapons, you can use a Harmony point to make one attack with each weapon as part of that reaction, instead of a single attack.
Multi-Hit Combo
Starting at 3rd level, you learn how to get through your opponent's defenses by unleashing a current of hefty blows.
While wielding two melee weapons, whenever you hit a creature with a melee weapon attack, you gain one combo stack. You can have a number of combo stacks up to your proficiency bonus. You have a bonus to your attack rolls equal to the amount of combo stacks you have.
At 10th level you also gain a bonus to your damage rolls equal to the amount of combo stacks you have.
You lose all your combo stacks at the beginning of each of your turns.
Two-Weapon Harmony
At 7th level, you are able to stride your attacks together, like a seamlessly flowing combative dance. While wielding two melee weapons, whenever you attack with your off-hand weapon with your bonus action, you can expend a Harmony point to make an additional attack with your main weapon as part of that bonus action.
Cross Blade Guard
At 10th level, you gain the ability to deflect attacks by slashing them away with both weapons. While you are wielding two melee weapons and another creature hits you with a melee attack, you may use your reaction to add a bonus to your AC against that attack equal to the amount of combo stacks you currently have, potentially causing the attack to miss you.
If the attack misses you as a result of this bonus to your AC, you can expend a Harmony point and immediately make one attack against that creature with either weapon you are wielding.
Perfect Two-Weapon Harmony
At 15th level, when you have 1 combo point or more, your attacks score critical hits on a roll of 19 or 20. If you have at least 5 combo points, you score critical hits on a roll of 18 to 20 instead.
Death Defying Finale
Starting at 18th level, your will to live in the battle can delay the grasp of death. If you take damage that would reduce you to 0 hit points but doesn't kill you outright, you may choose to come back up to one hit point instead. Doing so, Interrupts the current turn, sets the amount of combo stacks you currently have to maximum, and allows you to immediately take one action and bonus action that can only be used to attack.
Once you use this feature, you can't use it again until you finish a long rest unless you expend 6 Harmony points to use this ability again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/8/2023 11:36:35 PM
|
7
|
1
|
--
|
Coming Soon
|
Comments