Fighter
Base Class: Fighter

A Combat Master has devoted their lives to training. Through sheer grit and hard work, the Combat Master specializes in battle and mastery of combat. Whether it's with multiple weapons, a specific weapon, or with their unique fighting style, the Combat Master excels at being the one on the battlefield who can be ready for anything.

Style Focus

Style Focus
When you choose this subclass at the 3rd level, you become even more fearsome a foe with your chosen Fighting Style. The Fighting Style chosen at 1st level gains additional abilities. Any additional Fighting Styles you learn gain the corresponding ability. 

Advanced Archery

You may spend your action aiming. If you make a ranged attack next turn, you gain a +2 bonus to the attack and do not suffer disadvantage for attacking at long range.

Advanced Blind Fighting

Your blindsight range increases from 10 feet to 20 feet. 

Advanced Defense

You ignore disadvantage to stealth checks due to your armor.

Advanced Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain 5 feet of movement.

Advanced Great Weapon Fighting

You have advantage while wielding a weapon with the two-handed or versatile traits if you are fighting against a creature of your size or larger.

Advanced Interception

After successfully intercepting damage from the attack, send back the damage to the enemy equal to half of the damage you intercepted rounded down.

Advanced Protection

As a bonus action you may make an attack with your shield dealing 1d6 + Strength modifier on hit.

Advanced Superior Technique

You gain an additional d6 superiority die. 

Advanced Thrown Weapon Fighting

You can use a bonus action to throw an additional weapon so long as it has the light property.

Advanced Two-Weapon Fighting

While wielding two weapons, you may forsake an attack with either one to give the next opponent to attack you disadvantage on their next attack roll.

Advanced Unarmed Fighting

You can use a bonus action to attempt a quick attack. The damage is 1d4 + Strength Modifier.

Masteries

Also at 3rd level, you have mastered a specific weapon skill. You gain another mastery at 7th, 10th, 15th, and 18th levels. 
Choose from the following masteries:

Birthright

You have acquired a unique weapon that has a backstory. Perhaps it is of fine make, or long lineage, or is just special to you. Maybe your special weapon is just your fists. Give your weapon a name. While carrying your weapon, select one of the two: Intimidation or Persuasion. You gain advantage on ability checks of the chosen type. At 3rd level, the weapon grants a +1 bonus to all attack and damage rolls. At 7th level the weapon gains one of the following qualities, and gains a further quality at 10th and 15th level:

  • Balanced: At the start of your turn, you may transfer this weapon's attack bonus to your AC. This bonus remains until the start of your next turn.
  • Baleful: A baleful weapon reduces the number needed for a critical hit by 1. This can be stacked with other abilities or items.
  • Bitter: The weapon now grants a +2 bonus to all attack and damage rolls, instead of +1.
  • Enduring: Enduring weapons cannot be broken by mischance or by the attacks of enemies. They also can't be rusted, chipped, or damaged in any way. In addition, Enduring weapons can't be unwillingly knocked out of the wielder's hand.
  • Infamous: Your weapon has made its rounds through taverns and tales, and it strikes fear into the hearts of your enemies. Pick a creature type: Whenever you inflict a critical hit with your weapon, all nearby creatures of the chosen type must make a Wisdom saving throw equal to 8+proficiency bonus+STR or DEX modifier or be Frightened of you for 24 hours.
  • Vicious: On a critical hit, this weapon inflicts an additional +7 damage.

Combat Master's Challenge

You must be at least level 10 to select this Mastery.
You compel a creature into a duel. One creature you can see within 30 feet must make a Wisdom saving throw (DC is equal to 8 + Proficiency bonus + STR or DEX Modifier.) On a failed save, the creature is drawn to you, compelled by your eagerness to battle. For the duration (1 minute), it has disadvantage on attacks against you, and you gain advantage on attacks against the creature. In addition, when the creature moves within 5 feet of you it must succeed on another Wisdom saving throw or be stunned until the beginning of the creature's next turn. Once you use this feature you must finish a short or long rest before you can use it again. 

Force of Will

You have truly become one with your weapon: it acts as an extension of your will and you will not be denied. Increase the melee range of your weapon by an additional 5 feet. If your weapon has a ranged feature, increase that range by 10 feet.

Lethal

You know how to strike and strike hard. Your attacks add your proficiency bonus to your damage.

Old Enemies

You must be at least level 10 to select this Mastery.
Choose a foe, preferably one you have personally fought, regularly battle against, or are seeking out. You gain that foe's language and have advantage on Deception, Intimidation, and Insight checks involving them. This enemy can be a singular enemy or a group of enemies (not a creature type.) When you are fighting against the chosen foe, whenever you roll for damage, you can re-roll your weapon's damage dice and use either total. This ability stacks with other abilities such as Savage Attacker.

Renown Status

You have gained fame throughout the lands and are greatly regarded as a powerful adventurer. When rolling any ability checks to gather information about an enemy, happenings within a town, underground dealings, etc. you roll that ability check with advantage.

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