Fighter
Base Class: Fighter

Named for an elite vanguard of a collection of warrior clans, Siegebreakers are soldiers trained to outlast and adapt to rapidly changing front. They are experts in heavy arms, who draw strength from the thrill of delivering devastating blows, with the capability to channel magic from their armaments through themselves to make a lone warrior capable of engaging what would otherwise be a vastly superior force. Whether you are a member of one of these clans, or have discovered manuals regarding their exploits, your training has put you on the path to becoming an army of one.

Weapon Master's Strike

Starting at 3rd level when you choose this archetype, your training drills have given you the speed and skill to incorporate changing weapons into your attacks to create a variable and highly adaptable offense. During your turn, when you take the Attack action, for each weapon attack you make, you may stow one wielded weapon and draw another. You may choose to do this before and after you make a weapon attack. When you gain the Extra Attack feature at 5th level, you may also stow a weapon and draw another between your attacks.

Conduit of War

Your training has allowed you to make any armor or weapon, even those of magical nature, an extension of yourself. Starting at 3rd level when you choose this archetype, you gain the ability to channel magic contained within your weapons and armor through your body and your equipment. Whenever you finish a short or long rest, you can touch a magical weapon to draw its magic into you. After doing so, all of your weapon attacks, including your Unarmed Strike are considered magical for the purposes of overcoming resistances to nonmagical attacks. Your weapon attacks, including your Unarmed Strike, also receive the same bonus to attack and damage rolls as the weapon used by this feature. These effects last until you use it again or until you finish a long rest without possessing the weapon used for this feature.

In addition, the number of magical items you may attune to is now equal to 1 plus your proficiency bonus, but you may only attune to up to 3 magical items that are not magical weapons.

Keeper of Arms

Your experiences and training have brought out a quality that makes you reliable when it comes to maintaining the equipment of yourself and those who fight at your side. Starting at 3rd level, you gain proficiency with either Smith's Tools or Leatherworker's Tools. Additionally, you gain proficiency in one of the following skills of your choice: Investigation, Sleight of Hand, Survival, or Persuasion.

Invigorating Strike

Starting at 7th level, when you deal a devastating blow to your target, you feel a surge of vitality that spurs you to sustain your offensive. When you make a weapon attack that exceeds a creature's armor class by 5 or greater you may regain hit points equal to half the damage dealt by the attack. If a creature is reduced to 0 hit points by that attack, you instead regain hit points equal to half the remaining hit points the creature had before being hit by that attack. You may use this feature a number of times equal to your proficiency bonus plus your Constitution modifier, and regain all expended uses whenever you finish a short or a long rest.

When you score a critical hit against a creature, you may regain hit points as if you used this feature regardless of the creature's armor class, and you do not expend a use of Invigorating Strike when doing so. You cannot benefit from this feature more than once per weapon attack.

Heavy Weapons Specialist

Your combat experience and training has allowed you to take weapons many struggle to effectively use and turn them into a force multiplier on the battlefield. Starting at 10th Level, when you hit a creature with a weapon that has the Heavy quality, your attacks sunder the defenses of your foes or open them up for further assault, causing them to suffer a -1 penalty to their AC for each attack you hit until the end of your next turn. If your size is small, you no longer suffer disadvantage when making attacks with weapons that have the Heavy quality. Additionally, you gain these unique benefits when using the following weapons:

Glaive: Creatures provoke an opportunity attack from you when they enter your weapon's reach

Greataxe: When you hit a creature with this weapon, you may reduce its speed by 5 feet until the start of your next turn.

Halberd: When you hit a creature with this weapon, you may select a creature within your weapon's reach and adjacent to your targeted creature. If your attack roll would exceed their AC, they suffer slashing damage equal to 1d10 plus your strength modifier.

Greatsword: You may add your Dexterity modifier to attack and damage rolls with this weapon, in addition to your Strength modifier. Your reach with this weapon extends by 5 feet.

Maul: When you hit a creature with this weapon, you may use your bonus action to attempt to Shove the same creature.

Pike: When you take the Dash action, you may use your bonus action to make a melee attack with this weapon.

Heavy Crossbow: You ignore the Loading property of this weapon.

Longbow: You may use your Strength modifier for the attack and damage rolls of this weapon.

 

Vengeful Counter

At 15th level, your vast experience on the battlefield allows you not to recoil from pain, but to redirect it into your assault. Once per turn, when a creature within your reach hits you with an attack, you may use a special reaction to make an opportunity attack against that creature. This special reaction does not use your normal reaction, but it cannot be used on the same turn that you take your normal reaction. You may use this feature a number of times equal to your proficiency bonus plus your Strength modifier, and you regain all expended uses on a short or long rest.

Union of Flesh, Steel, and Magic

You have taken the techniques you learned at the beginning of your training and have refined them to surpass even the original Siegebreakers of lore. What they could do together, you can accomplish alone. You are a force that can stand against armies. Starting at 18th level, you gain a bonus to your AC and all saving throws equal to the bonus to attack and damage rolls of the weapon used by your Conduit of War feature. Any weapon you wield gains the magical effects of all magical weapons to which you are attuned. If an effect from a weapon you are wielding would expend a charge from a weapon you are attuned to but are not wielding, the charge is expended from the original weapon. While you are wearing magical armor, you gain resistance to magic.

Additionally, you may now wield melee weapons with the two-handed property with one hand, and can use two-weapon fighting with two-handed weapons wielded this way as if they had the light property.

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