Base Class: Fighter
A warrior hooks his axe over an orc's enormous shield and pulls it away, leaving an opening for his sword to find its mark. A bounty hunter chases down a nimble thief in an alley way. She catches up to the agile foe and stabs a sharp dagger into the thief's clothes, pinning him to a wall, and then knocks him out with a hammer to the head.
While others may pick up a single weapon and dedicate themselves to it, you study all of them. You are a tempest of steel and blood, whirling through the battlefield and devastating your foes with any weapons that touch your hands.
Consecutive Strikes
You have received extensive training with wielding multiple weapons. You've learned that one successful attack opens your foes to a multitude of punishment, and how best to inflict it.
Starting at 3rd level, once per turn, if you have hit a creature with an attack this turn, the next time you hit the same creature with a different melee weapon, you may gain an extra effect based on the damage that weapon deals:
Bludgeoning. You can immediately push that creature up to 10 feet in a straight line.
Piercing. You can deal additional damage equal to your proficiency bonus.
Slashing. You may move up to half your speed so long as you stay within 5 feet of the target. This movement does not provoke attacks of opportunity and you may move through the target's space.
Ready for Battle
Additionally at 3rd level, you can use two-weapon fighting even when one of the weapons you are wielding isn't light, so long as the additional attack uses a light weapon. Any time that you could draw or sheathe a weapon, you may either draw or sheathe an additional weapon simultaneously, so long as the additional weapon is a light weapon.
Weapon Mastery
At 7th-level, your mastery of wielding weapons has granted you the use of special Weapon Styles. You choose 2 weapon styles, listed at the end of this subclass. You gain an additional Weapon Style at 10th level, and again at 15th level.
These Weapon Styles grant you special effects and abilities whenever you strike enemies with certain weapons. These abilities are fueled by a pool of Mastery Points equal to your proficiency bonus, which replenishes its points on a short or long rest.
You may change one Weapon Style you use for another on a long rest, spending at least 2 hours retraining yourself for each Style that you wish to change.
Some abilities require a saving throw. Your DC for these saving throws is determined as follows:
Ranged weapon DC = 8 + your proficiency bonus + Dexterity modifier
Melee weapon DC = 8 + your proficiency bonus + Strength modifier
If using a finesse weapon, you may use your Dexterity modifier rather than Strength modifier when determining your DC.
Determining Thrown Weapon DC
A light hammer is a melee weapon with the thrown property. Even if you make a ranged attack it is still a melee weapon and therefore you use the melee weapon DC. A dagger, however, has the finesse property, so regardless if it is thrown or swung, you may choose to use either your Dexterity or Strength modifier.
Persistence
Starting at 10th level, when you enter combat and have no Mastery Points, you immediately regain a number of points equal to half your proficiency bonus (rounded up).
Flurry
Starting at 15th level, when you use your Action Surge, any effects or abilities granted to you by a Weapon Style that can only be used once per turn, may be used one additional time before the end of this round. Additionally, you immediately regain up to half of your Mastery Points (rounded up).
Finishing Blow
By now you carry a vast array of weaponry, and hold incomparable mastery of every individual weapon in your arsenal. Beginning at 18th level, you are now a master of the finishing blow.
If you hit a single enemy 5 consecutive times (even across separate rounds of combat), the fifth attack does double damage, including any damage added to it by a Weapon Style (should it be a critical hit, double it after calculating critical hit damage).
Additionally, if this attack has any of your Weapon Style abilities applied to it, any creature targeted automatically fails any saving throw to resist the effects of that Weapon Style ability. If an effect lasts multiple turns, the first save automatically fails, and the second is rolled at disadvantage.
Once you use this feature, you can not use it again until you have made 5 attack rolls.
Weapon Styles
Below is a list of all the available Weapon Styles. You gain two choices of Weapon Styles at 7th level, and one additional style at 10th and 15th level. Each of these options represents a mastery of a set of weapons. With any attack made with a weapon of a given set, you may use one of the listed abilities by expending a Mastery Point.
Breaking Style
The crunch of bones, the crack of skulls; you are a musician, and these are the sounds you ring through the battlefield. Your fatal strikes cause your targets to reel in pain, wounding them greatly as they desperately try to recover. When attacking with a club, a mace, a morningstar, or a flail, you may use one of the following abilities:
Concussion. Once per turn, after a successful hit, you may expend one Mastery Point and have the target make a Constitution saving throw. On a failed save, the target is incapacitated until the end of their next turn.
Breaking Point. With fierce strength, you wound a part of your foe that is crucial to their movement (such as a leg, a tail, or a wing). Once per turn, on a successful hit, you may expend one Mastery Point. Until the start of your next turn, any time the target moves, they take 1d4 damage for every 5 feet of movement they use.
Crushing Style
Savage is an understatement. With every swing, you threaten your opponents with enough force to make them crumble. In an instant, you can unleash the full heft of your armaments and crash through multiple foes like they were nothing but parchment. When attacking with a light hammer, a quarterstaff, or a warhammer, you may use one of the following abilities:
Mighty Blow. You grit your teeth and throw your weight into a swing powerful enough to knock through your enemies. By expending one Mastery Point when you make an attack, you deal an additional 1d8 bonus damage if the attack hits. Afterwards, choose one creature or object within 5 feet of the target to make a Dexterity saving throw. On a failed save, they take half of the total damage dealt to the attack target, and no damage on success.
Crush. Once per turn, after a successful hit, but before you roll damage, you may expend one Mastery Point. If you do, rather than rolling damage, you instead break through your targets defenses, knocking them prone.
Extended Style
Your expertise with polearms, be they thrown or thrusted, is something to behold. You leave your foes at bay, striking them with ferocity when you see your chance, or leaving them immobilized and vulnerable. When attacking with a javelin, a spear, or a trident, you can use one of the following abilities:
Keen Eye. Once per turn, after you successfully hit a creature, you can expend a Mastery Point, cautiously focusing on your target's weaknesses. Until the end of your turn, whenever you roll damage for an attack made against the target of this effect, you may reroll the damage and take the higher result.
Thrust. Once per turn, on a successful hit, you may expend a Mastery Point, attempting to lock your foe down, or pin a part of them to one place. You deal an additional 1d8 piercing damage, and the target must make a Dexterity saving throw. On a failed save, until the end of the target's next turn, their speed is reduced to 0, and they have disadvantage on Dexterity saving throws. They also can not take the Disengage action if they are within 5 feet of you.
Hooked Style
Pulling, pushing, and slinging foes around. You have perfected the art of manipulating your enemies, able to leave them wide open for attacks, or moving them perfectly into range of powerful effects. When attacking with a handaxe, a battleaxe, or a warpick, you may use one of the following abilities:
The Ol' One-Two. Once per turn, when you hit an enemy, you may expend one Mastery Point. Doing so, you catch your weapon on your foe's shield or arm, and leave your target open. Add 1d6 to the next attack made against the target and add 1d6 to that attack's damage if it hits.
Hook, Line, and Sinker. The strength of your swings, and the deftness with which you wield your weapons, allows you to pull your enemies like rag dolls. Once per turn, on a successful hit, you may expend one Mastery Point and move the target of your attack to any other space within 5 feet of you, so long as they do not move more than 15 feet, do not pass through another creature's space, and are of Medium size or smaller. Afterwards, they have disadvantage on the next Dexterity saving throw they make until the start of your next turn.
Pinning Style
Pointed weapons are your forte. Whether riddling your foe with a litany of punctures, or running your foe through, you know just how, where, and when to strike. When wielding a dagger, a rapier, or a shortsword, you may use one of the following abilities:
Pinning Stab. Once per turn, on a successful hit made with a Pinning Style weapon, you may expend one Mastery Point to stab your weapon through a vulnerable part of your target (hand, tail, foot, shoulder, etc.), pinning them to a surface or heavy object. If the target is of Large size or smaller, they are restrained until either they or another creature use an action to remove the weapon. If the target is forced to move, they take 1d8 slashing damage as the weapon is ripped through the part of them which is pinned, and they are no longer restrained.
Pincushion. By spending one Mastery Point, until the start of your next turn, on any successful hit made with Pinning Style weapons, you can leave the weapon in the target's body. At the start of a creature's turn, they take 1d4 piercing damage per weapon still in them. A weapon remains in the target until either they or another creature use an action to remove the weapon. Alternatively, if you wish to retrieve the weapon, you may use your bonus action to remove one such weapon.
Ranged Style
Whether at a distance, or up-close and personal, you make every shot count. Your reaction time is flawless, and you can wield ranged weapons through the thickest of fights. When wielding a dart, a sling, a blowgun, or a hand crossbow, you gain the following abilities:
Fast Reflexes. Your keen eye sight leaves enemies no chance to escape. As a reaction, whenever a creature moves within the short range of one of your ranged weapons, you can expend one Mastery Point. If you do, you may make 2 ranged attacks against that creature.
Point Blank. Once per turn, when you make a successful attack with a Ranged Style weapon, you may expend one Mastery Point. On your next melee attack, add 1d6 to your attack roll and damage roll. Until the end of your next turn, you have no disadvantage on ranged attacks made within 5 feet of enemies.
Slicing Style
Your cuts, decisive. Your attacks, brutal. You have studied every inch of your bladed weapons, and have become a master of such tools. When attacking with a longsword, a scimitar, a sickle, or a whip, you may use one of the following abilities:
Subtle Wounds. Once per turn, on a successful hit, instead of rolling for damage, you may expend one Mastery Point. The foe takes on a severe wound for 2d6 slashing damage. At the start of the target's turns for 1 minute or until they succeed, they must make a Constitution saving throw or take 2d6 slashing damage, as they continue bleeding. The target automatically succeeds if they are unable to bleed, such as a skeletal or incorporeal creature.
Brutal Wounds. Your strike is vicious to the point of inducing terror in those that witness such brutality. Once per turn, on a successful hit, you may expend a Mastery Point and add 1d8 to the damage roll of the attack. Afterwards, you may choose up to 2 creatures, that can see both you and the target of your attack, to make a Wisdom saving throw. Any target who fails becomes frightened of you for 1 minute. A target may repeat this save at the end of each of its turns. Any target who succeeds is unaffected and can't be frightened by this ability for 24 hours.
Previous Versions
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