Base Class: Fighter
Many fighters learn to use every tool of war, but the Signature Master knows that true perfection is found in the mastery of one. These fighters are often more than just soldiers; they are historians, smiths, philosophers and scholars who view their chosen weapon as an extension of their own mind.
Through rigorous study and mental discipline, a Signature Master learns to "read" the flow of combat. They do not just swing a sword; they calculate the precise angle of every parry and the geometric certainty of every thrust. This mental fortitude allows them to achieve a level of accuracy that borders on the supernatural, ensuring that when they strike, they never miss their mark.
At higher levels, a Signature Master’s reputation precedes them. They can look at an opponent and instantly discern their strengths and weaknesses, and they become so synonymous with their chosen weapon that the two function as a single, lethal entity. Whether they are a master of the heavy glaive, the nimble rapier, or the crushing war hammer, the Signature Master is the final word in martial excellence.
Signature Master Features
| Level | Features |
| 3rd | Martial Historian, Signature Focus |
| 7th | Master’s Appraised Eye |
| 10th | Legendary Renown |
| 15th | Master’s Flourish |
| 18th | Avatar of the Blade |
Prerequisite: To gain levels in this subclass, you must have a Wisdom and Intelligence score of at least 14.
(The features where designed around this constraint. Your DM at their discretion may wave this requirement.)
Level 3: Martial Historian
You treat the study of weaponry as a scholarly pursuit. You gain proficiency in the History and Insight skills.
The Eye of the Smith. You can cast Identify as a ritual, but only on weapons. When you cast it this way, you also learn the name of the weapon's creator (if known to history) and the last significant battle it was used in.
Tactical Wit. You can add your Intelligence or Wisdom modifier (your choice) to your Initiative rolls.
Tactical Wit (Intelligence)
You add your Intelligence modifier to your Initiative rolls.
Tactical Wit (Wisdom)
You add your Wisdom modifier to your Initiative rolls.
Level 3: Signature Focus
You choose one type of Melee Weapon to be your Signature Weapon. You have a pool of Signature Focus uses equal to your proficiency. You regain all uses on a Long Rest.
When you take the Attack Action on your turn, you can expend one use of your Signature Focus uses to empower your Signature Weapon for 1 minute. While empowered, you gain:
-
Weapon Expertise: You add your Proficiency Bonus a second time to attack rolls made with your Signature Weapon.
Gathered Thoughts when you use Second Wind on your turn, you may choose to marshal your mind instead of your body to enter your Signature Focus if you so so you do not get any other benefits from the use of second wind.
Level 7: Master’s Appraised Eye
Your eyes are trained to see what others miss, whether in the heat of a duel or from the shadows of a balcony.
Appraise Target. As a Bonus Action, you can analyze a creature you can see within 60 feet. You immediately learn its Armor Class and any Damage Resistances or Vulnerabilities. Additionally, while your Signature Focus is active, you can deal extra damage equal to your Focus Modifier (Int or Wis) once per turn when you hit an appraised target with your Signature Weapon.
Master’s Observation. If you spend at least 1 minute observing a creature or group performing a physical task (such as drilling, walking, or eating), you learn their general discipline level (e.g., "untrained," "veteran," or "elite") and can discern if any are under the effects of an enchantment or curse that affects their physical movement.
Level 10: Legendary Renown
Social Authority: You have Advantage on Charisma (Persuasion) and Charisma (Intimidation) checks made against soldiers, mercenaries, knights, and nobles.
The Master's Duel: You are frequently sought out by other martial adepts looking to prove themselves. When you defeat a significant martial opponent (at the DM's discretion) in single combat or a sparring match, you can spend a long rest reflecting on their technique to incorporate it into your own style. They may award you with the Martial Adept, Fighting Initiate -Superior Technique Fighting Style or a homebrew maneuver of their choice.
You learn one Maneuver of your choice from the Battle Master archetype. If a maneuver requires a saving throw, the DC equals 8 + Proficiency Bonus + your Focus Modifier. You gain one Superiority Die (d8), which is added to any others you might have from the Martial Adept feat or Superior Technique Fighting Style. You regain this die on a short or long rest.
Maneuver: Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object at its feet.
Maneuver: Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw (DC 8 + PB + [MOD]). On a failed save, it is frightened of you until the end of your next turn.
Maneuver: Precision Attack
When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Maneuver: Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Maneuver: Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw (DC 8 + PB + [MOD]) or be knocked prone.
Level 15: Masters Flourish
Your flourishes are unmatched. While others rely on bold, dramatic gestures to attract attention and be showy, yours are the exploitation of opportunity in combat—surgical, quiet, and devastating.
Lethal Precision your attack rolls with your Signature Weapon score a critical hit on a roll of 19 or 20.
The Master's Effort You have mastered techniques that take immense timing and focus to accomplish. You may execute each of the following flourishes once per long rest for free. Thereafter, you must expend the required amount of Signature Focus to use them again. You may activate them at the time you trigger the specific opportunity.
1. Finishing Flourish
Cost: 1 Signature Focus When you hit with an attack with your Signature Weapon, you strike with such surgical precision that armor and enchantments become irrelevant.
-
The target takes an additional 2d12 damage of your weapon's type.
-
Furthermore, if the target has Resistance or Immunity to damage from your Signature Weapon, it ignores those properties for any attacks you make against it until the start of your next turn as you figure out how to temporarily bypass its defenses.
2. Orbital Flourish
Cost: 1 Signature Focus At the end of your turn, you may flourish your Signature Weapon and spin it to maintain a constant, flowing guard.
-
Until the start of your next turn, you gain the benefits of Half-Cover (+2 AC and Dex Saves).
-
While active, if a hostile creature enters a space within 5 feet of you, you may make an attack on them. This requires no action, provided you still have your Reaction available to maintain the focus of the guard.
3. Path Opening Flourish
Cost: 2 Signature Focus when you take the Attack Action, you can replace three of your attacks to perform this flourish.
-
The Weave: You move up to your speed. This movement does not provoke opportunity attacks, and you can move through the spaces of hostile creatures.
-
The Opening: Once per creature during this movement, when you come within 5 feet of a target, you make a Signature Weapon attack roll (using your Expertise bonus).
-
The Impact:
-
On a Miss: The target is forced 5 feet away from you by your assault but takes no damage.
- On a Hit: The target takes your normal weapon damage or 2d12 + Focus Modifier + Proficiency Bonus damage your choice, and is shoved 10 feet away from you.
-
-
Requirement: You must end this movement in an unoccupied space.
Level 18: Avatar of the Blade
You have reached the pinnacle of martial excellence. Your body and blade move as a single entity, guided by an intuition that borders on the precognitive. You no longer merely fight your enemies; you systematically dismantle their reality.
-
Infallible Strike: Your precision is absolute. Once per turn, when you make an attack roll with your Signature Weapon and miss, you can choose to turn that miss into a hit.
-
Master’s Reflexes: You can track every blade, arrow, and shifting footstep on the battlefield simultaneously. You gain one additional Reaction each round.
-
Infinite Focus: You have pushed your mental endurance beyond human limits. When you roll for Initiative, you regain 3 uses of your Signature Focus.
Comments