Base Class: Fighter
As a Style Master you take pride in you unique way to wield weapons in ways that throw off opponents. Fueled by the spectacle of improvised weapons and trick shots, you strive to show the world that unconventional fighting can still be as great as any champion or magic user.
Stunt man
When you choose this archetype at 3rd level, you learn stunts that are fueled by style points.
Stunts. You learn two stunts of your choice, which are detailed under “Stunts” below. Many stunts enhance an attack in various ways. You can use only one stunt per attack.
You learn two additional stunts of your choice at 7th, 10th, and 15th level. Each time you learn new stunts, you can also replace one stunt you know with a different one.
Style points. You have 3 style points, which can be expended to use a stunt. You regain all of your style points when you finish a short or long rest.
You gain additional style points at 7th level 11th level and one more at 15th level.
Saving Throws. Some of your stunts require your target to make a saving throw to resist the stunt’s effects. The saving throw DC is calculated as follows:
Stunt save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
If I can hold it, I can throw it
At 3rd level, Simple and martial melee weapons without the thrown property can be treated as if they have it. One handed weapons have a range of 20/60 feet, while two handed weapons have a range of 15/30. Weapons that naturally have the thrown property have their range increased by +20/+40. You can add your proficiency to ranged attacks with improvised weapons, which should be discussed with your dm for its limits in game.
In addition, being within 5 feet of an enemy does not impose disadvantage on your finesse thrown weapon attacks. This does not apply to ranged attacks like spells or bows/crossbows.
If I can hold it, I can throw it
Simple and martial melee weapons without the thrown property can be treated as if they have it. One handed weapons have a range of 20/60 feet, while two handed weapons have a range of 15/30. Weapons that naturally have the thrown property have their range increased by +20/+40
In addition, being within 5 feet of an enemy does not impose disadvantage on your finesse thrown weapon attacks. This does not apply to ranged attacks like spells or bows/crossbows.
Stunts
Spending a style point when making an attack roll adds a bonus of 1d4 to the damage roll. This damage increases to 1d6 at 10th level and 1d8 at 18th.
The Stunts are presented below.
Akimbo flourish
Only once per turn, when you take the attack action, you can expend one style point to launch two attacks simultaneously at two targets within 15 feet of each other. You must roll an attack for each creature. If you have multi-attack, this only counts as one of those attacks during the attack action.
Deadeye
When you target a creature with a ranged weapon attack with a thrown weapon property, you can spend a style point to add one additional die of the weapons damage. It does not double on a critical hit. This ability can be used once for each attack on your turn, spending one style point for each attack. The style point must be spent before the attack is rolled.
Drop that
When you hit a creature with a ranged weapon attack, you can expend one style point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Flick of the wrist
You can expend one style point and use a bonus action on your turn to feint a flick of your wrist, choosing one creature within 15 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add 1d6 to the attack’s damage roll.
Hey, That's my trick!
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 style point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with your modifiers.
Kitchen sink
When you hit a creature with a weapon attack, you can expend one style point to hurl one of your weighted weapons attempting to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
No friend, like this!
When a creature misses you with a melee attack, you can use your reaction and expend one style point to make a melee weapon attack against the creature. If you hit, you add 1d6 to the attack’s damage roll.
Pins and needles
When you hit a creature with a ranged weapon attack, you can expend one style point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
please stand still
When you make a weapon attack roll against a creature, you can expend one style point to add 1d8 to the attack roll before or after the roll but before any effects are applied.
You got my attention.
As a bonus action and by expending one style point, you increase the damage of your ranged thrown weapon attacks by an additional 1d4 for light or finesse weapons, and + 1d6 for two-handed and heavy weapons.
This damage increases to 1d6 and 1d8 at 12th level, and 1d8 and 1d10 at 18th.
Brash display
At 7th level, you gain proficiency in the acrobatics and performance skills. If you are already proficient with either, your proficiency is doubled. In addition, you gain the Brash display ability.
Brash display. As an action, you attempt to back-flip off of a medium or large creature before you, landing one space farther back than you started. The creature must make a Dexterity saving throw or be knocked prone without getting an opportunity attack on you. On a success, they can make an opportunity attack at disadvantage.
Show off
At 10th level, You can use your action to make a ranged thrown weapon attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You gain a bonus +1 to your attack and damage rolls for each friendly creature that can see you within 30 feet.
You can use this feature a number of times equal to your charisma modifier (minimum of 1)
The show must go on
Starting at 15th level, when you roll initiative and have no style points remaining, you regain two style points.
Brutal throw
At 18th level, your ranged weapon attacks can critically hit on a 18-20.
Ranged weapon attacks with a weapon that has the two-handed or heavy property deal an additional 2d6 of the weapons damage type when thrown.
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