Fighter
Base Class: Fighter

Fighters who have mastered the blade, take their mastery to new heights. Through rigorous training and execution can one take their mastery and increase it 2 fold. Multiblade Experts are swift with their swings, precise with their strikes and yield overwhelming control of the blade allowing for fast, strong and deliberate multi attacks.

Level 3: The Art of the Blade

The blade of a warrior tells a story and that story is told in how they fight, when they strike.

When you take the Attack Action while wielding a weapon with the Light, Finesse or Versatile properties in each hand, deal bonus damage equal to 1d4 + your Proficiency Bonus when you make a melee weapon attack as long as the weapon lacks the 2 handed property while dual wielding. This bonus damage increases to at levels 5(1d6), 9(1d8), 13(1d10), and 17(1d12).

 Additionally, while dual wielding, gain a +1 to hit with your melee weapon attacks. This hit bonus increases at levels 5(+2), 11(+3), and 17(+4).

Level 3: Dual Blade Maneuvers

Your finesse with dual wielding and studying the art of Multiblade fighting style grants you access to a plethora of combat techniques to deliver devastating combos.

You have a number of Dual Maneuver Points equal to Twice Your Proficiency Bonus.

At the start of each turn, you regain points equal to Half Your Proficiency rounded down. You regain a number of points equal to Your Proficiency upon finishing a Short Rest, all expended points upon finishing a Long Rest.

Additionally, you can use the points to perform various maneuvers combos in combat. Each combo cost varies from combo to combo.

The DC Save for your maneuvers are 8 + your Proficiency Bonus + your Strength or Dexterity Modifier.

Level 7: The Art of Precision

While wielding a weapon in each hand, when you take the attack action to make a melee weapon attack and miss, you can immediately make a follow up attack with your off-hand to make a melee weapon attack against the same target once per turn.

You can do this a number of times equal to your Proficiency Bonus and regain all uses upon finishing a Long Rest. 

Whether or not the attack hits or misses, one use is expended.

 

Level 10: Relentless Bladework

When you take the Attack action to make a melee weapon attack, you gain 1 stack of Relentless until the start of your next turn(maximum 3 stacks).

While your have stacks of Relentless, when you take the attack action to make a melee weapon attack or replace and attack with a maneuver you can alter the flow of your blades with one of the following effects:

Relentless Offense: Gain a +1 bonus to hit per stack of Relentless you have.

Relentless Defense: Gain Temp HP equal to 5 times the number of Relentless Stacks you have until the start of your next turn.

Relentless Movement: Gain 5ft of movement for every stack of Relentless you have. You can only take this maneuver once per turn.

 

Level 15: Enhanced Reflexes

Learning the ways of the Multiblade enhances one’s reflexes and senses. The world slows down around you in your mind, giving you time to execute with precision and clarity of understanding the battlefield.

When a creature moves within your reach you can make an Attack of Opportunity against them. Making an Attack of Opportunity action does not grant you an off-hand melee weapon attack.

Gain proficiency in Dexterity Saving Throws, if you already have proficiency gain expertise instead.

Additionally, you have advantage on Wisdom(perception) and Wisdom(insight) checks while in combat.

 

Enhanced Reflexes- Expertise

Gain proficiency in Dexterity Saving Throws, if you already have proficiency gain expertise instead.

Enhanced Reflexes- Proficiency

Gain proficiency in Dexterity Saving Throws, if you already have proficiency gain expertise instead.

Level 18: Steel Sharpens Steel

Slow your breaths and clear your mind. Every strike you make is fierce, deliberate and maneuvered with extreme levels of precision, allowing you to perform the deadliest of strikes with minimal effort.


As an action you can enter a trance of extreme execution for 1 minute, requiring concentration (DC 18). While in this trance, each melee weapon attack deals one additional damage die of the weapons base damage. 

Alternatively you can use your reaction to enter the trance.

You don't consume your reaction when it is used on the maneuver Cross Guard Counterattack. Additionally, your maneuvers cost 1 less point to use down to a minimum of 1.

You can only enter this trance once per Long Rest.

 

Dual Maneuver Options:

Twin Slash (1+ points)

When you take the Attack Action to make a melee weapon attack, you can expend one or more points to forgo one of your main-hand melee weapon attacks to perform a twin horizontal sweeping cut.

For each expended point the target takes 2d6, + your Strength Modifier + your Dexterity Modifier slashing damage. If the target has the Bleeding condition, they take an extra 1d6 slashing damage up to a maximum of 3 points.

 

Skyward Arc (3 points)

When you take the Attack Action to make a main-hand melee weapon attack, you can expend 3 points to forgo one main-hand melee weapon attack, to perform a spiraling upward strike in a 5ft wide 10ft vertical cube in front of you.

For each enemy hit, deal 3d8 + your Strength Modifier and Dexterity Modifier slashing damage. If an enemy hit by this maneuver was flying by nonmagical means that target must succeed a Dexterity Saving Throw or be inflicted the Grounded condition for 2 turns.

If a creature hit by Skyward Arc can't fly and is on the ground and is the same size or smaller than you, they must make a Dexterity Saving Throw, on a failure they are knocked up 15ft into the air.

Grounded- unable to fly or hover.

Cross Cut (2 points)

When you take the Attack Action to make a main-hand melee weapon attack, you can expend 2 points to forgo one main-hand melee weapon attack to perform a downward X pattern cut as you strike your enemies.

Enemies hit by this maneuver take 4d6 + your Strength Modifier and Dexterity Modifier, targets hit by this maneuver must then make a Constitution Saving Throw or gain the Bleeding condition. The target repeats this save on the beginning of each of its turns.

Bleeding- Take 1d4 slashing damage at the start of your turn. While Bleeding targets have disadvantage on Constitution Saving Throws.

Piercing Strike (2 points)

You can expend 2 points to take the Attack Action, expend 15ft of movement to lunge 15ft, in a straight line, at the target performing a lunging strike and dealing 2d12 + your Strength Modifier and Dexterity Modifier piercing damage. This maneuver ignores Half-Cover.

If you move at least 15ft before you can instead perform Twin Piercing Strike, dealing 3d12 + your Strength Modifier and Dexterity Modifier piercing damage or Charging X Slash, dealing 3d12 + your Strength Modifier and Dexterity Modifier slashing damage.

Dual Parry (4 points)

As a Bonus Action you expend 4 points to take both your weapons to parry an incoming melee weapon attack or ranged weapon attack. Roll to hit with both weapons and replace your AC with one of the weapon rolls, potentially causing the attack to miss.

Cross Guard Counterattack (2+ points)

As a Reaction, when you are about to be hit but before damage is dealt, you can 32points to cross your blades over one another to reduce the damage you take by 1d8 + your Proficiency Modifier + your Strength or Dexterity Modifier.

Additionally, if the attack was a melee attack you can retaliate by expending 1 additional point to strike downwards performing a weakened Cross Cut maneuver dealing 2d6 instead of 4d6.

Horizontal Square (2 points)

When you take the Attack Action to make a main-hand melee weapon attack, you can expend 2 points to forgo two main-hand melee weapon attacks to perform an AOE sweep in a square like pattern dealing 3d12 + your Strength Modifier and Dexterity Modifier slashing damage in a Emanation circle, equal to your weapons reach, centering from you. If a target HP is reduced to 0 from this attack, regain 1 maneuver point.

Stance Breaker (2 points)

When you take the Attack Action to make a main-hand melee weapon attack, you can expend 2 points to perform a powerful overhead slash to shatter the defenses of your enemies.

Enemies hit by this maneuver take 2d8 + your Strength Modifier and Dexterity Modifier slashing damage. 

Enemies hit with this maneuver gain the Broken Stance condition for 2 turns.

Enemies who are hit by Stance Breaker who have the Broken Stance condition already must succeed a Constitution Saving Throw or have the Incapacitated condition for 1 turn. The target repeats this save at the start of its turn.

Enemies who are hit by Stance Breaker who have the Incapacitated and Broken Stance condition already must succeed a Constitution Saving Throw or additionally gain the Helpless condition until the start of their turn.

Broken Stance- Disadvantage on Dexterity Saves and -2 AC.

Helpless
- Any attack that hits you is a Critical Hit. 

Brawl Tactics (2+ points)

When you take the Attack Action to make a main-hand melee weapon attack, you can expend 2+ points to forgo one or more main-hand melee weapon attack, for every 2 points expended you can, strike with the pommel of your weapon, perform the Shove Action or take the Ready Action. (Your choice)

Enemies struck by the pommel of your weapon take 2d12 + your Strength and Dexterity Modifier bludgeoning damage.

Executioner’s Finish (4+ points)

When you take the Attack Action to make a main-hand melee weapon attack, you can expend 4+ points to forgo all your remaining main-hand melee weapon attacks to charge up a powerful blow striking an enemy's vital point.

This attack deals 1d8 slashing damage for every point expended + your Strength Modifier and your Dexterity Modifier. This damage ignores resistances. If the target is Bleeding, it takes an additional 1d8 per point expended.

Alternatively, if you have take this maneuver at the start of your turn you can perform Honed Executioner’s Finish causing the attack to deal 1d12 slashing damage for every point expended + your Strength Modifier and your Dexterity Modifier. This damage ignores resistances. If the target is Bleeding, it takes an additional 1d12 per point expended.  Additionally, if the target is in execution range you can make a Perception Check DC 16 to impose a -2 penalty on the creature’s Constitution Saving Throw against being executed by this maneuver.

After resolving this attack, your turn immediately ends

Execute. if the target is at or below 20% of its maximum hit points it makes a Constitution Saving Throw. On a failure, the target is executed and dies, and you regain 2 points. Executioner’s Finish does not use your Dual Maneuvers DC, instead the DC of Executioner’s Finish scales according to the remaining HP left of the target and its CR rating; DC equals 20 - (CR/4) - enemy Constitution Modifier + ((20 - Remaining HP Percentage)/).

The DC Save for the execution Execute using the monsters remaining hp left ranges between a minimum of a DC 1, with the highest hp%, Con and CR up to a maximum of a DC 27 with the lowest hp%, Con and CR. Otherwise a weaker, simpler option is available to be substituted at the discretion of the DM.

Optional Rule (DM Discretion): The execute threshold is reduced to 15% HP, and the DC scales solely off the enemy’s CR rating as listed below:

CR 1-4: DC 18

CR 5-10: DC 16

CR 11-16: DC 14

CR 17+: DC 12

 

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