Fighter
Base Class: Fighter

The Sorpresa Warrior is disciplined, quick, and precise in combat. They may follow a strict code of honor and value agility over brute strength. Their training could be rooted in a monastic tradition, an ancient martial arts school, or a secretive order that hones their skills in the art of Arnis. Whether fighting to protect others, seeking personal enlightenment, or pursuing justice, the Sorpresa Warrior brings a unique and elegant fighting style to the battlefield.

Arnis Technique

Beginning when you choose this archetype at 3rd level, you can use your bonus action after attacking or your reaction after being attacked to attempt to disarm your target. The target you are disarming must make a strength saving throw and on a failed save they drop their weapon. The save DC is equal to 10 + your DEX Modifier. If you are unarmed or spend an action, you may pick up the weapon if you are proficient with it. (You cannot spend an action outside of your turn)

Opportunistic Mind

You gain advantage on attack rolls against unarmed enemies.

Crushing Disarm

Starting at 7th level, when you disarm an enemy you may apply focused force to your choice of the weapon or hand targeted. If the hand is chosen, you may make an unarmed attack and if it hits the enemy must make a Dexterity saving throw. The save DC is equal to 10 + your STR Modifier. On a failed save you sprain their hand, giving them disadvantage on attack rolls for [roll]1d4[/roll] rounds and knocking them prone. If the weapon is chosen then roll damage with your current weapon against theirs. If max damaged is rolled break their weapon unless it is magical. This feature can be used once per short rest.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Whirlwind Strike

Starting at 15th level, Three times per long rest as part of a successful attack action you can hit all enemies within 5 feet of you. This attack deals the same damage to all enemies hit before resistances. If Arnis Technique is used following this attack, you can attempt to disarm all enemies hit by the attack. You must be using more than one weapon to use this feature.

Minokawa's Disciple

At 18th level, double your movement speed and slashing damage dealt while using more than one weapon. You may also move through enemies' spaces as part of a successful attack roll, this does not cost movement speed.

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