Fighter
Base Class: Fighter

The savant martial archetype chooses weapons to specialize in. This specialization comes in the form of "Levels of Study." The Savant gains levels of study as they gain fighter levels and as they spend levels of study on their chosen weapons they unlock new abilities.  

Levels of Study

Starting at 3rd level, and again at 7,10,15,and 18 you have expanded your expertise in the weapon you have chosen to specialize with, this is reflected by you gaining a level of study.  

When you gain a level of study, you immediately assign it to a weapon of your choice.

Fighter Level

Levels of Study

3

1

7

2

10

3

15

4

18

5

20

6

 


Weapon

Levels of Study

1

2

3

Battle Axe 

: 

When you make an attack against a target wielding a shield you get a +2 to your hit rolls 

Chop : 

While wielding this weapon two handed you get a bonus to hit and damage equal to your levels of study with this weapon

You can wield this weapon with two hands and still wield a shield. 

Flail 

Spinning strike : 

If you reduce an enemy to 0 hp with an attack on your turn you may immediately make an attack with disadvantage against another valid target, this attack can trigger this ability again. 

Whirling Strikes:

When you hit an enemy with this weapon on your turn you may move 5 feet, this movement can still incur opportunity attacks. 

Extended chain : 

This weapon gains the Reach 10 ft property

Glaive

Sweep : 

In place of the regular attack action on your turn you can instead make one attack with this weapon against each creature in reach. (This replaces the entire attack action not a single attack) 

: 

While wielding this weapon you may use your bonus action to jump 5ft for each level of study in this weapon, you cannot  use this feature if your speed is 0, this movement does not provoke opportunity attacks.

Extended reach : 

Add 5 ft to this weapons reach to a maximum of 15 ft 

This maximum does not apply to any racial features or other effects

Greataxe

: You may spend your bonus action when you take the attack action to add your levels of study in this weapon to the damage of any attacks taken with that action.

Cleave : 

When you reduce an enemy to 0 hitpoints with an attack you may use your bonus action to make an attack against another target adjacent to the first 

Beheading strike : 

When you hit a target with a critical attack and the target has current hitpoints less than 10 times your levels of study in this weapon, the target is slain. If the creature has more than that many hitpoints remaining you deal regular critical damage. 

Greatsword

Big Blade : 

Add 5ft to this weapons reach (to a maximum of 10) 

This maximum does not apply to any racial features or other effects.

Blade shield : 

You can use a bonus action on your turn to give yourself a bonus to your AC equal to your level of study in this weapon until the start of your next turn. 

Momentum : 

When you make an attack with this weapon you may move up to 5 feet 

Halberd

You may spend your bonus action when you hit with an attack to reduce the next attack roll the target makes by your levels of study in this weapon

You may make opportunity attacks against targets that move into or through your threat range. 

While wielding this weapon you get a +2 to your AC

Lance

Charging weapon : If you move at least 15 feet in a straight line before making an attack with this weapon you may deal bonus damage equal to your levels of study in this weapon.

Hit and Run : 

If you hit an enemy with this weapon they cannot make opportunity attacks against you for the rest of your turn. 

Plow through : 

When you hit an enemy with this weapon you can move through their space without penalty for the rest of this turn.

Longsword

Guard Stances : 

As a bonus action you can assume one of the following Guard positions and their effects, until the start of your next turn. 


High Guard : You get a bonus to damage equal to your levels of study in this weapon. 

 

Neutral Guard : You get a +1 to your AC 


Low Guard : You get a bonus to hit equal to your levels of study in this weapon 

Additional Stances : 

You gain access to the following Guard positions. 


Fools Guard : After a creature attacks you with a melee weapon you may use your reaction to make an attack with advantage. 


Long Guard : add 5 ft to the reach of this weapon, 




Stance flow : 

You no longer need to spend a bonus action to change stances, and may change guard positions as many times as you would like on your turn. 

Maul

When you hit a large or smaller target with this or if you roll  a critical hit against a creature of any size you may spend your bonus action to make them attempt strength saving throw with a DC equal to 12 + your levels of study in this weapon or be knocked prone

You treat any hit with this weapon against a prone target as a critical hit

When you get a critical hit against an enemy they must succeed on a DC 12  + your levels of study constitution saving throw or be stunned until the start of your next turn. 

Morningstar

Inspire fear : 

When you hit with this weapon you may use your bonus action to force the target to make a wisdom saving throw with a DC equal to 12 + your levels of study in this weapon, on a failed save they are frightened of you until the start of your next turn. 

Inspire Valor : 

When you hit an enemy with this weapon you may give one ally that can see you temporary hitpoints equal to your levels of study with this weapon. You may do this a number of times equal to your proficiency bonus after each long rest.

Inspire death : 

When you make an attack with this weapon against a target that is afraid of you, you get a bonus to attack and damage equal to your levels of study in this weapon. 

Pike

: 

Add 5 ft to this weapons reach to a maximum of 15 ft  

This maximum does not apply to any racial features or other effects

Intercept :
When you use a held attack action or take an attack of opportunity with this weapon you get a bonus to hit equal to your levels of study in this weapon.  

Run Through : 

When you make an attack with this weapon against a creature 10 feet away or further you may first make an attack against any creatures between you and your target, you may do this a number of times equal to your proficiency bonus after each long rest. 

Rapier

Riposte : 

When a melee attack misses you, you may use your reaction to make a single attack against that target (if possible) 

Defensive step : 

After you use the Riposte reaction you may move 5 feet without provoking opportunity attacks.

En garde : 

When you hit with an attack on your turn you can use your bonus action to push the target 5 feet,you then must move 5 feet closer to the target 

Scimitar

Distract : 

You may spend a bonus action on your turn to choose one enemy that you can see and that can see you. That enemy receives a penalty to hit equal to your level of study in this weapon for any attack that does not target you until your next turn.

Demoralize : 

When an enemy misses you with an attack on your turn you may use your reaction to mark them until the end of your next turn. Your first attack against a target marked in this is made with advantage. (You can mark the same target multiple times)

Dismantle : 

When attacking with this weapon and advantage you may add your levels of study in this weapon to the hit and damage of that attack.

Shortsword

Disarm : 

You can use a bonus action to attempt to disarm one target, they must succeed on a strength saving throw equal to 12 + your levels of study in this weapon, on a failed save it drops an object of your choice at the targets feet. 

Parry : 

You can use your reaction when targeted by a melee attack to increase your AC by 2 until the start of your next turn, this may make the attack miss. 

Bait and Switch : 

When you hit with this weapon on your turn you may use your bonus action to swap places with an ally within 5 ft. That Ally may use their reaction to make a single attack. 

Trident

Spectacle : 

When you hit with this weapon, instead of doing damage you can roll a DC12 performance check, on a success, until your next turn creatures that can see you must succeed on a DC12+your levels of study in this weapon or have disadvantage on any attacks targeting you 

Skewer - Arm : 

When you hit with this weapon, you may spend your bonus action to cause the target to make a constitution saving throw equal to DC 12+ your levels of study in this weapon, on a failure they have disadvantage on all weapon attacks until the start of your next turn

Skewer - Leg : When you hit with this weapon, you may spend your bonus action to cause the target to make a constitution saving throw equal to DC 12+ your levels of study in this weapon, on a failure their speed is 0 until the start of your next turn

War Pick

Piercer : If the target of your attack is wearing medium or heavy armor you get a bonus to hit equal to your levels of study in this weapon. 

Improvised hook : When you hit with this weapon on your turn you may force the target to make a strength saving throw equal to 12+ your levels of study in this weapon, on failure you can move the target up to 5ft, they must end this move adjacent to you. 

Stuck : 

When you hit with this weapon on your turn you may use your bonus action to grapple the target (using this weapon) as a free action. If you make any future attacks with this weapon the grapple is broken.

Warhammer

Shatter :  

When you hit with an attack on your turn and surpass the enemies AC by at least 5 or when you roll a critical hit you can use your bonus action to destroy 1 non magical weapon being wielded by the target. This effect replaces any damage the attack would otherwise do

Throwing hammer : Warhammers you wield gain the thrown property and a range of 20/40 

Stun : 

When you hit an enemy with a critical hit they must succeed on a constitution saving throw equal to 12 + your levels of study in this weapon or become stunned until the end of their next turn. 

Whip

Whipcrack : 

A creature hit by this attack must succeed on a DC 12 + your levels of study in this weapon constitution saving throw or be deafened until the start of your next turn. 


Also this weapons reach is increased to 15 feet.  

This maximum does not apply to any racial features or other effects 

Punish : 

You may use your bonus action to elect one target as your punish target. 

Once per turn when you hit your punish target with an attack you may deal extra damage equal to your levels of study in this weapon.

Lashes : 

If all of your attacks on a turn  target your punish target you may take the attack action again as a bonus action, except you can only target your punish target. 

Blowgun

. distraction : 

When you hit an enemy with this weapon they have disadvantage on their next attack

Distraction : 

When you hit an enemy with this weapon, the next attack that targets that enemy gets advantage 

Improved : When you make an attack with this weapon you may take the hide action as a bonus action

Hand Crossbow 

Quick shot : 

You can ignore the loading property of Hand Crossbows

Dual wield : 

If you wield two hand crossbows you can make an additional attack with a hand crossbow as a bonus action on your turn. 

Covering fire : 

When you hold the attack action you can make as many attacks as you could normally make on your turn instead of 1. 

Heavy Crossbow

Impactful : 

When you hit a creature with an attack from this weapon its movement speed is reduced by 5 feet for each level of study you have in this weapon  until the end of its next turn 

Point blank : 

If you hit with an attack with this weapon against a creature within 5 feet the target must make a strength saving throw equal to 12 + your levels of study in this weapon or be pushed 5 feet away from you. 

Weapon Platform : If you don't move on your turn you may make an additional attack with this weapon as a bonus action

Longbow

Combat Shooting : 

You don’t have disadvantage for making ranged attacks while within 5 feet of  an enemy.

Double Shot :

When you take the attack action you may use your bonus action to make one additional attack against the same creature or a creature adjacent to your original target. 

Quickfire :
When you hold your action or take an attack of opportunity you may make two attacks instead of one.

Net

    : 

When you hit a creature with this weapon they take 1 + your proficiency modifier damage and must make a strength saving throw of DC 12+ your levels of study in this weapon or be knocked prone

Proficient Tangler  : 

When you hit a medium or smaller creature with this weapon you may elect one additional medium or smaller creature that is adjacent to the target to also be restrained by the Nets ability. 

Follow through : 

After hitting a creature with the net you may make one additional attack on your turn as a bonus action. 

Dagger

: 


When you make an attack against a creature you may use your bonus action to make a sleight of hand check to steal one item being worn or carried (DC set at DMs discretion) 



: 


While grappling a target you may choose to take the attack action with disadvantage, if you hit with this attack it is considered a critical hit and you deal bonus damage equal to your levels of study in this weapon.

: 

When a creature you are grappling breaks the grapple you may use your reaction to make an attack of opportunity against that creature. You get a bonus to hit with this attack equal to your levels of study in this weapon. 

Quarterstaff

Sweep : 

You can use a bonus action on your turn to make one attack with this weapon, on a hit instead of doing damage the target is knocked prone

Defensive weapon : 

You can use a bonus action on your turn to reduce the attack rolls of any melee attacks originating from adjacent targets by your levels of study in this weapon. 

Deflection : 

You can use your reaction to impose disadvantage on all ranged weapon attacks that target you until your next turn

Battle Axe

Battle Axe

Blowgun

Blowgun

Dagger

Dagger

Flail

Flail

Glaive

Glaive

Greataxe

Greataxe

Greatsword

Greatsword

Halberd

Halberd

Hand Crossbow

Hand Crossbow

Heavy Crossbow

Heavy Crossbow

Lance

Lance

Longbow

Longbow

Longsword

Longsword

Maul

Maul

Morningstar

Morningstar

Net

Net

Pike

Pike

Quarterstaff

Quarterstaff

Rapier

Rapier

Scimitar

Scimitar

Shortsword

Shortsword

Trident

Trident

War Pick

War Pick

Warhammer

Warhammer

Whip

Whip

A Study in pain

At this level, you have spent enough time specializing to make your weapons harm even the most well protected foes. 

Weapons with at least one level of study are considered magical for the purposes of overcoming resistance and immunity. 

Expert Strikes

Through hours of practice you have learned how to make the weapon move like an extension of yourself, helping to guarantee you hit your target.

You may add your levels of study in a weapon to any attack rolls made with that weapon. 

Cross Training

As you widen your field of study you begin to use the principles you learned from one weapon to another, further widening your skillset and using weapons in unorthodox ways. 

 

Universal Knowledge

You have studied enough to understand the basic principles of all weaponry. You can pick up a weapon you have not trained with and immediately understand the most efficient way to use it. 

You may treat all weapons as if they had 1 level of study. (These are not in addition to any you may have assigned) 

Previous Versions

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