Fighter
Base Class: Fighter

Road Warriors. Street Duelists. Urban Rangers. Metro Knights.

A Hwattiero (sometimes referred to by common folk as a Hwato) is a mercenary exceptionally skilled with melee weapons (typically a sword). Hwattiero is the Talhaen word for 'contractor' and is the name of their mercenary army, though recently has been used to describe individuals skilled with melee weapons- specifically longswords.

Hwattieros use a combination of martial techniques and stances to adapt to the ever-changing battlefield. To a Hwattiero, battle is as much as a mental contest than a physical one.

Martial Techniques

Beginning when you choose this archetype at 3rd level, you learn a series of special abilities called martial techniques. These techniques can only be used when you are wielding a melee weapon.

Saving Throws. Some of your martial skills require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Martial Skill save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Charge: As an action you can move up to 10ft and make one melee weapon attack against a creature within range. On a hit, it is considered to be a Critical Hit.

Disarm: When you hit a creature with a melee weapon attack, you can use a bonus action to attempt to disarm the target, forcing them to drop one item of your choice that they are holding. The target must make a Strength saving throw. On a failed save, they drop the chosen object. The object lands at their feet. You can use a Reaction to grab the disarmed object if you have a free hand.

Deflect: When a creature misses you with a ranged weapon attack, or if a creature's ranged weapon attack meets your armor class, you can use your reaction to deflect the attack back to the attacking creature. You make this attack with proficiency, and the attack deals 2d12 piercing damage.

Grapple: When you hit a creature with a melee weapon attack, you can use a bonus action to attempt to [action]shove[/shove] or grapple the creature.

Parry: When another creature makes a melee or ranged weapon attack against you, you can use your reaction to roll 1d4 and add the number rolled to your armor class.

Riposte: When another creature makes a melee weapon attack against you, and misses, you can use your reaction to make an attack roll against the target.

Sunder: When you hit a creature with a melee weapon attack, you can use a bonus action to reduce their armor class by 1d4 until the start of your next turn.

Throw: You can make a ranged weapon attack with a weapon that has the [property]thrown[/property]

Trip: When you hit a creature with a melee weapon attack, you can use a bonus action to attempt to knock the target prone. The target must make a Strength saving throw. On a failed save, they are knocked prone.

Stance

Starting at 7th level, you learn a number of combat stances that you can choose to take at the start of your turn (no action required by you). You cannot change or end your stance until the start of your next turn. You learn the following stances:

Aggressive: You gain one additional action but are unable to take reactions.

Defensive: Your armor class increases by 1. You are unable to gain the benefits of a Critical Hit.

Precision: Your melee weapon attack rolls are made with advantage. Attack rolls made against you have advantage.

Reactive: You gain 1 reaction but are unable to take bonus actions.

Cipherknight

At 10th level,  you gain one additional attunement slot. You also gain one additional reaction.

Martial Expertise

Starting at 15th level, you gain expertise with three martial or simple weapons of your choice.

Martial Master

At 18th level, your aptitude with melee weapons is without parallel. Melee weapon attack rolls of 9 or lower (include natural 1's) are treated as a 10.

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