Fighter
Base Class: Fighter

Master techniques for sword users. The product of martial training and experience, an extensive subject with many different takes on it means that no two master swordsmen use the exact same technique or philosophies, this leads to having various different schools and approaches to swordsmanship. A master in the techniques of the sword moves their weapon at the exact right speed, not simply striking faster than their opponent but striking in the way that perfectly defeats their opponent. There are no wasted movements, everything is done with a purpose in order to claim victory. Accuracy, speed, strength, intelligence, agility; these are all weapons for a Sword Master.

Master Techniques

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called superiority dice.

Techniques. You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack.

You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

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

Sharp Mind, Sharp Sword

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Intense Focus

When in combat, your senses are all focused making you alert to anything that may enter your area of engagement. This focused state improves your reflexes, allowing you to react to any potential threats. You have advantage on all DEX saving throws in combat while this state lasts (only after rolling initiative, not in a surprise round). Roll 2d4 at the beginning of combat to determine the duration of this state.

Techniques

The techniques are presented in alphabetical order.

Advantageous Surroundings

You can expend one superiority die on a bonus action to use part of the terrain around you to distract/disorient a single target (scoop dirt/sand at your enemy, whip branches etc.).

Your target must make a Dexterity saving throw. On a successful save, the creature is unaffected. On a failed save, the creature is Reeling.

Reeling: Creature has -2 AC while the effect lasts, any attacks against this creature have advantage if it has attacked this turn. Disadvantage on Dexterity & Strength saving throws while affected. Make Dexterity saving throws at the end of every turn to determine whether it continues. The condition ends on a successful save, after 2 turns or if the creature uses an action to dispel the effects.

Alert Defender

Enemies never have advantage when attacking you, unless they attack from directly behind/out of your line of sight.

Baited Defense

You can expend one superiority die to create an opening in your defensive stance in order to bait an enemy in melee range to attack. As your target lunges for their attack, you strike at the heart of their defence.

Make a normal attack roll, however, you may add the superiority die to damage on the attack. Additionally, on a 10 or above you hit the target for a critical hit and on a natural 20 you hit for a 3x critical hit (instead of doubling the damage rolls/rolling twice, triple the damage rolls/roll three times). The target makes a Wisdom saving throw. On a successful save, their attack still hits you. On a failed save, their attack misses you.

Any time you use this technique on a creature after the first time, they have advantage on making their Wisdom saving throw. If they pass their saving throw at any point, the technique will not work on them afterwards.

You cannot use this technique in consecutive rounds.

Bending Willow

Any time you are attacked (melee) and the attack misses you, you get advantage on all attacks you make, against the creature that missed, in your next turn.

Centered Stance

With the excellent command you have over your body, you have a very centered stance. This makes it harder for attackers to hit you, allowing for an increase in your Armour Class.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Glancing Blow

If an enemy rolls a natural 20, you make a DEX saving throw. on a successful save, they must roll a d20 again. If the roll is even it remains a crit and if odd, the attack no longer crits.

Lay Of The Land

You can expend one superiority die to use the terrain around you to move in a way that makes it difficult to attack you. Any attacks against you have disadvantage until the start of your next turn.

Lightning Reflexes

You can expend one superiority die to deflect 1d4 missiles (from ranged attacks that hit you) per turn for 2 rounds. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Martial Supremacy

Due to your martial study and training, you understand the weaknesses of non-martial/simple melee weapons. Because of this, when fighting an enemy who uses one or multiple non-martial/simple melee weapons, you have advantage on attack rolls against the wielder.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Patient Attack

You strike at precisely the correct speed and have no need to rush your attacks. You can expend one superiority die to only make 1 melee attack this turn and in return, you gain +1 ac until next the start of your next turn and the chance to make one additional melee attack next turn.

You cannot use this again for 3 rounds.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and 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.

Redirecting Counter

Countless hours spent honing your abilities through sparring allowed you the technique to not only turn away an opponent's weapon but to also use it to your advantage when fighting multiple enemies. This technique allows you to use your attacker against their allies.

If a melee attack misses you OR you parry an attack, you can expend one superiority die to redirect the blow into another creature adjacent to you. Roll the superiority die to determine the damage of the blow.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Scabbard Defence

A scabbard isn't simply an item for storing a weapon, it can be used strategically in a fight. Fights can be decided by the smallest of margins, like deflecting a blade heading for a vital organ into a less significant area.

You can decide to have an attack equal to your AC rerolled (if the number rolled is higher than the original roll then take the first roll). No Cooldown.

When there is a critical hit against you, you can expend one superiority die to have the attacker roll again (with attack bonuses), however, any roll above a 13 will still crit and anything lower is reverted to a normal hit. You must take a short rest before using this skill again.

Strike First

You can attack straight from unsheathing your weapon in one fluid motion allowing you to strike first in any situation.

Reaction: If a creature attacks you before you have drawn your sword you may expend one superiority die to attack before the creature (their attack still occurs), add the superiority die to the attack roll.

Bonus Action: If you haven't drawn your sword you may expend one superiority die to attack as a bonus action, add the superiority die to the attack roll.

Superior Footwork

Swordplay is not limited to swinging a blade, your superior footwork allows you to move an opponent by advancing/retreating/circling them.

You may expend one superiority die to move up to half your movement and have a single creature move when you enter their 5ft area. For example, if you move 5ft towards them (while adjacent to them) they will move 5ft in the same direction. However, if you move in the squares adjacent to them they will simply stay in the same place.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Uneven Footing

Changing the pace of your movements and defying the expectations of your opponent can lead to the upper hand in a duel. By making your opponent believe you are moving in one direction with a feint, then moving another can be used to unbalance your opponent, giving you an advantage to exploit during combat.

You may spend one superiority die to make a single target do a Dexterity saving throw. On a successful save, the creature is unaffected. On a failed save, the creature is Reeling.

Reeling: Creature has -2 AC while the effect lasts, any attacks against this creature have advantage if it has attacked this turn. Disadvantage on Dexterity & Strength saving throws while affected. Make Dexterity saving throws at the end of every turn to determine whether it continues. The condition ends on a successful save, after 2 turns or if the creature uses an action to dispel the effects.

Keen Observer

Starting at 7th level, If you spend time equating to at least 1 minute observing or interacting with another creature in or out of combat (30 seconds + 5 rounds would qualify) you begin to understand its habits, gaining an additional 1d4 to any attack roll made against it. Additionally, you intuitively know its ability scores relative to your own.

You may ask the DM about one of the creature's following ability scores relative to your own. The DM may also decide whether you observed it enough to understand certain abilities (e.g. observing a creature climb a tree would give you an understanding of its physical abilities but not necessarily its mental faculties etc.) and can only reply 'Superior', 'Equal' or 'Inferior'.

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Improved Technique Mastery

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Perserverence

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Improved Technique Mastery

At 18th level, your superiority dice turn into d12s.