Fighter
Base Class: Fighter

Swordmasters are experts of balancing offense and defense using complex footwork. They are able to use swords as an extension of their body, allowing for advanced defense and striking when the enemy presents a vulnerability.

Level 3: Deft Swordfighting

Both longswords and greatswords count as finesse weapons for you. A longsword's damage die is 1d12 for you while wielded with 2 hands, instead of 1d10.

Level 3: Precise Attacks

The first time you roll a 1 on an attack roll on your turn, you can reroll the attack.
You can also choose to deal piercing damage instead of slashing damage with longswords or greatswords. This change also applies to replacing magical slashing with magical piercing damage for magical longswords or greatswords.

Level 7: Defensive Footwork

You may move without provoking any opportunity attacks (such as through the disengage action) until you make your last attack with an attack action. This effect applies for the entire turn if you don't make any attacks.
Also, while wearing light or medium armor and not holding a shield, you gain a +1 to your AC.

Advanced Footwork

You may perform one of the following as a bonus action on each of your turns:

Defensive Posture:
Gain +1 AC until the beginning of your next turn if you are wielding a finesse weapon or holding a shield. You may also use your reaction to impose disadvantage to one attack against you or give yourself advantage on one saving throw using Dexterity. This effect is applied before the roll and lasts until your next turn.

Offensive Posture
You may make opportunity attacks without using your reaction until the beginning of your next turn. After making an opportunity attack, you may move up to 5 ft without provoking opportunity attacks from other creatures. You also have -2 AC for this duration.

Small Dash
Your movement this turn increases by 1.5x (rounded down). You may also ignore difficult terrain this turn. If your movement speed is 0, you may instead gain 10 ft of movement.

Level 10: Sweeping Attacks

You may damage multiple targets with a single attack. When making an attack when there are 2 or more creatures in your melee range, you can choose to target all creatures in one attack that must deal slashing damage. Every targeted creature with AC lower than your attack roll takes half your attack's damage.

Greater Action Surge

When you use your Action Surge, you may also take one additional bonus action on your turn. In addition, your movement speed increases by 10 ft.

Level 15: More Advanced Footwork

You gain additional abilities to perform as a bonus action on each of your turns:

Quick Attack
You may make an additional attack using Dexterity with a weapon that has the light or finesse property. This attack doesn't add any modifier to its damage roll.

Lunge Attacks
The range of half of your melee attacks this turn (rounded up) using a one-handed finesse weapon increase by 5 ft. These higher range attacks must deal piercing damage.

Greater Critical Hit
The first time you roll an 18-20 on an attack roll this turn (after using this bonus action) is a critical hit. You may also add your Strength or Dexterity modifier twice to the damage of each critical hit you make this turn.

Level 18: Master Footwork

You may use up to 2 bonus actions each turn.
You may also expend both uses of your Action Surge at once to take 3 actions in one turn. When using both Action Surges like this, your Greater Action Surge feature is only triggered once, granting you 1 additional bonus action.

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