Base Class: Fighter
While many Fighters would only give preference to a few weapons of choice during a fight, a Man-at-Arms may wield an entire arsenal on its person, seamlessly alternating between them for each blow struck. Whether as a warmongering soldier or an honorable duelist, a Man-at-Arms is often found on a journey to broaden their collection of arms, selected from the most valiant opponents or acquired from the most accomplished blacksmiths.
Level 3: All-Arms Mastery
Your exceptional affinity with a wide array of weapons allows you to use the mastery properties of one additional kind of Simple or Martial weapon of your choice.
You also count as one size larger when determining your carrying capacity.
Upon reaching 12th level in this class, you gain the mastery properties of another kind of Simple or Martial weapon of your choice.
Level 3: Dance of a Thousand Blades
You gain the following benefits.
Smooth Draw. You can draw or stow any number of weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Featherlight Grip. Melee weapons who lack the Two-Handed property gain the Light property when you wield them.
Level 7: Opportunistic Strike
Once per round, while a creature is being reduced to 0 Hit Points within 5 feet of you, you can take a Reaction to immediately retrieve any Melee weapon it was wielding or carrying and make a Melee weapon attack with that weapon against a creature within range. The weapon's damage changes accordingly to its name, following the Weapons table.
Additionally, Melee weapons who lack the Thrown property gain the Thrown property when you wield them (Range 20/60).
Level 10: Critical Flurry
During your turn, you can increase your chance of dealing a Critical Hit by 1 for each successful hit against a creature with a different kind of Melee weapon from the precedent. For example, if you hit a creature with three different kinds of Melee weapons for each attack on your turn, your third attack will score a Critical Hit on a roll of 18 or 20 on the d20. This increase resets upon scoring a Critical Hit or when you end your turn.
Level 15: Befuddling Combo
Once per turn, if you hit a creature with three different types of Damage for each attack taken as part of the Attack action, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature can do only one of the following on its next turn: move or take an action or a Bonus Action.
Level 18: All-Arms Champion
You gain the following benefits.
Absolute Mastery. You can use the mastery properties of all kinds of Simple or Martial weapons.
Lethal Crescendo. Every time you hit a creature with a Melee weapon during your turn, each consecutive strike with a different Melee weapon deals an additional 2 damage of the weapon's type. This Damage is multiplied by the number of successful consecutive attacks performed with each kind of weapon; for example, if you hit a creature four times with a different weapon for each attack, the fourth attack will deal 6 additional damage. This damage increase resets at the end of each turn.
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