Fighter
Base Class: Fighter

Short Description

Weapons Genius

When you choose this archetype at 3rd level, you gain mastery over all types of weaponry and knowledge of advanced combat. Your ability to wield weapons is so great that you can use any item as a weapon. You can use any improvised weapon as if you were perfect with it and it was a normal weapon. As such, when you pick up and wield an improvised weapon, It becomes a d8 weapon if it is one-handed, or a d12 weapon if it is two-handed. You are proficient in all improvised weapons. You are also proficient in all weapons that are not improvised. You can use improvised weapons as if they are ranged weapons by throwing them, and you are still proficient in it. Also, all one-handed weapons you wield have Finesse even if they don't normally. Lastly, Your physical prowess also is so advanced you can use it in exchange for agility. When you roll initiative, you can use your strength instead of your dexterity bonus.

When you reach  7th Level, your improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Combat Skills

Starting at 3rd level, You gain the ability to use the following advanced combat skills that are fueled by skill points.

Skill Points. When you choose this Archetype you must choose whether your skill points are equal to your strength modifier or dexterity modifier, this cannot be changed. Your total skill points are equal to your chosen modifier (minimum 1). You regain all of your expended skill points when you finish a short or long rest.

Combat Skills. Combat skills will use 1 skill point to use unless stated otherwise. You can use more than one skill for a single attack so long as you have the required skill points, and you can use them multiple times per turn. You learn the following 3 Skills at level 3:

1. Counter Strike. When an enemy creature makes a weapon attack against you. You can use your reaction to make a counter strike against the target, after they rolled their attack role. You can make an attack role vs the target's attack role with an additional bonus equal to your strength or dexterity modifier (Your Choice). If your attack role is higher, the creatures attack is parried and is negated. If the attack made against you was a melee weapon attack, you can then use the attack role you made as an attack against the creature. If the attack succeeds, the creature must make a Strength saving throw vs your Skill save DC. If they fail, they are stunned for the rest of their turn.

2. Empowered Strike. When you make an attack role against a target creature, before you can make the attack roll you can declare an empowered strike. Your attack has advantage, and if the attack roll succeeds you can roll an additional damage dice from your weapon. A creature of large height, or smaller, must make a strength saving throw vs your skill save dc. On a failure the creature is knocked prone.

3. Leaping Strike. You can choose for your next attack to be a massive leap of faith at a target creature. The next attack you make has a bonus on the attack roll equal to your strength or dexterity modifier (Your choice) and you can leap up to your maximum movement in distance to the target. Creatures cannot make attacks of opportunity against this movement, and you can use this up to the maximum distance even if you have expended your movement.

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

Presence of the Master

Starting at 7th level, your presence as a master gives you an advantageous position in and outside of combat. If your attacks have disadvantage due to a source other than yourself, they don't have disadvantage unless more than 1 form of disadvantage is being applied to you. You also have advantage on your attack rolls if you are in a 1v1 against a humanoid.

Whenever you make any Charisma check, you gain a bonus to the check equal to your Strength or Dexterity modifier.

Improved Skills

Starting at 7th level, you gain the parry reaction and an additional Weapon Skill to use.

Parry. Whenever a creature makes a weapon attack against you, you can choose to use your reaction to make an attack roll vs the weapon attack against you. If your roll is higher than the enemy creature's, you parry the attack with your weapon and it is negated. Must be wielding a weapon.

Additional Weapon Skill:

4. Rapid Assault. By expending a skill point, you can make 2 additional weapon attacks this turn.You cannot use weapon skills on these attacks. Your movement speed is also increased by 50% until the end of your turn.

Unending Skill

Starting at 10th Level, when you roll initiative, you regain one expended skill point. You gain an additional extra attack on your turns.

Improved Skills 2

Starting at 10th Level, you gain an additional weapon skill you can use.

5. Critical Strike. By Expending 2 skill points instead of 1, this attack is a critical strike if the attack succeeds.

6. Colossus Smash. Your next weapon attack gains double proficiency bonus on its attack roll. If the attack succeeds, it breaks shields if the creature is equipped with one. The target creature must make a Constitution saving throw vs your Skill save DC, if it fails the creature's AC is reduced by 2 for one hour.

Grandmaster's Might

Starting at 15th Level, you become a Grandmaster at combat. You gain resistance to damage from non-magical weapons.

Once per round of combat, if you succeed a saving throw against a spell that deals damage. You can choose to ignore the rest of the damage from the spell.

Every 3rd attack against the same creature has advantage and deals an additional weapon dice of damage if it hits.

Art of the Grandmaster

Starting at 18th level you become an untouchable combat master and your name is widely recognized. You no longer expend your reaction when using any fighter class feature or UWM class feature.

If a humanoid starts combat as an enemy to you, they cannot take any actions against you on their first turn. If you successfully hit an attack roll against a humanoid target that is below 30 health, your next attack can immediately drop them to 0 health and knock them unconscious.

If a target monster (non-humanoid) has an AC of above 16, your attacks can hit them as if their AC was 16.

 

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