Base Class: Monk
Those who emulate the archetypal Way of The Warrior employ martial techniques that they have spent years mastering. To Way of The Warrior monks, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Way of The Warrior archetype, but those who do are well-rounded fighters of great skill and knowledge.
Tenets of the Way of The Warrior, Righteousness, Courage, Benevolence, Respect, Honesty, Morality, Loyalty.
Empowered Strikes
The empowered strikes are presented in alphabetical order.
Precise Strike. When you hit a creature with a melee attack you can expend one superiority die to add it to the roll. You can use this before or after you made the attack roll but not before any of the effects are applied.
Sweeping Strike. When you hit a creature with a melee attack you can expend one superiority die to attempt to knock an enemy 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 or be knocked prone.
Rapid Strikes. When you hit a creature with a melee attack you can expend one superiority die to make an extra attack. This attack uses its regular attack die but adds your superiority die to the attack roll.
Blocking Strike. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to attempt to block it. You make a dexterity/wisdom saving throw (your choice). The DC of this equals 10 or half the damage you took (whichever one is higher). If you make the saving throw
Martial Prowess
When you choose this archetype at 3rd level, you learn empowered strikes that are fueled by special dice called superiority dice.
Empowered Strikes. You learn three empowered strikes of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 11th, and 17th level. Each time you learn new empowered strikes, you can also replace one empowered strike 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 empowered strikes require your target to make a saving throw to resist the strikes effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice)
Keen Eye
At 6th level, you gain the ability to find enemies weak spots and turn it against them. You can spend a superiority die to gain advantage until the end of your current turn. You also gain temporary hit points equal to the roll you made on the dice.
Improved Martial Prowess
At 11th level, your superiority dice turn into d10s. At 17th level turn into d12s
Martial Master
Starting at 17th level, when you roll for initiative and have no superiority dice remaining, you regain one superiority dice.







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