Fighter
Base Class: Fighter

There are many weapons out there that are quite popular. However, despite their various unique uses over the years, many weapons find themselves increasingly neglected, forgotten and simply overlooked. However, there is a group of people that have embraced these oft-overlooked weapons. This special group embraces these weapons and has made their uniqueness into a great strength on the battlefield.

 

Exotic Fighting Style

Beginning when you choose this archetype at 3rd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. Some Exotic Fighting Styles require saving throws to resist. The saving throw DC is calculated as follows:

Ability Save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Lance Expert. Once per turn, when you hit a creature with a melee weapon attack with a lance, that creature must make a Strength saving throw. On a failed save, the target is knocked prone.

Spiked Chain Expert. Once per turn, when you hit a creature with a melee weapon attack with a spiked chain, that creature must make a Dexterity saving throw. On a failed save, that creature is grappled. Until this grapple ends, you can't grapple another target.

Trident Expert. You gain a swim speed equal to your current speed. In addition, when fighting underwater, you have advantage on weapon attacks made using your trident.

Hammer Expert. Once per turn, when you make a melee weapon attack with a warhammer or maul and miss, you may deal damage to the target equal to your Strength modifier.

Heavy Crossbow Expert. Once per turn, when you hit a creature with a ranged weapon attack with a heavy crossbow, you may add your proficiency bonus to the damage.

Hammer Expert

Once per turn, when you make a melee weapon attack with a warhammer or maul and miss, you may deal damage to the target equal to your Strength modifier.

Heavy Crossbow Expert

Once per turn, when you hit a creature with a ranged weapon attack with a heavy crossbow, you may add your proficiency bonus to the damage.

Lance Expert

Once per turn, when you hit a creature with a melee weapon attack with a lance, that creature must make a Strength saving throw. On a failed save, the target is knocked prone.

Spiked Chain Expert

Once per turn, when you hit a creature with a melee weapon attack with a spiked chain, that creature must make a Dexterity saving throw. On a failed save, that creature is grappled. Until this grapple ends, you can't grapple another target.

Trident Expert

You gain a swim speed equal to your current speed. In addition, when fighting underwater, you have advantage on weapon attacks made using your trident.

Exotic Skills

At 7th level, choose one of your Strength-based or Dexterity-based skill proficiencies. Your proficiency bonus is doubled for any ability check you make that use the chosen proficiency.

Exotic Fighting Stunt

At 10th level, you gain greater abilities based on your Exotic Fighting Style. Your bond with your weapon allows you to perform unique maneuvers with your weapons of choice.

Hammer Stunt

When you use the Attack action on your turn with a warhammer or maul, you may use a bonus action to use your weapon to attempt to shove your target. If your weapon is magical, you can add its bonus to the Strength (Athletics) check to shove.

Heavy Crossbow Stunt

You may use a bonus action to gain a +5 bonus to the next attack roll you make with a heavy crossbow.

Lance Stunt

If you knock a creature prone with a lance, you may use a bonus action to make a melee attack against the prone target, or, if you are mounted, you may use a bonus action to command your mount to make an attack against the prone target instead.

Spiked Chain Stunt

While you are wielding a spiked chain, other creatures provoke an opportunity attack from you when they enter your reach.

Trident Stunt

When you use the Attack action on your turn using a trident, you may use a bonus action to make a grapple check against the target with your trident. If your trident is magical, you can add its bonus to the Strength (Athletics) check to grapple.

Exotic Fighting Mastery

At 15th level, you master the fighting styles you have been training yourself in. Your level of mastery is so high that each attack powerfully effects any enemy you hit with your attacks.

Hammer Mastery

When you roll a critical hit with a warhammer or maul, the target is stunned until the end of your next turn.

Heavy Crossbow Mastery

When you deal damage with a ranged weapon attack with a heavy crossbow, you may choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the damage of the original attack.

Lance Mastery

While you are wielding a lance, you have advantage on your first attack roll if you moved at least 20 feet before making the attack.

Spike Chain Mastery

While wielding a spiked chain, you can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

Trident Mastery

When you hit with a ranged weapon attack using a trident, it deals an extra 1d8 damage.

Master of Weapons

At 18th level, you gain the ability to make more attacks with the weapon you've mastered. When you use your Action Surge feature, if you take the Attack action, you can make one additional weapon attack with your mastered weapon as a part of that action. You can make this attack before or after the additional action.

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