Base Class: Fighter
The Ace is a combat specialist that gains unique features depending on the weapon(s) they wish to specialize in. They use acrobatic techniques, and their mastered weapons to control the battlefield and make the most of their attacks.
Acquired Finesse
At level 3 you can treat all martial weapons that are not heavy as if they have the finesse property
Weapon Mastery
At level 7 you have mastered a weapon of your choice. Gain one of the following weapon masteries. Gain 2 more when you reach level 15.
Dagger Mastery (Precision Strike)
Once per round when you attack with a dagger you can treat your opponent as if they have 10AC
Flail Mastery (Quick Swing)
Once per round, after you miss an attack with a flail you can roll for the attack again
Javelin Mastery (Remarkable Aim)
Once per round, when throwing a javelin at a target in range you have advantage, and at long range you don't have disadvantage
Longsword Mastery (Cleave)
Once per round one of your attack actions with a longsword can be used to attack 2 adjacent creatures that are also adjacent to each other
Mace Mastery (Bash)
Once per round, when you attack with a mace a creature that is not more than 1 size larger than you, you can also push them back 10 feet
Morningstar Mastery (Armor Crush)
Once per round when you successfully attack with a morningstar, reduce the opponent's AC by 2
Quarterstaff Mastery (Full Sweep)
Once per round, as an attack action with a quarterstaff you deal all adjacent minions 1d4 damage and knock them prone if they are size medium or smaller
Rapier Mastery (Disarm)
Once per round as an action on your turn you can disarm a target creature with your rapier
Scimitar Mastery (Dismember)
Once per round when you successfully land a critical with a scimitar you can permanently disarm the target creature
Shortbow Mastery (Precision Shot)
Once per round, before attacking with a shortbow, you can choose for an 17-20 to count as a critical
Shortsword Mastery (Control)
While a shortsword is used in your offhand, you can use a weapon that is not two-handed, heavy or versatile in your main hand for two weapon fighting
Trident Mastery (Pin)
Once per round, when you successfully throw the trident at a creature that is not flying they cannot move until the trident is retrieved or they succeed on a DC14 Strength check to remove
Warhammer Mastery (Devestate)
Once per round when attacking with a warhammer, you can use both your DEX and STR modifiers for damage
Warpick Mastery (Wound)
Once per round, before attacking a creature with a warpick, you can choose to increase the damage of the attack by 1d4
Whip Mastery (Extended Reach)
Your whip has the light property, and once per round your range with a whip extends to 15 feet
Battlefield Acrobatics
At level 10 your acrobatic skills begin to shine in combat:
Gain Proficiency in Acrobatics, if you are already Proficient gain Expertise
As a bonus action you can take the disengage or dodge action
As an action you can attempt to jump onto the back of a creature that is 1 or more sizes larger than you. You must succeed on a DC14 Acrobatics check or fall prone. On a success the target creature cannot target you with attacks or spells, and must successfully grapple you to remove you from on its back. Each turn it may also take its action to force you to reroll the acrobatics check, by trying to shake you off.
Arsenal Mastery
At level 15 you gain two more weapon masteries from the same list as in level 7
Combat Ace
Each of your Weapon Mastery abilities that were only usable once per round on attacks are now available every attack
I take it COMBAT ACE is level 18 or 20?
You can find it on this website under "Duel Virtuoso."
All great feedback! Thanks so much, adding some checks on to the more powerful masteries seems like a natural way of toning them down a bit. Your point on the morning star is also very good and not something I would have thought of.
Cheers,
Thanks for the feedback! I haven't actually had the chance to test any of it yet since I just DM, but figure I'd publish in case anyone had the time. If you have a way of sending me your version I would love to see it.
Cheers,
To start with, great overall idea but the execution and balance leaves a bit too be desired.
"Once per round" clashes with the whole idea of action surge.
The idea of focusing into one weapon and than magically knowing how to be just as good with two others at 15th level is dissonant.
Jumping into the back of a creature and gaining benefits from it is already something that can be done. Codefying it into a feature is kinda like saying "the other players can't do it but I can" rather than actually simply letting you do it. The rest of the 10th level feature is pretty good anyway.
Combat Ace is too strong on some Weapon Masteries (even those that aren't already broken as once per turn).
That being said the idea of a Fighter that can add weapon features to his weapon and who specializes further into one weapon is a great concept. I'm going to make my own version (and will credit you with the idea of course).
This is a really cool class but there are some things I would change with the weapons masteries.
Mace Mastery should require a strength check
Longsword mastery should be reduced to 1 adjacent creature
Morning star mastery should not include natural armor
Rapier mastery should require either a strength or a dexterity check
Scimitar Mastery should require a constitution check
Shortbow mastery should be be 18-20
Shortsword mastery should allow you to make an extra attack as part of your attack action rather than as a bonus action so long as you're wielding a short sword
And I think jumping on a target should require a contested Dexterity (acrobatics) check.