Fighter
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

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