Base Class: Fighter
A Strategist uses all manners of techniques taught to them by their blademaster to take every advantage of their opponents, from perceiving chinks in the armor of foes, to readying a guard in a greater defense against attacks, even as far as being able to see the faults of people's character as well.
Honed Mind
Your skills as a warrior have keened your senses over the years. Starting at 3rd level, you gain +2 to your Wisdom skill and proficiency in the Perception and Insight checks. This Wisdom bonus can increase your skill past 20.
Faulted Armor
With your years of experience, you've learned to watch your opponents for any missed step or crack in an armor. Starting at 3rd level, at the beginning of your first turn during combat, choose a creature you can see and roll a Perception check against the creature's AC. If you succeed, you add your Wisdom modifier in addition to your Strength or Dexterity modifier to weapon attacks you make against that creature until combat ends.
Infallible Defense
As you know your opponent, you can defend against them more easily. Starting at 7th level, when you are attacked by a creature effected by Faulted Armor, you may gain AC equal to your Wisdom modifier as a reaction that lasts until the start of your next turn. Once you use this feature, you must finish a short or long rest until you can use it again.
Accurate Strike
Further study has led you to search for the quickest way to kill an opponent. At 10th level, any creature effected by Faulted Armor takes an extra 2d6 damage from weapon attacks you make against them. Additionally, you may roll a Perception check as a bonus action against a creature effected by Faulted Armor with a DC of 10 + the target's Constitution modifier. If you succeed, you will know the remaining Hit Points of the creature and gain Advantage on your next weapon attack made against that creature.
Favored Technique
As you grow closer to mastery of your skills, you favor a technique taught to you. At 15th level, your Fighting Style gains an additional effect:
Archery: You gain 2 additional damage die with ranged weapons and advantage on attacks made against creatures 30 or more feet away from you.
Defense: While wearing armor, you can use your reaction to give an enemy disadvantage on attacks made against you until the end of combat. Once you use this feature, you must finish a short or long rest before you can use it again.
Dueling: While wielding a melee weapon in one hand and no other weapons, whenever you successfully hit a creature, you may make another attack against that creature as a bonus action.
Great Weapon Fighting: When you attack a creature, roll a d8. The creature's AC becomes their AC - the result of the d8 until the end of the creature's next turn.
Protection: If you use your reaction to impose disadvantage on an attack roll, you and the creature the roll was made against gain advantage on the next attack made against the creature that made the roll.
Two-Weapon Fighting: When you engage in two weapon fighting, you gain an additional +5 to damage on both attacks.
Strategic Mastery
At 18th level, with your skills honed to the point of perfection, when you enter combat, Faulted Armor effects all creatures and automatically succeeds. Additionally, choose two creatures that you can see at the beginning of combat. You gain advantage on attack rolls made against them and they gain disadvantage on attack rolls made against you.
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