Fighter
Base Class: Fighter

The Fightmaster strives to perfect the noble arts of war through diligent practice and studious inquiry. Those who would claim the title “Fightmaster” approach every fight as a puzzle to be solved. Every foe is critically evaluated, their weapons and techniques examined for flaws to be exploited. An aspiring Fightmaster values Intelligence as much as Strength. Fightmasters fight smart, not hard.

Brain over Braun

Starting at 3rd level when you pick this Archetype, when armed with weapons you are proficient in, you add your Int. Bonus to Initiative and Melee Damage. You must have a minimum intelligence of 12 to choose this subclass.

School of Arms

Starting at 3rd level when you pick this Archetype, you choose a technique from one of three Fighting Schools to study: School of Pugilism, School of Counter-Striking or School of Assault. You choose another technique at level 10, and a third at level 18. The techniques follow in order, so you must have the previous school technique to advance, though you need not choose only one school to follow. However doing so will mean you do not achieve the pinnacle of your school if you choose to diversify. You must have a minimum intelligence score of 12 to choose this subclass.

School of Assault: Doubling Strike

Master Technique: You leap into battle, eager to meet your foe. You now add your Str. Bonus to your initiative. Additionally, when you attack your designated opponent and miss but don’t roll a 1 on the die, you may use your Reaction to make another attack at advantage.

School of Assault: Four Guards, Five Strikes

Basic Technique: You designate one opponent you are familiar with (type you have fought before/armed with weapons you are proficient in). For the remainder of the fight against that opponent, you add your Int. Bonus to your attack rolls. If you succeed in hitting your opponent, they have disadvantage on their next attack and lose Bonus Action and Reaction that round. You may have a number of such opponents equal to your Int. Bonus per short rest.

School of Assault: Winding and Binding

Advanced Technique: When you use Wrestling at the Sword, you deal damage as well as disarming or knocking prone.

School of Counterstriking: Four Animals

Advanced Technique: Opponents do not gain advantage from flanking you or a number of Allies equal to your Int. Bonus who are within 10 feet of you.

School of Counterstriking: Half-Swording

Master Technique: At the beginning of the round when wielding a weapon with the Reach, Versatile or Two-Handed characteristic, you may switch between a Half-Sword grip and a normal grip. When Half-Swording, the damage die is one lower than the two-handed grip die, but your designated opponent has disadvantage to hit you. Additionally, you do not provoke Attacks of Opportunity when entering or leaving a threatened square

School of Counterstriking: Seven Swords

Basic Technique: You designate one opponent you are familiar with (type you have fought before/armed with weapons you are proficient in). For the remainder of the fight against that opponent, you add your Int. Bonus to your AC. For the remainder of the fight, if your opponent rolls an attack and misses, you have advantage on your next attack against them. You may have a number of such opponents equal to your Int. Bonus per short rest.

School of Pugilism: Combat Wrestling

Basic Technique, Combat Wrestling: You are as skilled at unarmed combat as you are armed, using kicks, punches, locks and throws to hinder and harm your opponents. Your unarmed damage is 1+Str+Int. You may forego damage on a successful attack and instead either disarm or knock your opponent Prone. You can use this technique a number of times equal to your Int. Bonus. You regain all uses of this technique after a Short Rest. *Combat Wrestling is distinct from the Fightmaster technique Wrestling at the Sword*

School of Pugilism: Deathblow

Master Technique: When you hit with an unarmed attack, instead of dealing damage you use a bonus action to deliver a Deathblow. You roll to attack as normal. If the attack hits, it does no damage; but the target must make an immediate Death Save. If they succeed, they do not need to make another Death Save but lose their reaction and have disadvantage for the rest of the turn. If they fail, they enter a normal Death Save cycle. Any action except rolling the save counts as a failed save. Normal or magical healing work as normal to pass all Death Saves.

School of Pugilism: Joint Locks

Advanced Technique: You only need one hand to perform Combat Wrestling, allowing you to use a single handed weapon while also Combat Wrestling. You may also Restrain opponents in addition to Disarming and knocking Prone. You are not considered Restrained when you Restrain an opponent. You may Restrain a number of opponents equal to your Int. Bonus or number of attacks, whichever is lower.

Wrestling at the Sword

As a Fightmaster advances in skill, he learns to manipulate his foes using his weapons and theirs. At 7th level, when armed with a melee weapon, you may forego damage on a successful attack and instead either disarm or knock your opponent Prone. You may use this technique a number of times equal to your Int. Bonus. You regain all uses of this technique after a Short Rest. *Wrestling at the Sword is distinct from the School of Pugilism technique Combat Wrestling*

Versatile Fighter

As you near the pinnacle of skill, you learn to use your weapon in novel ways to overcome your opponent’s defenses. At 15th level you may freely switch between Slashing, Piercing and Bludgeoning damage. In addition, ½ your Int. Bonus rounded up (minimum 1) is used to determine if you can overcome magical Resistance.

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