Base Class: Fighter
Weapon masters truly have an affinity for all instruments of war. In combat they display this through fluent combinations of attacks, deploying several different weapons at a time. Even while off the battlefield they spend their time honing their skills or teaching others the art of war. Alternatively, they will condition and craft weapons with immense attention to detail.
"Sometimes they speak to their weapons. Even the non-sentient ones! Like, who does that?" - A concerned citizen.
Quick Draw
Starting at 3rd level, you master the ability to swap between the various weapons you carry on your person in tandem with your strikes.
You can stow, and draw weapons as a part of your attacks made during your turn.
Flourishing Finish
Starting at 3rd level, you have also learned to harness the increasing momentum during your assault to add raw power to your final attack.
Once per round when you make a weapon attack, you can add a +1 bonus to the attack and damage rolls for each different weapon you have used to make an attack this round (including the weapon used to make this attack).
Steadfast
They say the best offense is a good defense, starting at 7th level you have learned how best to apply this knowledge. You can patiently wait for your opponents to expose themselves before taking your shots.
Whenever you take the dodge action on your turn, you gain an additional reaction until your next turn. (you can not use more than one reaction per trigger)
Additionally, when a creature within your weapon's range makes an attack against you, you can use your reaction to make an attack against the attacking creature. You can use this reaction before or after the attack roll, but before it is declared a hit or miss.
Iron Intrigue
At 7th level, you have become well versed in the history of weapons and armor.
Whenever you make an (Intelligence) History skill check related to the origin of weapons and armor, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Versatile Warrior
At 10th, and 18th level, you can choose an additional option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
One with Steel
You gain the following benefits based on the weapons you are wielding in either or both hands.
- While wielding a Light weapon your movement speed is increased by 10 feet.
- While wielding a Finesse weapon you gain advantage on Dexterity saving throws caused by effects that target only you.
- While wielding a Heavy weapon you gain advantage on Constitution saves.
- While wielding a Versatile weapon your speed is increased by 5 feet, and you gain advantage on Strength saves.
- While wielding a Range weapon you can use your reaction to make an attack against a creature within range who willingly moves towards you.
- While wielding a Reach weapon you gain advantage on opportunity attacks.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
The Whirling Death
Starting at 15th level, you have learned the artful grace of "the whirling death" and can now unleash your full potential in a twisting maelstrom of blood and steel.
You can increase the number of attacks you make by three when you take the Attack action. Once you use this feature you can use it again by receiving 1 point of Exhaustion at the end of your turn; for each time you used this feature this turn. Otherwise, you regain use of this feature after you finish a short or long rest.
Master of Arms
At 18th level, you have developed a special quality that further bonds you to your instruments.
After completing a long rest, you can choose up to twenty weapons. Those items do not count towards your encumbrance until you use this feature again or die.
Additionally, you add both your Strength and Dexterity modifiers to the damage rolls of any weapon attack.
Comments