Grandmaster WIP in Agora | World Anvil

Grandmaster WIP

Conflict has been continuous factor in the history of civilizations. Wars and skirmishes have decided the births, deaths and changing of culture, including the ways of the warrior. Battle techniques have been passed down through the generations, each possessing their own strengths and flaws. Some combatants and champions attempt to master one of two of these arts. Some attempt to master them all.  
Fighter Level Features
3rd Martial Methodology
7th Soldier's Grace
10th TBD
15th Form Specialist
18th Mastery
 

Martial Methodology

Starting upon selecting this specialization at 3rd level, you become a practitioner of fighting forms. At the start of your first turn in combat, select a Martial Stance. You gain the features of that Martial Stance until the end of combat.  

Soldier's Grace

At 7th level, battle has granted you a mind for strategic consideration. You can change your Martial Stance as an action.  

TBD

At 10th level,  

Form Specialist

At 15th level, your practice with the various stances of combat grant you greater impact in your strikes. Select two Martial Stances from the the Martial Stance list. When you roll a 19 or 20 on an attack roll in one of these two Martial Stances, it is considered a critical hit.  

Mastery

At 18th level, your expertise in the various forms of combat allows you to. When you are in a Martial Stance you can ignore one of the effects of that Martial Stance.  

List of Martial Stances

  Enforcer. Whilst in this Martial Stance you are under the following effects:
  • Your weapons deal force damage instead of bludgeoning, piercing or slashing damage.
  • If one of your weapon attacks deals 10 or more damage to a creature, their AC is reduced by 2 until the end of your turn.
  • Each time you successfully hit a creature with a weapon attack, your attack rolls are reduced by 2 until the end of your turn.
  Heavy Hitter. Whilst in this Martial Stance you are under the following effects:
  • All weapons that do not possess the ranged, light or finesse property are considered Heavy if they aren't already.
  • When you hit a creature with a Heavy weapon, they must make a Strength saving throw. The DC for this effect is 8 + your proficiency bonus + your Strength modifier. On a failure the creature is knocked prone.
  • You cannot make more than one weapon attack per action whilst in this stance. At 11th level, you can make two attacks per action in this stance.
  Opportunist. Whilst in this Martial Stance you are under the following effects:
  • You can perform an Attack of Opportunity without using your reaction. You can use this feature once per round. You gain one additional uses of this feature per round at 5th and 11th level.
  • When a creature misses an attack against you, you can make an attack of opportunity.
  • When you make an attack of opportunity, you deal an additional 1d6 weapon damage.
  • You cannot use the Attack action on your turn, unless you use the Action Surge feature.
  Pursuer. Whilst in this Martial Stance you are under the following effects:
  • Your melee weapons gain the Reach property, if they didn't have it all ready.
  • Strikes made from the edge of your weapon cause flesh wounds that bleed momentarily. At the start of their turn, any creature that was attacked from 10ft by you on your last turn has their speed reduced by 10ft.
  • All weapon damage from your weapon damage die is halved.
  Steady Aim. Whilst in this Martial Stance you are under the following effects:
  • All weapons that possess the ranged or thrown property have their normal range halved.
  • All ranged and thrown weapon attacks deal additional damage dependent on the distance traveled by the ammunition or thrown weapon. This additional damage equals one additional damage die per 10ft to reach the target.
  Striker. Whilst in this Martial Stance you are under the following effects:
  • All weapons that do not possess the heavy, two Handed or versatile property are considered Finesse weapons if it wasn't already.
  • Once per turn, when you make a weapon attack with a finesse weapon, you can make an additional attack.
  • You cannot add ability modifiers to your damage rolls, unless they are added by other features or spells.
  Two-Hand Grip. Whilst in this Martial Stance you are under the following effects:
  • All melee weapons that do not possess the heavy or light property are considered Versatile weapons if it wasn't already.
  • If at the end of your turn, you make a two handed weapon attack with a versatile weapon, your AC is increased by 2 until the start of your next turn.
  • You cannot use the alternate damage value provided by the Versatile property.