Fighter SC: Martialist
Fighter
The Martialist, the Master of Battle |
The Martialist makes the Fighter lean heavily on their Initiator side, turning them into a maneuver using battle master not unlike the Monk.
From the various iterations of Samurai, to the stories of warriors doing incredibly, sometimes mystical, things; the Martialist is a version of the Fighter that offers flexibility while they walk their paths of wars.
Subclass Features |
(2nd) Combat Superiority |
Your focus extends beyond normal limits of the Fighter.
You gain the Focus Point Pool, Full common feature, overwriting the version that the Fighter class has normally. Additionally, you gain another Fighting Style of your choice, from the Full list of Fighting Styles.
Additionally, every time you gain a feature from this subclass, you gain an additional choice of Maneuever from all your Fighting Styles.
(3rd) Student of Martial Arts |
You gain proficiency in your choice of Diplomacy, Insight, Knowledge: History, or Knowledge: Martial. Additionally, you gain proficiency with one type of Secondary Skill or Language of your choice.
Additionally, you gain the Know Thy Enemy skill talent.
Finally, your training has given you martial poise. Once Swift Rest, whenever you gain Advantage to attack, you gain a number of Temporary Hit points equal to 5 x Half-Proficiency. These temporary hit points last for 10 minutes, or until you take a Swift Rest.
(6th) Honorable Courtier |
Your self-control gives you a means to control the battle, both in wits and otherwise.
You gain proficiency with Will Saving Throws, and if you already have proficiency you gain a bonus dice (base d4) instead.
Additionally, when roll for combat initiative, you may exchange brief pleasantries with a number of enemies equal to Half-Proficiency, making a Diplomacy or Deception check vs their Passive Insight (Insight + 10). For every success, you may grant your enemies (and yourself) a bonus dice (base d4) to your initiative rolls (you must grant an enemy a bonus dice if you grant one to yourself). Your enemy's initiative rolls cannot be greater than your own.
(9th) Improved Combat Superiority |
Whenever you use a Maneuver, you may add 3 stages of a bonus dice (base d8) to the damage done by your weapon. This affects all targets, if you attack more than one enemy.
(12th) Tireless Warrior |
You gain two uses of Student of Martial Arts' Temporary HP feature per Swift Rest.
Additionally, you gain a Focus Point when you critically strike, or if you start combat without any.
(15th) Waltz of Blades |
You've learned measure twice, before cutting once.
If you would use an Attack while you have Advantage on the roll, you may forgo the Advantage to generate another attack, as if you used Additional Attack.
(18th) Final Lesson's Fruit |
At 18th level, should you ever come close to falling in combat, you defy death for one last time.
You gain an extra Blockstun breakpoint at 25% of your Maximum HP (rounded up). After it is broken, you cannot fall below 0 HP and you cannot fall Unconscious or die until the end of your next turn. You cannot be healed, either.
If you would take lethal damage in this state, you gain a death saving throw as per normal, though you remain conscious. If you have any death saving throws when your turn ends, you fall unconscious and you start Dying, as per normal.
(!!th) Subclass Capstone: Towards the Dawn |
Your technique is unparalleled. Your fights often end with your opponent's last breaths, leaving them that way, with only the horizon's dawn remains for you to wander into.
Your attacks ignore all Damage Reduction and Resistance. Furthermore, when you score the killing blow on your enemies, you may have them remain conscious (cosmetically, as they are already Dead) until the start of their next turn, as they slowly realize their fate.
Martialist Mastery Talents
Lvl | |
4th | |
7th | |
10th | |
13th | |
16th | |
19th |