Man-at-Arms

A skilled warrior, the battlefield is your home, and you're proficient in all arts of battle and fighting techniques.   You must have a Strength, Agility, or Perception score of 7 to multiclass into this class.  
Level Proficiency Bonus Perk Tier Other Features Manoeuvres Known № of Attacks
1st +2 1 Martial Discipline, Battle Mastery 1 1
2nd +2 1 - 2 1
3rd +2 1 Ability Score Improvement 2 1
4th +3 2 - 2 2
5th +3 2 Stability 2 2
6th +3 2 - 3 2
7th +3 3 Ability Score Improvement 3 2
8th +4 3 - 3 3
9th +4 Ultra - 4 3
10th +4 - Ultra Perk Upgrade 4 3
 

Class Features

Hit Points

Hit Dice: 1d10 per man-at-arms level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier
 

Proficiencies

Armour: light, medium, heavy
Weapons: simple weapons, martial weapons, exotic weapons
Tools: none
Skills: Choose three of Acrobatics, Athletics, Dexterity, Investigation, Resistance, Survival
Other: none  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a martial weapon and a heavy shield or (b) two martial weapons
  • (a) scale armour or (b) lamellar, longbow, and 20 arrows
  • (a) a light crossbow and 20 bolts or (b) two hatchets
  • (a) a dungeoneer's pack or (b) an explorer's pack
 

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armour, you gain a +1 bonus to AC and Blind AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons (except shields and fencing daggers), 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.
  • 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 −4 on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand weapon attack.
 

Combat Manoeuvres

  Beginning at first level, you gain the ability to make combat manoeuvres. You can make a number of combat manoeuvres equal to ½ × (1 + your man-at-arms level) before needing to complete a short or long rest.  
  • Bait and Switch: When you are within 5 feet of a Medium or smaller creature on your turn, you can use a bonus action to switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated.
  • Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to make one attack against the creature, using that weapon.
  • Crippling Strike: When you hit a creature with a weapon attack, you can attempt to cripple the target. The target must make a Constitution saving throw (DC 6 + your Strength modifier + your proficiency modifier). On a failed save, the target's move speed is halved until they finish a long rest.
  • Disarming Strike: When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency modifier). On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike: When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you is made with +5 if the attack is made before the start of your next turn.
  • Feint: You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You gain +5 to your next attack roll against that creature before the end of your turn.
  • Goading Strike: When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. The target must make a Willpower saving throw (DC 8 + your Strength modifier + your proficiency modifier). On a failed save, the target suffers -4 to all attack rolls against targets other than you until the end of your next turn.
  • Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action with a +3 to your check.
  • Lunging Strike: When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet.
  • Menacing Strike: When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must make a Willpower saving throw saving throw (DC 8 + your Strength modifier + your proficiency modifier). On a failed save, it is frightened of you until the end of your next turn.
  • Parry: When another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d8 + your Agility modifier.
  • Precision Strike: When you make a weapon attack roll against a creature, you can add 1d8 to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Strike: When you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency modifier). On a failed save, you push the target up to 15 feet away from you.
  • Quick Toss: As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack.
  • Riposte: When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
 

Action Surge

Starting at first level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.  

Stability

Starting at 5th level, you are unaffected by critical misses in combat.  

Perk List

Perk Name Tier Description
Martial Discipline 0 As a warrior, you gain the following traits:
  • You gain the ability to make a Targeted Strike.
  • You gain proficiency in Athletics.
  • At 4th level, when you take the attack action, you attack twice.
Battle Mastery 0 You’ve learned the arts of war and battle. Gain the following traits:
  • You gain proficiency in light, medium, and heavy armour, shields, simple, martial, and exotic weapons.
  • You gain one fighting style: archery, defence, dueling, great weapon fighting, protection, two weapon fighting.
  • You gain the Action Surge feature.
  • At 8th level, when you take the attack action, you attack thrice.
Perk Name Tier Description
Combat Manoeuvres 1 Experienced and flexible, you manoeuvre around battles with ease. Gain the following benefits:
  • You gain two additional combat manoeuvres and an additional combat manoeuvre use before needing to complete a rest
This perk can be taken multiple times; a combat manvoeuvre cannot be taken twice.
Hearty 1 You are the very picture of health and vigour. Gain the following benefits:
  • Your hit point maximum increases by 1d10 + your Constitution modifier.
  • You gain an additional hit die.
Indomitable 1 Your presence dominates the battlefield. Gain the following benefits:
  • You are immune to the effects of being Flanked.
  • You gain the ability to pin down an enemy: if a creature within your reach with a melee weapon attempts to leave your reach, you may use your reaction to make an attack against that creature
Insightful Fighting 1 You've learned to read your enemy during battle and exploit their weaknesses. Gain the following benefits:
  • You can use a bonus action to make an Investigation check to determine the health points and armour class of a creature within 10 feet of you. Depending on your roll, you may learn nothing, a range, an approximate value, or an exact value. If your Investigation roll is higher than the target’s AC, you gain +5 to hit on your next attack against that creature. You can use this feature a number of times equal to your man-at-arms level until you need to finish a short or long rest.
  • When you roll to hit, after you see the result, as a reaction, you may change the target of your attack to another creature within range.
Shield Combat 1
  • As a bonus action, you may make an attack with your shield.
  • You can add your ability modifier to the damage of a shield used in the off-hand.
  • If you use an action to attack with your shield and hit against a Medium or smaller creature, it must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency modifier) or become Prone.
  • 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 make an attack with your shield against that creature.
Street Fighting 1 You’ve picked up a couple of tricks from some... less than honourable people, but you don’t have the time (or lifespan) for honour. Gain the following Combat Manoeuvres:
  • Tripping strike: You sweep the legs of your opponent. When you make a melee attack, you can activate this feature. If your hit succeeds, the target must make an Agility saving throw of DC equal to 13 + how much you beat their armour class by or be knocked Prone.
  • Nether strike: You aim a strike squarely at the lower regions of your opponent. When you make a melee attack against a humanoid creature, you can activate this feature. If your hit succeeds, your opponent is Dazed until the end of its next turn.
  • Pocket sand: as a bonus action, you throw a fistful of sand in the face of a creature within 5 feet of you. That creature must make a DC 13 Constitution save or be Blinded until the start of your next turn. If the creature fails the saving throw by more than 5, they are also Dazed until the start of your next turn.
Perk Name Tier Description
Adrenaline 2 You push yourself to the brink in combat. You gain the ability to gain and use adrenaline points. These points can be used to activate the following effects:
  • For 1 adrenaline point, you can make an additional attack if you took the attack action.
  • For 1 adrenaline point, you can gain an additional reaction for this turn.
  • For 1 adrenaline point, you can reroll a saving throw as a reaction.
  • For 2 adrenaline points, you gain 1d4 + CON temporary hit points that last until combat ends as a bonus action.
  • For 3 adrenaline points, you can make a combat manoeuvre without expending a combat manoeuvre use.
You gain an adrenaline point by ending your turn Flanked. You gain adrenaline points proportional to damage taken: 1 point for damage between 10–25% of your maximum health, 2 points for damage between 26–50% of your maximum health, and 3 points for damage over 50% of your maximum health. You may have a number of adrenaline points equal to your level in the Martial Discipline. You lose all adrenaline points upon going unconscious or 1 minute after the end of combat.
Enhanced Manoeuvres 2 You've improved your ability to manoeuvre the battlefield. Gain the following benefits:
  • When you use a Combat Manoeuvre, you deal an additional d8 of damage of your weapon's damage type (if the manoeuvre involves an attack), or you heal 1d6 hit points (if the manoeuvre does not involve an attack).
  • You gain an additional manoeuvre use before needing to complete a rest.
Precision Strikes 2 Gain the following traits:
  • All weapons gain an additional 5% critical hit chance for you.
  • Critical hits with melee weapons do an additional damage die of the weapon’s type.
Sweeping Attacks 2 Gain the following trait:
  • You gain the ability to make sweeping attacks. If you are wielding a melee weapon capable of dealing crushing or slashing damage, you may make a sweeping attack, hitting all creatures in a continuous arc up to the spaces in front of and beside you. Creatures within this arc must make an Agility saving throw equal to 8 + your proficiency + your Strength modifier (or Agility modifier if using a Finesse weapon) or take your weapon's normal damage. This feature requires two attacks to use.
Unassailable 2 You've mastered the idea of simply not getting hit. Gain the following traits:
  • You gain +6 to rolls against being prone, restrained, and grappled.
  • When an attack misses you, you gain +1 to your next attack roll. This bonus can be stacked up to +3.
  • If you do not use any movement on your turn, you may take the dodge action as a bonus action.
Perk Name Tier Description
Bulwark 3 Gain the following traits:
  • You gain +2 resistance to physical damage, and +1 resistance to elemental damage.
  • You gain +1 to all ACs.
  • You cannot be pushed, and you gain +4 to saving throws against being knocked Prone, Blinded, Stunned, or Grappled.
Exertion 3 Gain the following traits:
  • You gain a second use of Action Surge before needing to complete a rest.
  • You can power through an enemy’s parry or armour in a risky manouevre. As a Combat Manoeuvre, you can turn a missed attack into a hit, or a hit into a critical hit in exchange for taking 1d8 damage that cannot be adjusted.
Heavy Sweeps 3 Prerequisite: Sweeping Attacks
Gain the following traits:
  • Familiar with the techniques of knocking someone down, you gain +4 to saving throws against being knocked Prone.
  • When using your sweeping attack, if a target fails their saving throw by 5 or more, they are knocked prone.
Lockdown 3 Prerequisite: Indomitable
Gain the following trait:
  • If you hit an enemy with an opportunity attack, you can force them to stop moving.
Unkillable 3 Gain the following traits:
  • When an attack would reduce you below 0 hit points, but not kill you outright, you can instead drop to 1 hit point. When an attack would kill you outright, you can instead drop unconscious and automatically take one failed death saving throw. Once you use this feature, you can't use it again until you finish a long rest.