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Fighter Subclass: Man-at-Arms

Fighter Subclass: Man-at-Arms


Hit Points

Hit Dice: d10 per Fighter Subclass: Man-at-Arms level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Men-at-arms are highly skilled warriors who focus primarily on defense but are also capable of unleashing a devastating offensive. Many find employment as prison guards, city watchmen, or bodyguards for aristocrats, and they defend their stations and charges with strength and steel. They are accustomed to fighting with a wide variety of weapons but favor melee weapons with considerable reach and great crushing or cleaving power.


Subclass Options

BODYGUARD
Beginning when you choose this archetype at 3rd level, you can use your reaction to deflect blows when a friendly creature within 5 feet of you is hit by a melee weapon attack. When you do so, make a normal melee attack roll. If your result equals or beats the attacker’s roll, the attacker’s attack is deflected and automatically misses. If you are wielding a shield, you have advantage on this roll. If you are wielding a weapon with the heavy and reach properties and you successfully deflect an attack, you can immediately make an opportunity attack against the attacker as part of the same reaction.  
ARM’S LENGTH
At 7th level, you learn to master all forms of polearms, as well as new techniques for protecting your allies. Add 5 feet to your reach when you make an attack with a melee weapon, as well as when determining your reach for opportunity attacks with it. (This is in addition to the distance added by the weapon’s reach property.) The weapon must have the heavy and reach properties for you to gain these benefits. If you are wielding a shield, when a friendly creature within 15 feet of you is hit by a melee weapon attack, you can use your reaction to move up to 15 feet toward the creature. If you end this movement within 5 feet of the creature, you can then use Bodyguard as part of this same reaction.  
SET DEFENSE
At 10th level, you gain a +2 bonus to AC against melee attacks if the attacker did not begin its turn within 10 feet of you.  
IMMOVABLE
At 15th level, you become an immovable wall of steel and determination. You cannot be stunned or knocked prone by nonmagical effects. If you are wielding a shield, you cannot be moved by nonmagical effects unless you want to be moved, and friendly creatures within 5 feet of you cannot be moved by nonmagical effects unless you want them to be moved.
PIKEMAN
Beginning at 18th level, you have advantage on melee attack rolls against mounted targets and their mounts. When you score a critical hit with a melee attack against a mounted target, the target is automatically dismounted and knocked prone. Your weapon must have the heavy and reach properties for you to gain this benefit. If you are wielding a shield, mounted creatures and their mounts have disadvantage on melee attack rolls against you and friendly creatures within 5 feet of you.


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