Master at Arms
While most Fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, dedication, or extraordinary skill, these elite Fighters learn all they can about the theory of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to master
Your ability to learn and execute martial techniques exceeds that of most other warriors and even other trained Fighters. You gain the following benefits to your Fighter features: Exploits. You learn two 1st-degree Martial Exploits of your choice from the list at the end of this class. These Exploits do not count against your total number of Exploits Known. You learn additional Martial Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit. Exploit Dice. Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d8s. At certain Fighter levels your Exploit Dice increase again; at 5th level they are d10s, and at 11th level they are d12s. Fighting Styles. You learn one additional Fighting Style of your choice from those available to the Fighter. However, you can only benefit from one Fighting Style that you gained from the Fighter Class or this Master at Arms feature at a time. As a bonus action, you can switch your current Fighting Style for another Fighter Fighting Style that you know. You learn an additional Fighting Style of your choice at 7th level, and again when you reach 15th level in this class.
Your skill allows you to learn exotic techniques from a variety of disciplines. You learn two Exploits of your choice from any class. If the Exploits have a prerequisite level, you can learn them as long as your Fighter level meets that prerequisite. Any Exploit that you learn through this feature does not count against your total number of Exploits Known. You learn one additional Exploit of your choice from any class at 15th level, and one final Exploit at 18th level.
When you Action Surge, you gain a single Exploit Die that must be used as part of the additional action you gain. If not used, it disappears at the end of your additional action. Also, you can benefit from two of the Fighting Styles you know, but you can only switch one as a bonus action.
Your mastery of the weapons of war is near-supernatural. Once per turn when you use an Exploit in combat, you can roll a d6 in place of expending an Exploit Die. Also, over the course of 1 hour, which can be during a short or long rest, you can practice your techniques to replace one Exploit you know with a Martial Exploit of the same degree.
Advanced Technique
3rd-level Fighter (Master at Arms) FeatureYour ability to learn and execute martial techniques exceeds that of most other warriors and even other trained Fighters. You gain the following benefits to your Fighter features: Exploits. You learn two 1st-degree Martial Exploits of your choice from the list at the end of this class. These Exploits do not count against your total number of Exploits Known. You learn additional Martial Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit. Exploit Dice. Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d8s. At certain Fighter levels your Exploit Dice increase again; at 5th level they are d10s, and at 11th level they are d12s. Fighting Styles. You learn one additional Fighting Style of your choice from those available to the Fighter. However, you can only benefit from one Fighting Style that you gained from the Fighter Class or this Master at Arms feature at a time. As a bonus action, you can switch your current Fighting Style for another Fighter Fighting Style that you know. You learn an additional Fighting Style of your choice at 7th level, and again when you reach 15th level in this class.
Master of Forms
7th-level Fighter (Master at Arms) FeatureYour skill allows you to learn exotic techniques from a variety of disciplines. You learn two Exploits of your choice from any class. If the Exploits have a prerequisite level, you can learn them as long as your Fighter level meets that prerequisite. Any Exploit that you learn through this feature does not count against your total number of Exploits Known. You learn one additional Exploit of your choice from any class at 15th level, and one final Exploit at 18th level.
Masterful Surge
10th-level Fighter (Master at Arms) FeatureWhen you Action Surge, you gain a single Exploit Die that must be used as part of the additional action you gain. If not used, it disappears at the end of your additional action. Also, you can benefit from two of the Fighting Styles you know, but you can only switch one as a bonus action.
Warrior of Legend
18th-level Fighter (Master at Arms) FeatureYour mastery of the weapons of war is near-supernatural. Once per turn when you use an Exploit in combat, you can roll a d6 in place of expending an Exploit Die. Also, over the course of 1 hour, which can be during a short or long rest, you can practice your techniques to replace one Exploit you know with a Martial Exploit of the same degree.
Comments