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.
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier
Weapons: simple weapons, martial weapons, exotic weapons
Tools: none
Skills: Athletics
Other: none
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 levelHit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier
Proficiencies
Armour: light, medium, heavyWeapons: simple weapons, martial weapons, exotic weapons
Tools: none
Skills: Athletics
Other: none
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 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 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 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:
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Battle Mastery | 0 | You’ve learned the arts of war and battle. Gain the following traits:
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Perk Name | Tier | Description |
Combat Manoeuvres | 1 | Experienced and flexible, you manoeuvre around battles with ease. Gain the following benefits:
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Hearty | 1 | You are the very picture of health and vigour. Gain the following benefits:
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Indomitable | 1 | Your presence dominates the battlefield. Gain the following benefits:
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Insightful Fighting | 1 | You've learned to read your enemy during battle and exploit their weaknesses. Gain the following benefits:
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Martial Arts | 1 | You have rigorously trained your own body as a weapon. Gain the following benefits while you are wearing no or light armour and are unarmed or wielding only Light weapons or simple weapons without the Two-handed or Heavy property:
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Shield Combat | 1 |
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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:
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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:
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Enhanced Manoeuvres | 2 | You've improved your ability to manoeuvre the battlefield. Gain the following benefits:
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Precision Strikes | 2 | Gain the following traits:
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Sweeping Attacks | 2 | Gain the following trait:
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Unassailable | 2 | You've mastered the idea of simply not getting hit. Gain the following traits:
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Perk Name | Tier | Description |
Bulwark | 3 | Gain the following traits:
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Exertion | 3 | Gain the following traits:
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Heavy Sweeps | 3 | Prerequisite: Sweeping Attacks Gain the following traits:
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Lockdown | 3 | Prerequisite: Indomitable Gain the following trait:
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Unkillable | 3 | Gain the following traits:
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