The Master-at-Arms has skills in all weapons, and maneuvers the battlefield. They embody mastery of battle arts, and recognize the strengths and weaknesses of each weapon, and use them to their fullest extent.
Weapon Specialist
At Level 1, you choose a single weapon to specialize in. The weapon you choose to specialize in gains a +1 to accuracy and you gain a +1 to AC if you specialize in every weapon you have equipped.
Battle Treatise I
At Level 5, you have learned new techniques with your weapon. Choose 4 techniques. You can perform these Techniques a number of times equal to your Warrior Level per Rest.
Weapon Mastery
At Level 9, you specialize in another weapon, and your specialized weapons gain new benefits. Your specialized weapons grant you a +1 increase to your Critical Range and an additional +1 accuracy bonus with attacks made by your specialized weapons.
Battle Treatise II
At Level 13, you have learned 4 new techniques.
Master’s Treatise
At Level 17, you have mastered your weapon to its fullest extent, and you learn a single Mastery Technique from the Mastery Techniques table located below. Mastery Techniques may be used once per Rest.
Techniques
Technique | Description |
|---|---|
Riposte | As a Reaction, make a melee attack against an enemy in range who has targeted you which deals an additional damage dice. |
Deflect | As a reaction, you attempt to Parry a ranged attack made against you, and add 1d10 to your AC if you are equipped with a melee weapon or shield. Cannot be performed against guns. Cannot be performed against magic, unless your weapon or shield is magical. |
Lunge | For 1 AP, add 5ft of extra reach to an attack and deal an additional damage dice. |
Disarm | Perform the Disarm action at advantage. |
Evade | For 2 AP, you may add 1d10 to your AC until the end of your turn. |
Readied Attack | You prepare an attack for 1 AP, rather than the normal cost. If a target moves while within your weapon range you can expend your Reaction to make a weapon attack against the target, and add an additional damage dice to the attack. |
Sweep | For 5 AP, you attack every space within your melee weapon range in a large sweeping motion. Must be performed by a slashing or bludgeoning weapon. Creatures in this area make a Dexterity Saving Throw (DC 8 + Weapon Attribute Bonus) or take your weapon’s attack damage. |
Cleave | You perform a melee attack against a target, and add an additional physical damage dice. Half of the damage dealt to this target in this way may be dealt to a secondary target within 5 feet of your target if the original attack roll, +5, would hit the secondary target. |
Seek | For every 1 AP spent using this technique, you gain +1 to Accuracy with ranged weapon attacks, and you may use the Long Range of the weapon without disadvantage. |
Reprisal | Add an additional weapon damage dice to a reaction attack. Can only be performed once per reaction attack. |
Mastery Techniques
Mastery Technique | Description |
|---|---|
Flash of Steel | For 2 AP, dash 20ft in a line. This dash can move through enemy creatures spaces. Make a weapon attack against each target of your choice within melee range of this line. Must have a Slashing weapon equipped. |
Dragon Lance | For 3 AP, you jump up to 20 feet away, and up to 20 feet high, to deliver a powerful plunging attack to a target that is in your melee range at the end of the jump. This jump does 3d10 additional Piercing damage, as well as making the target make a Strength Saving Throw (DC 8 + Weapon Attribute Bonus). On a failed save, the target is knocked Prone and Staggered twice. Must be performed by a Polearm or a Lance. |
Resolute Stance | For 0 AP, enter a Resolute Stance. For every attack that is made at you while in Resolute Stance, you store a Resolute Charge. While in Resolute Stance, for 5 AP, you may attack once for every Resolute Charge. While in Resolute Stance, your Movement is reduced to 5 feet. Resolute Stance lasts up to 1 minute. Acting in any way other than using your Resolute Charges or moving removes all Resolute Charges. You cannot enter this stance if you are grappled or prone. Resolute Stance ends early if you are incapacitated or knocked prone. You cannot be forcefully moved while in Resolute Stance, and you gain advantage on saving throws for the purpose of resisting being knocked prone, grappled, restrained, or incapacitated while in this stance. |
Solitude | Make a melee weapon attack that uses all available AP. For every AP used, the attack deals 1d12 additional damage. Must have at least 1 AP. |
Diamond Heart | You can choose to not not die when you fail a Death Saving Throw. Using Diamond Heart also resets your Death Saving Throw DC to it’s base value. |