Martial Archetype: Adept
A master of martial maneuvers, the Adept is an artisan with weaponry — a blade wizard whose knowledge of the combined arms techniques lets him unlock potent abilities.
Adept Additional Maneuvers
As an Adept, whenever you select a maneuver for your Combat Superiority class feature, you may also select from the following Defensive Roll Surprising Combination Tactical Assessment Uppercut Vault If you found this class and are confused, please note it uses my revised fighter
Martial Prowess
When you select this archetype at third level, you have honed your fighting skills, both with and without weapons. you gain the following benefits:
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You can roll a d4 in place of the normal damage of your unarmed strike.
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When you use the Attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a warhammer, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
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When you attack with a magic melee weapon, any unarmed strikes made until the start of your next turn also gain the benefits granted by the magic weapon. your unarmed strikes only benefit from one magic weapon at a time.
Discipline
Also at third level, as a part of your rigorous training, you have learned or created a martial practice that grants you a skill and new maneuvers. Select a discipline. you learn the associated maneuvers. These maneuvers do not count against your maneuvers known.
Whenever you roll initiative, you gain the benefits of the stance associated with your discipline.
Heightened Mind
when you reach 7th level, You become proficient in Initiative rolls. Battle is your home, and you are a master at reading the split seconds prior to an engagement.
Greater Technique.
When you achieve 10th level, you gain the benefits of the greater technique from your discipline selection while in your discipline's stance. Additionally, Your proficiency bonus is doubled for any ability check you make that uses your discipline's granted proficiency.
Martial Prowess Improvement
at 15th level, you gain the following benefits to your Martial Prowess feature:
- Your unarmed strike now deals d6
- When you use a bonus action to make an unarmed strike with your Martial Prowess feature, you instead can make two unarmed attacks.
- Your Superiority dice are now d8s
Martial Mastery
when you reach 18th level, you do not need superiority dice to fuel maneuvers. Rather than expending a die, you can roll a d4 in it's place.
Disciplines
Shadow Hand
Shadow Hand pracitcioners are masters of unseen steel - masters of death by a thousand cuts. Granted Proficiency. stealth Granted Maneuvers. bob and weave, riposte Stance Benefits. While not wearing heavy or medium armor, you gain a bonus to your armor class and Dexterity saving throw equal to your proficiency bonus. When you make an attack roll with advantage using a light weapon, if both dice meet or exceed the targets AC, you can roll one additional weapon die. Greater Technique. While adjacent to an enemy creature, you are considered to have 1/2 cover
Swordsage
Swordsages dance in and out of engagements, hit and run masters that attack from every angle at once. Granted Proficiency. acrobatics Granted Maneuvers. fast footwork, vault Stance Benefits. While not wearing heavy armor, you gain a bonus to your armor class and Dexterity saving throw equal to half of your proficiency bonus.
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Greater Technique. When you hit a target with an unarmed attack, you can immediately move to a spot within five feet of the target. You do not provoke an opportunity attack with this move.
Vanguard
Vanguards are implacable combatants, their measured strikes batter opponents like a waterfall batters rocks. Granted Proficiency. athletics Granted Maneuvers. bait and switch knock away Stance Benefits. While wearing medium or heavy armor, if an effect moves you against your will, you can reduce the distance you are moved by up to 10 feet.
If you successfully push a creature with an attack, you can move 5 feet toward it. You do not provoke an opportunity attack with this move. Greater Technique. Any maneuver dice added to damage for attacks made with versatile melee weapons increase to d10s. Any maneuver dice added to damage for attacks made with heavy melee weapons increase to d10s.