Martial Archetype

Grandmaster

Fighters that follow the path of the Grandmasters excel at the use of versatile weapons. They have mastered fighting without shields or cumbersome armor. Instead leveraging their speed and combat techniques to avoid or deflect incoming blows rather than meet them head on. They rely on light armor and forgo the use of shields to move quickly while capitalizing on their agility. These masterful fighters strike and defend with singular motions, attacking from unorthodox angles with uncanny speed and precision to keep their foes reeling.

Soul of the Swiftwinds

Beginning when you take this archetype at 3rd level while wearing light armor and wielding a versatile weapon in two hands, you gain the following benefits:

+2 to Armor Class

Can use Dexterity instead of Strength on attack and damage rolls for melee weapon attacks

Unhindered Zephyr

Unhindered Zephyr

Starting at 3rd level as a reaction when you are hit with an attack and wielding a versatile weapon in two hands you can immediately move up to half your speed, this movement does not provoke attacks of opportunity. You can use this feature a number of times equal to your dex mod(minimum 1). You regain expended uses when you finish a short or long rest.

Striking Presence

Starting at 7th level your skill with a weapon is a sight to behold. You can leverage your mastery of weapons outside of combat to strike fear, wonder, and awe in onlookers. You gain proficiency in Intimidation and performance checks. If you are already proficient in one or both of these skills then double your proficiency bonus.

Calm within the Storm

Starting at 10th level as a bonus action the Grandmaster channels the calm within and can immediately spend a single hit die to regain hit points as they would during a short rest. Add your dexterity modifier to any hit dice rolls used in this way.

The Ascended Grandmaster

At 15th level, when you roll initiative you can choose to gain advantage on that roll. If you do so regain all expended uses of Unhindered Zephyr and get +10ft movement for 10 min, after which you gain one level of exhaustion. Once you use this feature, you can't do so again until you finish a long rest.

Unrelenting Tempest

Starting at 18th level when you use your unhindered zephyr feature you can roll your weapon's two handed damage die and reduce the damage you take from the triggering attack by the number you roll + your dexterity modifier. You may also choose one creature within 5ft of you (before your movement from Unhindered Zephyr) to take this damage instead.

Credit: Original Creater Unknown