Arms Master

Exploits

When you choose this archetype at 3rd level, you learn a series of special weapon attacks, called exploits.

Whenever you make a weapon attack during your turn, you may apply an exploit to it.

Aimed Strike Any weapon. This attack is always made at disadvantage, regardless of any other conditions, on a hit, you add your proficiency modifier on the damage roll.

Ceaseless Strikes: Any one-handed melee weapon. You may attack twice, instead of once, when you use your bonus action to attack with an off-hand weapon.

Cleave: Any two-handed melee weapon. If your attack hits, you may deal damage equal to your Strength modifier to a creature adjacent to the original target.

Counter Stance: Any melee weapon. You forgo your attack to enter a special stance; until the start of your next turn, if you are the target of a melee attack, you may spend your reaction to make a single attack, with advantage, against the creature that attacked you.

Disarming Strike: Flail, Trident, Whip. You have advantage on the attack made on an attempt to disarm a target.

Momentum Javelin, Spear, Halberd, Lance, Pike, Trident. After moving at least 10 ft in a straight line, your attack has advantage.

Precise Shot: Any ranged weapon. You gain advantage on your attack roll.

Quick Hands: Dagger, Dart, Javelin, Hand crossbow, Handaxe, Light Hammer, Shortbow. When you roll initiative, you may use your reaction to make a single attack.

Shield Breaker: Greatclub, Handaxe, Battleaxe, Greataxe, Warhammer, and Maul. If the target is wearing a shield, you may ignore the AC bonus gained by it.

Versatility: Any versatile weapon. When attacking with two-hands, you may add the lowest between your Dexterity or Strength modifier as bonus damage.

Additional Fighting Style

At 7th level, your knowledge of war gives you proficiency in History (Int) checks relating to martial history and strategies; if you are already proficient with it, double your bonus.

Martial Knowledge

At 10th level, you can choose a second option from the Fighting Style class feature.

Additionally, when you use Action Surge, you may use an exploit one additional time on that turn.







Critical Exploit

Starting at 15th level, whenever you use an exploit, you score a critical hit on a roll of 19-20.

Exploit Adept

Beginning at 18th level, you may use exploits twice per turn.



Credit: Jason Kang

https://www.artstation.com/jasonkang