Martial Archetype: Weapon Master (complete) A weapon master follows the fighting techniques of the Sublime way. This martial discipline combines a variety of sources, from arcane and divine magic to the hardened resolve of a master warrior, to produce astounding battlefield effects. Martial Exploits Starting at 3rd level, you gain the ability to use your tactical acumen, physical prowess, and sometimes a dash of mystic energy to achieve astounding feats of martial skill. You gain the ability to use martial exploits. You gain uses based on your fighter level, as shown on the Martial Exploits table. You regain all expended uses when you complete a long rest. Martial Exploits Level Exploit Uses Exploit Dice Disciplines Known 3rd 4 2d6 1 4th 5 2d6 2 5th 5 2d6 2 6th 5 2d6 3 7th 7 3d6 3 8th 7 3d6 4 9th 7 3d6 4 10th 9 3d6 5 11th 9 3d6 5 12th 9 3d6 6 13th 10 4d6 6 14th 10 4d6 7 15th 10 4d6 7 16th 10 5d6 8 17th 10 5d6 8 18th 10 5d6 9 19th 10 6d6 9 20th 10 6d6 10 Masterful Strike When you reach 3rd level, you gain the ability to use a martial exploit to land a telling blow. When you make a weapon attack, you can expend a martial exploit. Roll the dice for your exploit along with your attack roll. If your attack would miss, you can use one or more of the exploit's dice results as a bonus to your attack. If the attack hits, apply any unused dice as a bonus to your weapon damage roll. Path of the Sublime Way You choose a path of the sublime way at 3rd level. Each path of the sublime way features a unique take on combat mastery. Your choice affects the features you get at 10th, 15th, and 18th level. Path of the Shadow Harlequin

Path of the Stone Dragon

Path of the Iron Storm

Path of the Diamond Mind The philosophy of the four paths and their disciplines are detailed in the Paths of the Sublime Way section. Disciplines You gain access to one of your chosen path’s disciplines. You gain access to additional disciplines as you gain fighter levels, as shown in the Martial Exploits table. These additional disciplines can be from any path, but you cannot choose to learn a "Path's End" discipline. Also, whenever you gain a fighter level, you can choose to lose access to one discipline and replace it with access to a different one. Some of these abilities require you to roll fewer dice when using a martial exploit. You cannot use an ability that reduces the total dice you roll for the exploit to less than 1. Such an ability is beyond your skill. Some of these abilities require a creature to make a saving throw. The DC for such a save is: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Credit: Wizards of the Coast - Tome of Battle: The Book of Nine Swords (p.15)

Credit: Project Phoenix - Gontaro - "Concept Art of Satsuki Kagamizu" Wanderer’s Talent Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail. Sublime Stance At 10th level, you internalize your path’s philosophy of combat, gaining benefits while you are not surprised or incapacitated. Path of the Shadow Harlequin . When you are hit by a creature’s attack, you can use your reaction to reroll the attack, using whichever result is lower. You can use this feature against each creature only once and can use it on them again once you finish a long rest.

. When you are hit by a creature’s attack, you can use your reaction to reroll the attack, using whichever result is lower. You can use this feature against each creature only once and can use it on them again once you finish a long rest. Path of the Stone Dragon . You have advantage on Strength saving throws, and when you attack, you can choose to add your proficiency bonus to the damage roll instead of the attack roll.

. You have advantage on Strength saving throws, and when you attack, you can choose to add your proficiency bonus to the damage roll instead of the attack roll. Path of the Iron Storm . When you hit a creature with a melee weapon attack, you can halve your attack’s damage against it to force the creature to drop one object of your choice that it is holding.

. When you hit a creature with a melee weapon attack, you can halve your attack’s damage against it to force the creature to drop one object of your choice that it is holding. Path of the Diamond Mind. You have blindsight out to 10 feet. When you succeed on a Dexterity saving throw against an effect at that allows you to take half damage on a success, you instead take none. Sublime Breath At 15th level, you master your path’s secret breathing technique, gaining benefits when you use your second wind feature. Path of the Shadow Harlequin . You become invisible until the start of your next turn.

. You become invisible until the start of your next turn. Path of the Stone Dragon . You gain resistance to all damage until the start of your next turn.

. You gain resistance to all damage until the start of your next turn. Path of the Iron Storm . You gain a second reaction this round.

. You gain a second reaction this round. Path of the Diamond Mind. End one status condition on yourself. You may use second wind even if you are unable to take actions. Path’s End At 18th level, you learn your path’s ultimate technique, gaining the "Path's End" discipline associated with your sublime path. "Path's End" disciplines are listed alongside the other disciplines in the Paths of the Sublime Way section.

Paths of the Sublime Way Path of the Shadow Harlequin The Shadow Harlequin path is a school of artful sword play and mesmerizing flourishes. Its practitioners attack a foe's mind and body, maneuvering their foes into tactical blunders with cunning feints and sudden, surprising moves. Shadow Harlequins typically fight with light, agile weapons, such as rapiers and short swords. Come Forth to Dance Your weapon moves in a lazy, hypnotic pattern, luring your foe to blunder ahead and walk into your trap. As an action, expend a martial exploit and select a creature that can see you within 15 feet of you. The target must make a Wisdom saving throw. If it fails, it moves up to 15 feet closer to you. You then make a single melee attack against it using your martial exploit with one die fewer. Cutting Dialogue If this exchange of blows is a dramatic play, let your rejoinder be its final act. As a reaction when a creature makes a melee attack against you, you can expend a martial exploit and make a melee weapon attack against that creature. You can select one of the dice rolled and add it to your AC against the target's attack. Dramatic Exit Your overly dramatic strike distracts your opponent, allowing you to slip away from their grasp. When you expend a martial exploit when making a melee weapon attack, you can move up to 5 feet, without provoking opportunity attacks, per exploit die rolled after your attack. Shadow Echo Strike You weave and feint in a hypnotic sway, creating shadowy afterimages that confound your target’s guard. When you expend a martial exploit when attacking a creature that can see you and you do not have disadvantage on the attack, you can select one or more of your exploit dice and disregard their results to reroll the attack once for each dice discarded, taking the highest result. Curtain Call You menace your opponent, exaggerating your movements with the promise of certain death. When you expend a martial exploit when attacking, after rolling the dice you can select at least two of them and disregard their results. The target must make a Wisdom saving throw. If it fails, its is frightened of you until the end of your next turn. Your weapon attacks deal psychic damage to the creature while it is frightened. Five Shadow Nightmare Death Strike (Path's End) You weave a cruel enchantment, your attack causing your opponent to experience its own death. When you expend a martial exploit attacking a creature that is frightened of you, after rolling the dice you can select at least three of them and disregard their results. The target must make a Wisdom saving throw or have its heart stop, dying instantly. A target without a heart or with an intelligence of 1 or lower succeeds automatically. On a successful save, the creature is stunned until the end of your next turn. Path of the Stone Dragon The Stone Dragon path focuses on brutal power and overwhelming toughness. Most of these disciplines require you to attack with a two-handed melee weapon or a versatile melee weapon you wield in two hands. Warriors of the Stone Dragon fight with the subtlety and irresistible force of an avalanche. Their punishing attacks render their enemies immobile, allowing them to then take careful aim for one, final executioner's blow. Adamantine Bones You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds. When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them. You gain temporary hit points equal to the total of the dice + your Constitution modifier (minimum of 1). You can also activate this ability as a bonus action. In that case, you roll your martial exploit dice and gain temporary hit points equal to their total + your Constitution modifier. Colossus Strike You swing your weapon in an upward arc, catching your foe in the chest and sending them flying across the battlefield. When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, you push the target 5 feet in a straight line along the ground if your attack hits. Jaws of the Stone Dragon Like a mighty dragon pouncing upon a helpless victim, you take stock of an immobilized foe before landing a crushing strike. When you expend a martial exploit when attacking a target that cannot move or with a speed of 0 with a two-handed melee weapon or a versatile one wielded in two hands, you gain an additional +2 bonus per die used as a bonus to your weapon damage roll.

Mountain's Grasp Your blows land with such force that your enemy is left off balance, unable to escape your brutal assault. When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select at least two of them and disregard their results. The target must make a Constitution saving throw. If it fails, its speed is reduced to 0 until the end of your next turn. Sweeping Bludgeon As you ready to strike your enemy, you sweep your weapon around you in a great arc that builds momentum and forces your enemies to dive to the ground to avoid a crushing blow. When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, pick a creature within reach of your attack. Each chosen creature must make a Strength saving throw or be knocked prone. Elder Mountain Hammer (Path's End) You unleash a thunderous roar as you strike the earth, opening fissures that swallow up your foes. As an action, you strike a surface within your reach and expend a martial exploit. Roll your weapon’s damage dice and add the result of the dice. Creatures in a 30-foot cone originating from you who are touching the surface must make a Strength saving throw. On a failed save, a creature is restrained by the surface and takes thunder damage equal to the above damage roll. On a success, a creature takes half as much damage and is not restrained. A creature can use its action to repeat the strength saving throw, ending the restrained condition on a success. Path of the Iron Storm The Iron Storm path follows the philosophy that a warrior is one with their weapon. They hone their bodies to be as hard as steel and attack as swiftly and precisely as if they were swinging nothing at all, raining powerful blows upon their foes. Most of these disciplines require you to attack with a weapon wielded in one hand or a versatile weapon you wield in two hands. Iron Curtain You raise your weapon in a defensive stance, poised to parry incoming strikes. As a reaction when you end your turn, you can expend a martial exploit. Until the start of your next turn, when you are attacked with a weapon, you can select one or more of the dice rolled and add it to your AC against the attack. Mithril Tornado Your weapon moves like the wind; your body, a twisting cyclone as you strike out at enemies all around you. As an action while you are wielding one or more weapons one-handed or a versatile weapon two-handed, expend a martial exploit and roll your exploit dice alongside the damage dice for any weapons you are wielding. You can select two or more of your exploit dice and disregard their result, for every two dice selected you can move 5 feet during this attack (using your movement). Each creature of your choice within 5 feet of your path must make a Dexterity saving throw. A creature takes damage equal to the damage roll above on a failure, or half as much on a success. Rain of Steel In a blur of motion, you unleash a devastating volley of attacks against your foe, striking it again and again. When you expend a martial exploit when attacking with a weapon held in one hand or a versatile weapon held in two hands, after rolling the dice you can select one or more of them and disregard their result. For each dice selected, make an additional weapon attack against the target. Do not add your ability modifier to the damage rolls of these attacks. You can only use this discipline once on each of your turns. Threefold Strike With lightning speed, you throw out three rapid strikes in a precise pattern that circumvents any possible guard. When you expend a martial exploit when attacking with a weapon held in one hand or a versatile weapon held in two hands, after rolling the dice you can select two or more of them and disregard their results. Doing so causes the attack to automatically hit. Adamantine Hurricane (Path's End) You push your body to its limits; moving with the fury of a great storm as your blows crash against foes around you. As an action while you are wielding one or more weapons one-handed or a versatile weapon two-handed, expend a martial exploit and roll your exploit dice. You can select two or more of your exploit dice and disregard their result, for every two dice selected you can move 5 feet during this action (using your movement). Make a melee weapon attack against each creature of your choice within 5 feet of your path. You can make one additional attack against any creature in your path for each dice remaining. You cannot use another martial exploit until this action resolves.