Martial Archetype

Swordmaster

Those that follow the archetype of the Swordmaster dedicate their lives to the blade. They are perfectionists in their art. Through dedication, meditation, and sheer determination their sword skills are paralleled by none. Their blade is not merely a tool used to kill, it is an extension of their very being.

Vantage

Beginning when you choose this archetype at 3rd level, you can make split second decisions, and attacks. In the exact moment your foe thinks they have the advantage, you strike.

When you are targeted for a melee attack, you can make an single melee weapon attack against your attacker. Your attack takes place after theirs and you may only use this feature once per turn.

You can use this ability a number of times equal to your Wisdom modifier (Minimum of 1). You also must have your weapon drawn to make these attacks. You regain all expended uses after a short or long rest.

The damage for this attack is only the weapons damage dice plus your wisdom modifier, you may not add any additional dice or modifiers to these attacks.

You cannot use this ability if you are wielding a non-bladed weapon, you are surprised, or if your foe has advantage against you for any reason.

Steady Mind, Precise Body

Starting at 7th level, through physical training and sheer determination you've learned to control your own body with the same persicion that you maneuver your blade.

When you spend 0 movement on your turn, your movement speed for your next turn is doubled. This effect does not stack for more than a single turn.

Additionally, if you choose to move while you have this extended movement, opportunity attacks against you are made with disadvantage if the attacker was not within melee range of you at the start of your movement.

Also, if you have the space for a running start, you can spend 1 minute meditating in place. Immediately afterwards, you can make a running jump crossing triple the distance you normally could.

Magic Counter

At 10th level, you've watched and seen how magic works well enough that you can harness a spells essence into your own blade.

When you take damage from a spell, you can spend your reaction to add that spells damage to your weapon. You still take the same damage you would have from the spell attack, but after sustaining that damage your next melee weapon attack you make does the same damage type that spell did to you. This effect only lasts for a single attack.

You do additional damage equal to half of the damage rolled, but do not apply any other effects the spell may have had on you.

If you do not use this ability within 1 minute after receiving it, the effect wears off.

This ability ignores the damage restriction from Vantage only for this additional damage.

Vantage+

Starting at 15th level, your Vantage attacks go beyond the limit. You gain these benefits to your Vantage attacks:

The number of times you can use your Vantage ability becomes equal to your Wisdom modifier (Minimum of 1) plus your Dexterity modifier (Maximum of 3) or Strength modifier (Maximum of 3), which ever is higher.

You can now draw your weapon in a blink of an eye, you no longer need to have your weapon drawn to use Vantage.

You can make Vantage attacks while surprised, but still can't make them if your foe has advantage against you.

Final Stand

At 18th level, if you are dropped to 0 hit points by a foe you can see and aren't killed outright, in a last surge of will you may make a DC 18 Constitution saving throw. If you fail, you fall unconscious as per normal ruling.

If you succeed, you return to 1 hit point and you may move up to double your speed as a free action towards the foe who dealt the damage to you to trigger this feature. You then must spend all of your remaining uses of vantage against that foe if you are within range.

When you use this ability, all Vantage attacks ignore the damage restrictions of Vantage.

If you have no Vantages uses left, you can not use this feature.