Additionally, you can spend 1 mastery point to add your Wisdom modifier to your damage rolls for that turn.

You can add your Wisdom modifier to your attack rolls.

Once you reach 15th level, this ability no longer requires a mastery point. If you do spend a mastery point, they can move up to their full speed.

Once you reach 7th level, this ability no longer requires a reaction.

When you or a friendly creature within 15 ft of you are subject to an effect where you must make a Dexterity saving throw, you can expend 1 mastery point and a reaction to allow you and those friendly creatures to move up to half their speed. If this effect takes a creature out of that area's effect, they suffer none of the ill effects of it.

Once you reach 15th level, you can make 1 additional attack on this turn if you successfully disarm them or break their weapon as part of this attack.

Once you reach 7th level, you can throw the creature's weapon up to 15 ft away or attempt to break it.

When you make a unarmed strike against a creature, you can spend 1 mastery point to attempt to disarm them. Your unarmed strike does d6 damage and the target mist make a strength saving throw or it drops a weapon of your choice at its feat.

Once you reach 15th level, you gain an extra reaction to use this ability.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 mastery point to make a ranged attack (20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction.

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Fighter level.

The first option increases your AC by an amount equal to your proficiency bonus and the second option reduces damage by an amount equal to a number rolled on the damage die of your weapon plus your proficiency bonus.

When a creature makes an attack roll against you, you can use your reaction to either make increase your AC or reduce the damage.

Once you reach 15th level, your movement speed increases by an extra 10 ft.

Your movement speed increases by 10 ft and you can expend 1 mastery point to dash as a bonus action.

At 18th level, your movement speed increases by 10 ft and you suffer none of the drawbacks of old age, including dying of old age, and you can't be aged magically.

At 10th level, when you roll a Hit Die to regain hit points while meditating, the minimum number of hit points you regain from the roll equals twice your Wisdom modifier (minimum of 2). Additionally, you can gain the benefits of a long rest by meditating for 4 hours.

You regain all mastery points by spending 30 minutes in meditation during a short or long rest. You can only use one trick per turn.

You know a number of tricks equal to your Wisdom modifier (minimum of 1). You learn two more at 5th, 9th, 13th, and 17th level. If a trick requires a saving throw, its DC is 8 + Wisdom + Proficiency bonus.

At 3rd level, you've learned the tricks of the Grandmaster, giving you the edge both in and out of combat. You gain a number of mastery points equal to half your fighter level (rounded up) to spend on tricks which are listed at the end of the class description.

At 3rd level, your monk-like training is shown in how you present yourself in battle. While unarmored and wielding at least one weapon, your armor class is 10 + Strength or Dexterity + Wisdom.

Those who walk down the road of the Grandmaster master the art of the weapon with a mix of physical and mental practices. Grandmasters typically receive some training from monks which is shown in the heat of combat. They are generally seen wearing robes and wielding longswords, charging into the heat of battle without fear.

Evasion Prerequisite: 9th level When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Once you reach 15th level, you get proficiency in Dexterity saving throws.

Fast Hands When you roll initiative, you can expend 1 mastery point as a reaction to make 1 attack. Once you reach 7th level, you gain an extra object interaction on your turn. Once you reach 15th level, you can add the number rolled on a damage die to your initiative.

Grappling Adept You can attempt a grapple or shove as a bonus action. Once you reach 7th level, you count as one size larger for grappling and shoving. Once you reach 15th level, you make grapples and shoves with advantage.

Heightened Senses Prerequisite: 17th level You gain blindsight out to a range of 20 ft as long as you are not deafened. You can expend a number of mastery points to add 20 ft to the range of your blindsight per point spent which will also inform you of the creature's size which lasts for 1 minute.

Last Stand Prerequisite: 5th level When you are reduced to 0 hit points, you can expend your reaction and a number of mastery points to stay conscious. You regenerate a number of hit points equal to 5 times the number of mastery points expended. Once you reach 7th level, you can make 1 attack as part of the same reaction. Once you reach 15th level, you can make 2 attacks as part of the same reaction.

Lethality Prerequisite: 13th level When you make an attack, you can expend a number of mastery points to expand the critical hit range by an amount equal to the number of mastery points expended to a max range of 15-20 for that attack. Once you reach 17th level, whenever you score a critical hit on by rolling a 20 on the d20, you deal an additional damage die of the same type as your weapon.

Living Lightning Prerequisite: 5th level You can expend any number of mastery points to increase your speed by 10 times the number of mastery points you expended. Your next attack deals extra damage equal to twice the number of mastery points expended. These benefits lasts for a number of rounds equal to your Wisdom modifier. Once you reach 7th level, your movement speed does not provoke opportunity attacks while this ability is active. Once you reach 15th level, you gain the benefits of the Mirror Image spell while this ability is active.

Marksman's Shot When you make a ranged attack, you can expend a number of mastery point to ignore disadvantage on ranged attacks given by attacking within 5 ft and within long range. You deal an additional d4 of damage per mastery point. Once you reach 7th level, you can use a bonus action to give yourself advantage on the next attack roll made with a ranged weapon this turn. Once you reach 15th level, you can use a bonus action to give yourself advantage on attack rolls made with ranged weapons this turn.

Shot Put You can expend any number of mastery points to allow your weapon to be thrown, regardless of its weight. You can choose to have 1 of your attacks this round to gain the thrown property with a short range of 20 times mastery points expended and long range of 60 times mastery points expended. If it already has this property, its short range increases by 20 and its long range increases by 60 ft. This attack does an extra d6 of damage. Once you reach 7th level, attacking at long range with thrown weapons does not impose disadvantage. Once you reach 15th level, if you moved at least 15 ft towards a creature before throwing a weapon at it, it deals an additional d6 of damage and make a strength saving throw. If they fail, they are either restrained by the weapon or knocked 15 ft back (your choice).

Three Point Landing You have resistance to falling damage. You can expend 1 mastery point as a reaction to falling to be immune to falling damage. Once you reach 7th level, you may add your Wisdom modifier to your jump distance. Once you reach 15th level, you are always under the effects of the jump spell.

Words of wisdom Prerequisite: 5th level You can add your Wisdom modifier to Persuasion and Performance checks. Additionally, you can expend 1 mastery point to gain advantage on the roll. Once you reach 7th level, you can add your Wisdom modifier to Deception and Intimidation checks. Once you reach 15th level, you gain +5 to these checks.