Master at Arms

While most Fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether by their talent, dedication, or extraordinary skills, these elite Fighters learn all they can about the theories of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to perfect.

Advanced Technique

3rd-level Master at Arms Archetype feature

Your ability to learn and execute combat styles exceeds that of most other warriors and even other trained Fighters. You learn an additional Fighting Style of your choice, but it does not count against your number of Fighting Styles Known.

Combat Theorist

3rd-level Master at Arms Archetype feature

You study the theory of combat as a sage studies their tomes. You gain proficiency in History, and whenever you make an Intelligence (History) check related to the history of combat, warfare, or armaments of war, you gain a bonus to your roll equal to your Exploit Die.

Student of Battle

3rd-level Master at Arms Archetype feature

Your ability to learn and execute martial techniques exceeds that of most other warriors, and even other trained Fighters. You gain the following benefits to your Fighter features:

Exploits. You learn two 1st-degree Martial Exploits of your choice from the Martial Exploits list. These Exploits do not count against your total number of Exploits Known.

You learn additional Martial Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit.

Exploit Dice. Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d8s.

At certain Fighter levels your Exploit Dice increase again; at 5th level they are d10s, and at 11th level they are d12s.

Master of Forms

7th-level Master at Arms Archetype feature

Your skill allows you to learn exotic techniques from a variety of disciplines. You learn two Exploits of your choice from any class’s Exploit list (see Advanced Martial Classes below).

If these Exploits have a level prerequisite, you can learn it so long as your Fighter level meets its level prerequisite. You must still meet all other prerequisites it might have.

Exploits you learn with this feature don’t count against your total number of Exploits Known.

You learn another Exploit of your choice following these same rules at 15th level and 18th level.

Masterful Focus

10th-level Master at Arms Archetype feature

You channel the rush of battle to rejuvenate your technical skills. Whenever you use your Second Wind or Action Surge, you also regain one of your expended Exploit Dice.

Warrior Savant

15th-level Master at Arms Archetype feature

Your knowledge of combat techniques allows you to modify your skill set. During each short or long rest, you can practice combat drills and replace one Exploit you know with another Martial Exploit you meet the prerequisites for. This cannot be used to replace or learn Exploits that add to an ability check.

Legendary Superiority

18th-level Master at Arms Archetype feature

Your technical mastery of combat is near-supernatural. You regain one of your expended Exploit Dice at the start of each of your turns in combat, so long as you are not Incapacitated.