🦸‍♀️(Legacy) 5e - 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 through grit, dedication, or extraordinary skill, these elite fighters learn all they can about the theory of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to master

Level 3: Advanced Technique

Your ability to learn and utilize martial techniques exceeds most other warriors. Your total number of exertion increases by 2.

Your training has also made your maneuvers more potent than the average fighter. Your 🤺Maneuver Save DC increases by 1. Once you reach level 11 in this class your maneuver save DC increases by 2 instead.

Level 3: Fluid Traditions

You gain proficiency in one combat tradition of your choice. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Level 6: Consistent Skill

You are able to fight at your peak capability for longer than most other warriors. When you use your Second Wind, you regain 1 exertion.

Level 9: Master of Forms

Your technical skill with the weapons of war has grown, allowing you to learn exotic techniques from a variety of disciplines. Choose two maneuvers from any tradition. Those maneuvers must be from a degree you can use. You learn both of those maneuvers and they don’t count against your maximum number of maneuvers known.

Level 13: Masterful Surge

You can draw on your techniques as a reflex in times of great need. When you use your Action Surge, you can use one of your maneuvers without expending exertion on your next attack you make this turn.

Level 17: Warrior of Legend

Your mastery with the weapons of war is near-supernatural. Once per turn when you use a maneuver, you can expend 3 exertion to use another maneuver on the attack. You still need to spend the exertion for that maneuver.