Master of War (5e Class)
From D&D Wiki
- 1 Master of War
- 1.1 Prestige Class: Master of War
- 1.2 Prerequisites
- 1.3 Class Features
- 1.4 Class Features
Master of War
Prestige Class: Master of War
If the fighter is the common warrior taken to a heroic level who distinguishes himself from his peers by exceptional skill and talent, the master of war is the fighter taken to a superheoic, or even mythical level. Masters of war are living legends, and they are the unconquerable sun when battle is at hand.
In order to advance as a master of war, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):
To be a master of war you must have the talent to be exceptional at all forms of combat. Some weapons require a strong arm; others require grace and coordination. You must be peerless with both.
- Proficiency in warcraft.
Masters of war must have a deep understanding of the theory and means of waging war on a personal, intellectual, and spiritual level.
- 20th Level Fighter.
To call yourself a master of war you must have the experience to deserve the title. You must have seen and fought in enough armed conflicts to make a warrior a seasoned veteran a hundred times over, and as such you must possess at least 20 levels in fighter.
- Defining Moment.
You must have defeated an irrationally unbeatable opponent through sheer skill at arms.
As a Master of War you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity
|21st||+7||Indomitable (four uses), Instant Kill (CR 3), Uncanny Arms Mastery|
|22nd||+7||Greater Ability Score Improvement, Second Wind Improvement|
|24th||+7||Greater Ability Score Improvement, Instant Kill (CR 4), First Strike|
|25th||+8||Extra Attack (4), Indomitable (five uses)|
|26th||+8||Fast Movement, Greater Ability Score Improvement|
|27th||+8||Instant Kill (CR 5), Perfect Form|
|28th||+8||Greater Ability Score Improvement, Know Thyself|
|29th||+9||Indomitable (six uses)|
|30th||+9||Extra Attack (5), Greater Ability Score Improvement, Instant Kill (CR 6)|
Uncanny Arms Mastery
Beginning at 21st level, your weapon attacks deal double damage dice on a hit. For example, a greatsword deals 4d6 slashing damage when you hit with it.
Beginning at 21st level, you can use your indomitable feature four times between long rests. The number of times you can use the indomitable feature before taking a long rest increases by 1 at 25th level (five times), and 29th level (six times).
Beginning at 21st level, when you make a weapon attack against a creature with a CR of 3 or lower, you may kill it or knock it unconscious instantly, without having to roll for damage or even make an attack roll. The CR of creatures you may affect with this feature increases by 1 at 24th level (CR 4), 27th level (CR 5), and 30th Level (CR 6).
Greater Ability Score Improvement
When you reach 22nd level, and again at 24th, 26th, 28th, and 30th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature.
Second Wind Improvement
Beginning at 22nd level, you have a much deeper well of stamina to draw upon when you use your second wind feature. The number of hit points you regain increases to 1d100 + your fighter level, including your levels in Master of War.
Starting at 23rd level, you can use your action on your turn to make one of the following special attack actions:
- Sweeping Attack
You can make up to two melee attacks and apply the results to all creatures you choose within your reach. If one of those attacks is a critical hit; choose one creature you hit. Your attack against that creature is a critical hit. For all other creatures you hit, your attack is only a normal hit.
You can make up to two ranged attacks and apply the results to all creatures you choose within 10 feet of a point you choose within your weapons range. You must expend a piece of ammunition for each creature you choose to attack. If one of those attacks is a critical hit; choose one creature you hit. Your attack against that creature is a critical hit. For all other creatures you hit, your attack is only a normal hit.
Strike First, Strike Hard. You’ve learned that in battle he who strikes first wins. At the 24 level Gain a bonus to your initiative roll equal to your Proficiency Bonus. In the case of Champion’s remarkable athlete this Bonus is added to the base of the 1/2 they receive.
Beginning at 25th level, you can attack five times, instead of four times, whenever you take the Attack action on your turn.
The number of attacks increases to six when you reach 30th level in this class.
At 26th level, your speed increases by 30 feet.
Sometimes even the best fighters have "bad days" where an unpredictable opponent or the whims of fate cause their best-delivered attacks to miss. Starting at 27th level, that is no longer true for you. Whenever you make an attack roll, you can treat a d20 roll of 9 or lower as a 10.
As a Fighter it is important to know thyself. If you have made it this far in the martial ways you are certainly superhuman, but more than that you have honed your ability to fight to the extreme. Beginning at the 28th level you receive a bonus based on the Fighter Subclass you chose
You now have an additional 4 superiority die, and if you start initiative with none you gain an additional 2 die on top of the one you already receive. And one anyways if you have 1 or more
You now gain hp equal to your con mod*2+10 per round as long as you have a single hp left
- Eldritch Knight
Now instead of a single bonus attack you may make two attacks upon two enemies in Melee range (ie two targets receive two attacks), or you may make two ranges attacks. Note you may not use Volley or sweeping attack