Armsmaster
Armsmaster Features
Tactician Level | Feature |
---|---|
3rd | Engagement Maneuvers, Master of Arms |
7th | Follow Through |
11th | Joint Attack |
15th | Back-to-Back Defense |
Engagement Maneuvers
3rd-level Armsmaster feature
Moving into the fray has become second nature to you. You gain the following benefits:
- Whenever you move within 5 feet of a hostile creature, that movement doesn’t provoke opportunity attacks.
- If you have moved at least 10 feet since the start of your last turn, you have advantage on Dexterity saving throws.
- On your turn when you move at least 10 feet and then make an attack with a weapon, you have advantage on your attack roll.
Master of Arms
3rd-level Armsmaster feature
You gain proficiency in heavy armor and shields, as well as firearms if they are available in the campaign (the DM determines this). Moreover, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Follow Through
7th-level Armsmaster feature
After attacking a creature with a weapon attack, the next attack an ally you choose makes before the start of your next turn has advantage.
Joint Attack
11th-level Armsmaster feature
Once each turn when you hit a creature with a weapon attack, you can deal extra damage equal to your Tactic Die. You then choose one ally who can use its reaction to make a melee weapon attack if within reach or a ranged weapon attack if within normal range against the same target. If the ally reduces the target to 0 hit points, you regain one Tactic Die.
Back-to-Back Defense
15th-level Armsmaster feature
Whenever you are within 5 feet of an ally, the first weapon attack roll against you and your ally each turn has disadvantage.