Armsmaster

Armsmaster Features
Tactician LevelFeature
3rdEngagement Maneuvers, Master of Arms
7thFollow Through
11thJoint Attack
15thBack-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.