War Artist (class)

## War Artist

A fighter who specializes in one weapon, and use advanced and unique techniques in combat, almost as if an art.

## Progression

**1st Level**

Choose 2 proficiencies out of the following: Athletics, Acrobatics, History, Mobility, Navigation, or Stealth.

**Weapon Proficiency**: choose a melee subclass of weapons to be proficient in, providing bonuses when that type of weapon is used: Light Melee (Swords), Light Melee (Spears), Heavy Melee, or Focus.

**Skill Points**: you have "skill points", a resource which allows you to perform special actions in combat. The amount of skill points you have at any given point is equal to your level. Skill points recharge during a long rest, and are replenished up to half of your maximum during a short rest.

**2nd Level**

**Great Slash**: as an action, you can use a skill point to perform a powerful slash with a blade, adding an extra 2d6 damage of the weapon's type to the attack.

**3rd Level**

**Defend**: as a reaction, you can defend yourself or an adjacent ally from an upcoming attack. Make an endurance check, the DC of which is determined by the DM based on the enemy and attack, and on a success, you reduce the damage by half. If you fail, you take an extra 1d8 damage from the attack, as the enemy breaks your guard.

**4th Level**

Ability score Improvement: You can improve two stats by one, or one stat by two out of the main six stats.

**5th Level**

**Shield Stun**: as an action, if you have a shield equipped, you can spend a skill point to slam it into a creature. Make a strength check against the creature's evasion (if a creature has an evasion higher than 20 than the dc is simply 20), and on a success, you bash the shield into them, dealing 2d4 blunt damage and stunning them, making them lose their next action.

**6th Level**

**Extra Attack**: you can make a second basic melee attack during your turn, if you attack or use a skill action.

**7th Level**

**Piercing Blow**: as an action, you may spend 2 skill points to jump onto a prone creature you can see within 15ft. As you jump onto them, you stab them in a vital area, dealing an extra 6d6 piercing damage to them, and causing them to instantly take 1 vital damage, if applicable, even if they are not downed yet. In addition, at the start of all of their turns, they take 1d6 bio damage until they are healed.

**8th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**9th Level**

**Knockback Strike**: as a bonus action, you may spend a skill point to strike a creature in melee range with a lot of blunt force, attempting to knock them down. Make a strength check, the target creature rolls against it with endurance. On a success, you deal all the weapon damage as blunt damage and knock the target creature prone. On a fail, nothing happens.

**10th Level**

**Dodge Roll**: as a reaction, you can spend 2 skill points when an attack against you misses. You dodge out of the way of the attack, and roll behind your assailant. You then swiftly deliver a blow from behind, dealing basic weapon damage.

**11th Level**

**Accurate Striker**: whenever you make a basic melee weapon attack, you may add an extra +3 to your accuracy rolls. This does not apply to the special class actions.

**12th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**13th Level**

**Regenerator**: as a bonus action, you may spend a skill point to regain 2d8 HP.

**14th Level**

**Elemental Eruption**: you spend a skill point, and strike the ground beneath you, and cause an eruption of power to come up from beneath a creature within 20ft of you, dealing 3d8 damage. This eruption does a damage type based off of the landscape you are currently on. On planets, it is usually either earth, water or fire, but can vary depending on the landscape and what the DM says.

**15th Level**

**Unleash**: you use all of your pent up anger, rage, and power into one earth-shattering strike. As a turn, you may expend all remaining skill points that you have to deal immense damage in one strike. Each skill point you expend with this skill adds 1d12 damage to your weapon damage. After using this attack, you gain a point of exhaustion.

**16th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**17th Level**

**Skill Focus**: you may attempt to reduce the cost of your next skill attack by 1 skill point, down to a minimum of 0. You focus all your energy on performing this attack. Roll a d4. On a 1, you do not reduce the cost of your next attack, but you do not lose any action. On a 2, you lose your whole turn, but you reduce your next attack by 2 skill points. On a 3, you use your action to reduce your next attack by 1 skill point, and on a 4 your next attack is reduced by 1 skill point at the cost of your bonus action.

**18th Level**

**Mortal Draw**: while out of combat, you may spend 3 skill points to unsheath your blade at untold speeds at a creature in melee range. This attack adds 7d8 extra slashing damage onto your weapon, and also deals 1 vital damage. Using this skill will initiate combat.

**19th Level**

**Whirlwind Dash**: as an action, you may spend 3 skill points to dash forward for 40ft with your blade extended forward. In a 10ft radius (horizontal) cylinder, all creatures in the area take 3d10 air damage and 2d10 slashing damage if they fail a CON save, the DC of which is (6+ PB + Movement Speed/5). They take half damage on a success.

**20th Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**21st Level**

**Skill Master**: you may use skill actions as attack actions, allowing you to use them twice per action.

**22nd Level**

**Unrivaled Precision**: you may now add an extra +4 accuracy to your attacks, including skill actions.

**23rd Level**

**Weak Points**: as a bonus action, you may make a DC 18 (some creatures may have different DCs) perception check, and on a success, you identify their weaknesses. This adds an extra 2d8 unresistable damage to your attack rolls, and you can make a called shot to guarantee a critical hit.

**24th Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**25th Level**

**Ultimate Bladesmaster**: once per long rest, at the expense of 10 skill points, you may dash up to a creature within 60ft, and deliver 5 powerful slashes to them. Each slash does 3d10 damage, and instantly breaks their defense. The final slash does 5d12 damage. If a creature is downed after a slash, you may continue attacking them, each slash dealing 2 vital damage, or you can move to another target within 15ft.

You also gain an additional +1 accuracy, +1 initiative, +1d6 onto all attacks, +5 defense and +10 speed.