Do you imagine your fighter charging through the battlefield, slashing at enemies with a great two-handed sword or axe? Then choose the following options:
Blademaster Class Features
The Blademaster gains the following class features:
At level 0, the Blademaster may choose two at-will Maneuvers from the following list. At each even level, the Blademaster gains one additional at-will Maneuver that they do not already possess.
The target is pushed 1 pace and grants advantage to you and your allies until the end of your next turn. The next time you deal damage to the target with a weapon attack before the end of your next turn, you deal additional damage equal to your Charisma modifier.
Miss:
You grant advantage to the target until the end of your next turn.
You may move up to your speed as you enter this stance. Until the stance ends, whenever you hit an enemy with a melee attack, you may move a number of squares equal to your Dexterity modifier as a free reaction, and do not provoke an opportunity attack from the creature you hit.
You may sheath or ready a weapon that you have Expertise in. You may only perform this feat once per turn.
Special
When you roll Initiative to begin an encounter, you may use this maneuver as an immediate reaction to ready a weapon, shift one square, then make a basic attack with that weapon against a target that rolled a lower Initiative result than you.
Special
When you perform an opportunity attack, you may use this maneuver to draw a weapon before you make the attack. If you do, you gain advantage for that attack.
You must be wielding a melee weapon with a +1 or greater equipment bonus. You must designate that melee weapon as you enter this stance; this stance ends if you make any attack with that weapon.
You may move up to your speed as you enter this stance. Until the stance ends, you gain a stance bonus to attack rolls equal to half your Dexterity modifier (minimum +1) and a stance bonus to damage equal to your Constitution modifier for all melee weapon attacks, but grant advantage to all enemies. You may end this stance as an immediate reaction when hit by a melee attack to perform a basic melee attack with advantage against your attacker, with a stance bonus to damage equal to your Constitution modifier.
Make a charge attack against a creature 4 or more paces away, with a +1 stance bonus to speed and a stance bonus to damage equal to your Constitution modifier.
You may shift one pace when you enter this stance. Until the stance ends, you suffer a -1 penalty to melee weapon attacks, but gain a stance bonus to melee weapon damage equal to your Constitution modifier for all two-handed melee weapon attacks. You may end this stance as a free interrupt when you would hit with a melee attack to suffer a -4 penalty to that attack roll, but add 4 + your Constitution modifier to damage.
Leveling Up
At each level, you gain new features and bonuses to increase your fighting prowess.
Your attack’s damage is halved, but ignores resistances. Choose one of the following options:
Subtract the damage from the target’s armor defense instead of applying it to the target’s hit points; this damage remains until the armor is repaired. Each point of damage reduces the target's armor defense by 1, and the armor no longer provides any resistances. You may not reduce the target’s armor defense below their adjusted reflex defense; excess damage is applied to the target’s hit points as normal.
If the target is wielding a non-magical weapon and you deal more damage with this attack than their weapon's damage die size, subtract that weapon's damage die size from the damage dealt and destroy that weapon. Excess damage is applied to the target's hit points as normal.