Battlemaster (keystone)

“Taking the Void as the Way, you will see the Way as Void.”

*Ni Ten Ichi Ryu: When you enter Path of the Battlemaster, choose a strife specibus. You are now proficient with this strife specibus and immediately learn all its basic abilitechs. You then learn a special attack for every Step you learn (including retroactively) as though it were any other specibus you know. Additionally, your abilitechs have +1 die size to damage, aim, and block dice.

  • War on Three Fronts: For the purposes of wielding specibi and powers, you are considered to have a third hand with which to wield them. You may alternately use this third hand to add +1 die size to damage to an already-wielded specibus or power regardless of how many hands it normally uses.
  • Master of Arms: Once on each of your turns, you may switch specibi as a free action. Whenever you switch to a specibus, you gain a bonus based on its tag. If it has multiple eligible tags, you may choose. You may only benefit from a bonus every other round.
    • Brutality: Your next abilitech Dazes for 1 round, or Empowers your next damaging attack if non-damaging.
    • Finesse: If the next abilitech used also has the Combo property, Assail once freely on both major and minor versions. Otherwise, you may Distract as part of the next damaging abilitech.
    • Esoteric: Pick a condition inflicted by your next abilitech and extend its duration by 1 round.
    • Reload: If you can Reload as a minor action, you may do so as part of the switch. Otherwise, take +1 die size to the next damage roll.
  • Sync Kill: Once per strife, when you slay a creature with Lethal, if they are within range up to your base speed, you may move adjacent to them and slay them in an elaborate animation that heals you for the condition’s magnitude and grants half as temporary hit points.
  • Ancient Stance: You learn the Ancient Stance. While in this stance, when an attack against you misses, as a reaction you may make an attack (using any stat on any abilitech or subpower) against them. If you hit, they are knocked Prone. You may move 10 feet as part of the reaction, before or after making the attack roll.
  • Sublime Excellence: Twice per short rest, when making an attack roll or skill check, you can add +2d4 or advantage to the roll, of your choice.