A master of different kinds of weaponry, you've spent a long time studying various styles of combat, becoming a walking arsenal of weapons.
A rebalanced and reflavoured version of the Armsmaster class by CAMI.
Second Wind
(1/encounter) Free action: when you're Bloodied, recover STR d6 HP. You can do this STR times/Safe Rest.
Flow State
(1/round) Free action: your attacks this turn ignore Medium armor but can't be advantaged or disadvantaged. You can do this DEX times/Safe Rest.
Weapon Techniques
You know 2 Weapon Techniques and gain 2×STR Stamina when you roll Initiative (minimum 1, maximum 20, lost when combat ends). At the end of your turn, regain STR Stamina.
Use a weapon technique with your weapon attack, 1/attack.
Focused Strike
Spend 2 Stamina to deal extra DEX d4 damage on hit with a weapon.
Subclass
Choose a Battle Master subclass.
Further Training
Choose a Battle Wisdom.
Key Stat Increase
+1 STR or DEX.
Focused Strike (2)
Spend up to 4 Stamina to also increase the Primary Die by 1.
Secondary Stat Increase
+1 INT or WIL.
Further Training (2)
Choose another Battle Wisdom or Weapon Technique.
Subclass
Gain your Battle Master subclass feature.
Focused Strike (3)
Spend up to 6 Stamina to upgrade the extra damage dice to d6s.
Further Training (3)
Choose another Battle Wisdom or Weapon Technique.
Key Stat Increase
+1 STR or DEX.
Battle Trance
Attacks you make in Flow State can be advantaged and don't miss on a 1.
Secondary Stat Increase
+1 INT or WIL.
Further Training (4)
Choose another Battle Wisdom or Weapon Technique.
Subclass
Gain your Battle Master subclass feature.
Further Training (5)
Choose another Battle Wisdom or Weapon Technique.
Key Stat Increase
+1 STR or DEX.
Focused Strike (4)
Spend up to 8 Stamina to make the attack crit.
Secondary Stat Increase
+1 INT or WIL.
Lethal Vigor
When you use Second Wind, attack for free and add the number of recovered HP as extra damage (this extra damage counts as damage dice).
Subclass
Gain your Battle Master subclass feature.
Further Training (6)
Choose another Battle Wisdom or Weapon Technique.
Key Stat Increase
+1 STR or DEX.
Focused Strike (5)
Spend up to 10 Stamina to guarantee one exploding crit die.
Secondary Stat Increase
+1 INT or WIL.
Action Surge
(1/encounter) Gain an additional action when you roll Initiative.
Epic Boon
Choose an Epic Boon.
Living Legend
+1 to any 2 of your stats. 1/Safe Rest while Dying, automatically enter Flow State and have one turn where you can act normally.
Weapon Techniques
Use a weapon technique with your weapon attack, 1/attack. Each technique corresponds to a particular weapon type and can only be used with those weapons. If a technique calls for a save, the DC is 10 + the stat of the weapon (STR or DEX).
Bludgeoning: Head Smash
(2 Stamina) When you hit a Medium or smaller creature, it's Dazed for 1 round if it fails a STR save.
Bludgeoning: Power Slam
(4 Stamina) Action: make another attack against a Prone creature within Reach. It takes 2× the damage on hit.
Bludgeoning: Stance Break
(6 Stamina) Action: make another attack against a creature. On hit, the target must succeed a STR save or it's Dazed for 1 round and ALL attacks against it this round ignore armor.
Piercing: Trajectory Redirection
(2 Stamina) Reaction: when you Defend, roll your weapon's damage dice and add to your Defense.
Piercing: Hampering Stake
(4 Stamina) When you hit a creature, it's Restrained and takes extra 2×LVL damage if it fails a DEX save.
Piercing: Bullseye
(6 Stamina) On hit, action: roll the weapon's damage dice twice and set them to max (this counts as a crit).
Slashing: Tendon Cut
(2 Stamina) When you hit a creature, it becomes Slowed for 1 round if it fails a DEX save.
Slashing: Tornado Spin
(4 Stamina) Action: others within Reach (including allies) are also hit by your attack, falling Prone if they fail a STR save.
Slashing: Flurry of Cuts
(6 Stamina) Action: make two attacks against an unarmored creature within Reach. Each hit deals 2× the damage, and you gain temp HP equal to half the total damage.
Battle Wisdom
Swift Step
When you Defend and take no damage, move 1 space and make an attack for free.
Calm Spirit
(1/encounter) Spend half as much Stamina when using Focused Strike.
Sturdy Core
When using Second Wind, also gain temp HP equal to half the recovered HP.
Improved Second Wind
1/Safe Rest when using Second Wind, spend any number of Stamina to recover additional HP.
Steel Grasp
(1/round) When you successfully grapple a creature, deal STR d4 bludgeoning damage.
Heart of Gold
Reaction: Interpose and Defend, gain STR+DEX Stamina if you take no damage.