The Fighter

The Fighter
Level Proficiency Bonus Features Fighting Styles
1st +2 Fighting Styles, Second Wind 1
2nd +2 Remarkable Athlete 1
3rd +2 Martial Archetype 1
4th +2 ASI, Know Your Enemy 2
5th +3 Extra Attack 2
6th +3 Martial Archetype Feature 2
7th +3 Reactionary 3
8th +3 ASI 3
9th +4 Martial Archetype Feature 3
10th +4 Indomitable 4

Class Features

As a Fighter, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per fighter level after 1st

Proficiencies


  • Armor: All armor and shields
  • Weapons: All simple and martial weapons
  • Tools: One artisan tool

  • Saving Throws: Strength and Constitution
  • Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor
  • (a) a martial weapon and a shield or (b) a two martial weapons
  • (a) a longbow or (b) a light crossbow
  • (a) 20 bolts or (b) 20 arrows or (c) 2 simple weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

Starting at first level you chose a Fighting Style that represents your primary way of dealing with combat. At higher levels you gain additional fighting styles as shown in the Fighter table. You may use one fighting style in a given round.

  • Defensive Style: Whenever you use your action to only make basic combat maneuvers (disarm, grapple, shove, etc...) you may take the dodge action as a bonus action.
  • Precision Weapon Style: When you attack with a ranged weapon you ignore half cover.
  • Protection Style: Choose a creature or object, while that creature or object is adjacent to your their AC increases by +2. If a creature is using a shield then their AC only increases by +1
  • Solitary Weapon Style: When you attack with a single melee weapon you gain a +2 to the damage roll.
  • Thrown Weapon Style: When you attempt a thrown weapon attack you gain a +1 to attack and +1 to damage.
  • Twin Weapon Style: When you use dual wielding you may use any 1-handed weapon. Additionally you gain +1 AC.
Houserule Notes
  • No feat game, except what you get from your class.
  • No multiclassing. Each class designed will have in class multiclassing options.

1

Spawn of War, a Fighter Redesign

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Additionally, you may also use this feature as a reaction when you take damage from a source that you can see.

Remarkable Athlete

  • Whenever you must roll a Strength or Dexterity check, you may add the higher of your Strength or Dexterity modifier. This replaces the modifier that is being used.
  • Armor takes 1/4th the time to be equipped and unequipped
  • Donning and doffing a shield is a bonus action
  • You may change your weapon type as a bonus action. When you do this you may hit a creature with the hand guard of your rapier or the flat side of your sword as long as you can justify it within reason.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reactionary

You have advantage on opportunity attacks.

Know Your Enemy

Starting at 4th level you may use the Battle Master ability "Know Your Enemy", however you may use it as an Action.

Indomitable

At 10th level, once per short rest, you may reroll a failed saving throw as a Constitution Saving Throw.

Fighter Martial Archetypes

Martial Archetypes will give you a feats and then two abilities that modify that feat. You do not gain any ability score increases from any Fighter Martial Archetype feats.


Battle Master (Tactical)

Sentinel

At 3rd level you gain the Sentinel Feat as a bonus feat.

Improved Sentinel

Starting at 6th level, all attacks granted by the Sentinel feat are considered Opportunity Attacks. Additionally, you may use Sentinel even if the target of an attack other than you has the Sentinel feat.

Greater Sentinel

Starting at 9th level, creatures provoke opportunity attacks for moving around you. If a creature stays within your reach but moves 5' without taking the disengage action, you may make an Opportunity Attack against them.

Champion (Blue Collar)

Charger

At 3rd level you gain the Charger Feat as a bonus feat.

Improved Charger

Starting at 6th level, you do not provoke OA whenever you use the Dash Action.

Greater Charge

Starting at 9th level, whenever you use the Bonus Action Attack granted by the Charger feat you may use the Attack Action.

Combat Medic (Helpful)

Healer

At 3rd level you gain the Healer feat as a bonus feat.

Improved Healer

Starting at 6th level, using the Healer feat is a bonus action. Additionally you may target a creature twice per short rest.

Greater Healer

Starting at 9th level, whenever you heal a creature with the Healer feat, you allow them to make a saving throw against an ongoing effect.

Delver (Exploratory)

Dungeon Delver

At 3rd level you gain Dungeon Delver as a bonus feat. Additionally you have proficiency in Thieves Tools if you don't already have proficiency.

Improved Dungeon Delver

Starting at 6th level, you have advantage on any ability check made to open, disarm, or reset a trap or door. Additionally, if you fail a check to open, disarm, or reset a trap or door you do not spring any traps that may be connected.

Greater Dungeon Delver

Starting at 9th level, whenever you search for, disarm, or reset a trap or door you may use a bonus action. Additionally you take minimum damage from traps.

2

Spawn of War, a Fighter Redesign

Eldritch Knight (Arcane Magic)

Magic Initiate

At 3rd level you gain the Magic Initiate Feat and Ritual Caster as a bonus feat. However you may cast your Magic Initiate 1st level spell once per short rest.

Special: You must select Wizard with these feats. Intelligence is your spellcasting ability score.

Improved Magic Initiate

Starting at 6th level, whenever you cast an Eldritch Knight cantrip or spell you may teleport up to 30' as a bonus action.

Additionally, you may forget your Magic Initiate spell and choose any 1st or 2nd level spell from the Wizard list. Your Magic Initiate spell counts as 2nd level.

Greater Magic Initiate

Starting at 9th level, whenever you cast an Eldritch Knight cantrip or spell you may make a weapon attack as a bonus action.

Additionally, you may forget your Magic Initiate spell and choose any 1st, 2nd, or 3rd level spell from the Wizard list. Your Magic Initiate spell counts as 3rd level.

Lancer (Sir Poke-A-Lot)

Polearm Master

At 3rd level you gain the Polearm Master feat as a bonus feat.

Improved Polearm Master

Starting at 6th level, whenever you jump at least 10' your first attack with a Polearm Master weapon has advantage.

Greater Polearm Master

Starting at 9th level you may replace your bonus action attack or opportunity attack from the Polearm Master feat to perform a Disarm Action or Help Action.

Mage Hunter (Anti-Magic)

Mage Slayer

At 3rd level you gain Mage Slayer as a bonus feat.

Improved Mage Slayer

Starting at 6th level your reaction to hit a creature casting a spell within 5' of you is an Opportunity Attack. Additionally your opportunity attack goes off before the spell is finished casting.

Greater Mage Slayer

Starting at 9th level, whenever you are a target of a spell by a hostile creature you may use a reaction to travel along magical energy. This allows you to teleport up to 60'. This reaction goes off before the spell is finished casting and you must teleport to a space adjacent to the hostile spellcaster.


Spellsniper (Arcane Archer)

Spellsniper

At 3rd level you gain Spellsniper as a bonus feat. You may use a bow or crossbow as a focus for your spell.

Improved Spellsniper

Starting at 6th level, your bow or crossbow attacks count as magical for overcoming resistance and immunity to non-magical weapon damage.

Greater Spellsniper

Starting at 9th level, whenever you cast your Spellsniper cantrip you may use a bonus action to make an attack with your bow or crossbow focus.

Paladin (Divine Magic)

Magic Initiate

At 3rd level you gain the Magic Initiate Feat and Ritual Caster as a bonus feat. However you may cast your Magic Initiate 1st level spell once per short rest.

Special: You must select Cleric cantrips and take rituals from the Cleric spell list with the ritual caster feat. Charisma is your spellcasting ability score and you must take your Magic Initiate spell from the Paladin spell list.

Improved Magic Initiate

Starting at 6th level, whenever you cast a Paladin cantrip you

Additionally, you may forget your Magic Initiate spell and choose any 1st or 2nd level spell from the Paladin list. Your Magic Initiate spell counts as 2nd level.

Greater Magic Initiate

Starting at 9th level, whenever you cast a Paladin cantrip or spell you may make a weapon attack as a bonus action.

Additionally, you may forget your Magic Initiate spell and choose any 1st, 2nd, or 3rd level spell from the Paladin list. Your Magic Initiate spell counts as 3rd level.

Warden (Primal Magic)

Magic Initiate

At 3rd level you gain the Magic Initiate Feat and Ritual Caster as a bonus feat. However you may cast your Magic Initiate 1st level spell once per short rest.

Special: You must select Druid with these feats. Wisdom is your spellcasting ability score.

Improved Magic Initiate

Starting at 6th level, whenever you cast a Warden cantrip you cause roots to grab the target and you may pull the creature up to 10'.

Additionally, you may forget your Magic Initiate spell and choose any 1st or 2nd level spell from the Druid list. Your Magic Initiate spell counts as 2nd level.

Greater Magic Initiate

Starting at 9th level, whenever you cast a Warden cantrip or spell you may make a weapon attack as a bonus action.

Additionally, you may forget your Magic Initiate spell and choose any 1st, 2nd, or 3rd level spell from the Druid list. Your Magic Initiate spell counts as 3rd level.

3

Spawn of War, a Fighter Redesign

Weapon Master (Simple)

Weapon Master

At 3rd level you are proficiency with anything while using it as a weapon and your critical hit range is 19 - 20.

Improved Weapon Master

Starting at 6th level, whenever ignore resistance and immunity to non-magical weapon damage whenever you roll weapon damage.

Greater Wearpon Master

Starting at 9th level your critical hit range is 18 - 20.

Rogue (Skill Monkey)

Skilled Skulker

At 3rd level you gain Skilled and Skulker as bonus feats.

Improved Skilled Skulker

Starting at 6th level, you may choose two skills that you have proficiency in. You gain expertise in those two skills. Additionally you only need half cover to from a creature to hide.

Greater Skilled Skulker

Starting at 9th level, you may choose two additional skills that you have proficiency in, you gain expertise in those two skills. Additionally you when you are hidden, hitting a creature with an attack doesn't reveal your position.

Brawler (Drunken Master)

Tavern Brawler

At 3rd level you gain the Grappler and Tavern Brawler feat.

Improved Tavern Brawler

Starting at 6th level, you never take disadvantage on checks made to grapple or escape a grapple.

Greater Tavern Brawler

Starting at 9th level, if it is advantageous, you may count yourself as gargantuan for the purposes of grappling.

Blind Fighter (Reactive)

Alert

At 3rd level you gain the Alert and Observant feats.

Improved Alert

Starting at 6th level,

Greater Alert

Starting at 9th level,

4

Spawn of War, a Fighter Redesign

The Monk

The Rogue

The Rogue
Level Proficiency Bonus Features Sabotage Effects
1st +2 Cunning Action, Sneak Attack, Thives Cant 1
2nd +2 Remarkable Thief 1
3rd +2 Roguish Archetype 1
4th +2 ASI, Expertise 2
5th +3 Extra Attack 2
6th +3 Roguish Archetype Feature 2
7th +3 Evasion 3
8th +3 ASI 3
9th +4 Roguish Archetype Feature 3
10th +4 Reliable Talent 4

Class Features

As a Rogue, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per fighter level after 1st

Proficiencies


  • Armor: Light armor and light shields
  • Weapons: All non-heavy weapons
  • Tools: Disguise Kit or Thieves Tools

  • Saving Throws: Strength and Constitution
  • Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • (a) Leather armor, two daggers, and thieves’ tools or disguise kit

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can sabotage one creature you hit with an attack if you have advantage on the attack roll. The attack must use a non-heavy weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

You learn a number of Sabotage effects as shown on the Rogue table, as you level up you gain more Sabotage Effects.

Sabotage Effects
  • Blind: The target is partially blind
  • s
  • d

Thieves Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Remarkable Theif

  • Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
  • You gain the ability to climb faster than normal; climbing no longer costs you extra movement.
  • In addition, when you make a running jump, you may use your Dexterity score instead of your Strength score to determine the distance you jump.

Expertise

Choose two skills you are proficient with. You have advantage with these two skills.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

Beginning at 10th level, you always have advantage whenever you roll an ability check that uses your Expertise skills even if you have a source of disadvantage.

Roguish Archetypes

The Barbarian