```metadata title: Revised Martial Archetypes description: >- Revisions of the SRD/Player’s Handbook Champion, SCAG Banneret, and Unearthed Arcana Brute subclasses. tags: '' systems: - 5e renderer: V3 theme: 5ePHB ``` # Martial Archetypes (Revised) At third level, a fighter gets the martial archetype feature. Here are revised options for the Champion, Banneret (aka Purple Dragon Knight) and Brute martial archetypes. One of the reasons the Brute Archetype didn’t see official publication was because of its similarity and superiority to the Champion. The intent of these revisions is to further differentiate those two archetypes, and bring all three up to contemporary power and balance standards. ### Banneret Bannerets are fighters specializing in rallying their companions. Often chivalrous knights, they prefer to lead though deeds, not just words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had. #### Rallying Cry When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. You can use your Second Wind feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest. Additionally, whenever you use your Second Wind feature, you can choose a number of friendly creatures up to your Charisma modifier within 60 feet of you. Each one regains hit points equal to your proficiecny bonus + your fighter level, provided that the creature can see or hear you. An unconscious creature can also gain this benefit. #### Chivalrous Envoy A Banneret serves as an envoy of their superiors. Bannerets of high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. #### Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 18th level, you can choose up to three allies within 60 feet of you, rather than one. \column #### Bulwark Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose up to three allies within 60 feet of you that also failed their saving throws against the same effect. If a creature can see or hear you, it can reroll its saving throw with advantage and must use the new roll. ### Brute Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. In the city-world of Ravnica, brutes are common in the Gruul clans. #### Brute Force At 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with, uses Strength for the attack and damage rolls, and deals damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table. ##### Brute Bonus Damage | Fighter Level | Damage Increase | |:-------------:|:---------:| | 3rd | 1d4 | | 7th | 1d6 | | 11th | 1d8 | | 17th | 1d10 | #### Brutish Durability Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. A d20 roll of 1 on a death save still counts as 2 failures. #### Counterstrike Starting at 10th level, when you succeed on a saving throw another creature forced you to make, as a reaction you can make a weapon attack against that creature using a weapon whose reach or range reaches the target creature. You can use this reaction a number of times equal to your Constitution modifer, and regain all expended uses when you finish a long rest. ::::: {{wide
Revised Martial Archetypes is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}} \page #### Devastating Critical Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level. #### Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You only gain this benefit while at 0 hit points once, regaining the ability to do so again when you finish a long rest. ### Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. #### Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Expert Physicality Also at 3rd level, you gain proficiency in one of the following skills: Acrobatics, Athletics, Intimidation, Perception, and Stealth. Choose one of the listed skills that you are proficient with. You add double your proficiency bonus to ability checks made with that skill. #### Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t use double your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to twice your Strength modifier (minimum 1 foot). #### Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. #### Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. #### Legendary Actions At 18th level, you gain three legendary actions, which you can use to act at the and of another creature’s turn. You regain spent legendary actions at the start of your turn, and can’t use more than one Legendary Action at the end of a creature’s turn. You can take the following Legendary Actions: \column * ***Move.*** You move up to your movement speed without provoking opportunity attacks. * ***Attack***. You make a single weapon attack, or you can attemopt to shove or grapple a creature. * ***Second Wind.*** If you have your use of the Second Wind feature available, you may use it. {{watercolor11,top:135px,right:50px,width:250px,background-color:#BBAD82,opacity:70%}} {{artist,top:430px,right:100px [Art is public Domain via Wkimedia Commons](https://commons.wikimedia.org/wiki/File:One_of_the_farmers_who_kills_the_son_of_the_owner_of_the_vineyard..jpg) }} :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{wide
Revised Martial Archetypes is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
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