Revised Martials

Revised Martials

List of content:

  • Introduction

  • Barbarian Class

  • Fighter Class

  • Monk Class

  • Ranger Class

  • Rogue Class

  • Martial Feats

  • Optional Rules for armor, shields and new weapons.

Introduction: Why this homebrew?

Poor Martial Classes

While high level spellcasters can wipe out armies and cities with one spell, travel through planes, mentally control enemies or summon powerful entities, martial classes feel a bit bland, in comparison.

Some are really standard (especially the fighter), other are cool conceptually, but slightly poorly implemented (monk mostly, but also the ranger) and others are overall good (rogue is already almost perfect, barbarian can fall short, but it's overall thematically fitting)

Is simplicity bad by itself? No, but if simplicity brings together lack of realism, lack of thematic connections and weakness when compared to spellcasters, then there is a problem.

Now when i first aproached the whole topic the situation looked worse than it really was. Overall martial classes are already pretty good, with the lowest point being the fighter thematically and the monk or ranger mechanically. But they are still functional and perfectly enjoyable.

Overall all the classes received a buff, some a visible one, others a way weaker one.

Let's talk about each class briefly.

The Barbarian: it is what it should be, but it isn't enough.

The barbarian is really on point thematically speaking, but it lacks variety and power. It is a tank, it can totally destroy any spellcaster it meets, but it ends there. It is a brute that takes and deals damage. This is fine and simplicity is great, but there is room for more, especially when subclasses are thrown in the mix. And that is the main direction i took: new subclasses and minor fixes (like the exhaustion for the berserker is not automatical anymore)


The Fighter: almost there, but we rolled a 1

The fighter works, and works really well, but it has 2 core problems:

1) It pales compared to any other class: the fighter is basically a really good real human. It's not extraordinary, (except for subclasses like the eldritch knight and other magical ones), it's just really good. To fix this i pushed each feature and subclass to the extreme.

2) It lacks in realism when only the battle master can use maneuvers: these are a solid concept that connects well with what real fighting is about, and it feels really absurd that only a subclass of the fighter can use them. To fix this i made maneuvers a core feature and expanded upon them in each subclass.

The Monk: cool ideas, poor implementation

The monk is really good on paper, but it falls short mechanically and it is also underperforming from an immersion point of view. Also stunning strike is really a pain to deal with as a DM, but can become unsatisfying as a player. For this reason it has been removed and in its place there is more room for subclass features. More subclass features means more involvment and room for stronger, more vivid roleplay and options. And an overall increase in power, at this point.

The Ranger: wait what? What a mess, but a good mess.

The Ranger is a martial class. I know, i know it casts spells, but what if i told you i took them away? Or at least, partially. Some subclasses remain half casters, others are pure martials. This way there is room for many, many more features to create a more Aragornesque/Legolasesque feeling. Besides, the Ranger is mostly about the wilderness and what gives more wilderness vibes than crafting tools, traps and herbal medicines? I included options to craft many objects and traps and every subclass has their specializations in these regards, even the magical ones.

Just to be clear, the ranger is good (except with favored enemy, that Tasha has solved in a way and that i solve in a different, but similar one. It was not a bad concept per se, but it was too limited in application), it just can be way better.

The Rogue: perfection, almost

The Rogue is the best martial class, and the most consistent one, as a friend of mine made me notice. This said i thought to buff it as well at this point, mainly in 2 ways: an extra attack (but taken later) and an extra reaction (taken even more later). This and ofcourse some new subclasses, now that we are at it.

About Martials

Who are martials?

For me martials are all the classes that rely more on their weapon and armor than their spells or cantrips. This does include Rangers and Paladins, who are, to me half martials/half casters, but will get most of the "generic" martial features, like the ones detailed below.

Here is a list of suggested improvements for all classes.

Level 6 All classes gain +1 saving throw in one of their lowest saves.

Level 11 All classes gain +1 in each saving throw.

Level 16 Martials get +1 in three saving throws.

Lifting and Carrying

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

Carrying Capacity.

Your carrying capacity is your Strength score multiplied by 15. If you have proficiency in athletics you add to this value 15 times your athletics score. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

Push, Drag, or Lift.

You can push, drag, or lift a weight in pounds up to three times your carrying Capacity (or 30 times your Strength score). If you have proficiency in the athletics skill you add to your the amount of weight you can push, drag or lift a number of pounds equal to 30 times your athletics score. While pushing or dragging weight in excess of your carrying Capacity, your speed drops to 5 feet.

Speed and Athletics

If you have proficiency in athletics (and are not encumbered) whenever you take the dash action you gain additional feet of movement equal to 5 times your athletics score. If you choose to benefit from this speed increase more than once per short rest you make a DC 20 constitution saving throw at the end of the turn you did so, taking one level of exhaustion on a fail.

Long Jump.

When you make a Long Jump, you cover a number of feet up to your Strength or double your athletics modifier (whichever is highest) score if you move at least 10 feet on foot immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of Movement.

Size and Strength.

Larger creatures can bear more weight, whereas smaller creatures can carry less. For each size category above Medium, double the creature’s carrying Capacity and the amount it can push, drag, or lift. For each size below medium, halve these weights.


Two-Weapons fighting

If you wield two light weapons in your hands and you make an attack with one of them you can use your bonus action to make an additional attack with the other one. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you gain the extra attack feature from your class you also gain a second attack to do with the bonus action. Such an attack doesn't add the ability modifier to the attack roll.

Bleeding

Bleeding is a new condition that works similarly to poison. Certain features can cause a creature to bleed. The main effect of the bleeding condition is the loss of 1 HP at the beginning of each turn. Like poison, there are different types of bleeding. Severe bleeding gives one level of exhaustion at the begininng of each turn, the damage can increase to 1d4, or 1d6 etc... bleeding creatures could have their speed halved.

Many features can cause bleeding, for example a creature can start bleeding when it reaches half odf its health, is subject to a critical hit or takes a damage greater to one quarter of its HP. This could further progress into heavy bleeding.

Normally bleeding is stopped when a creature receives magical healing, when an appropriate medicine check nd healer's kit are used or thanks to other features (like the fighter's Second Wind or the monk's Timeless Body)

Crippled

Certain features, like powerful physical attacks, can cause the crippled condition. A crippled creature has disadvantage in all constitution checks and both acrobatics and athletics checks. In addition, when a creature is crippled one of the following effects takes place. If a creature is subject to a crippling feature again another of these effects may apply.

  • Losing one limb that can't be used to attack.
  • Gaining disadvantage on attack rolls.
  • Having a speed halved.
  • Losing a speed

If a flying creature is subject to a crippling effect it has 50% chance of either having its flying speed halved or losing it. A crippled creature needs a lesser restoration spell to heal.

Advanced Grappling

Certain weapons or tools, like a lasso, a grappling hook or a harpoon help you grapple a creature from a distance. When you hit the creature with them you follow the regular rules for grappling, but you can only pull the creature towards you, eventually knocking it prone, if you manage to drag them down. If the creature succesfully escapes on a 20 it also breaks the chain/rope that is holding it.

Multiple Grappling

More creatures can help in grappling a target (either normally or from a distance using the correct tools). For any additional creature grappling the ability checks made by the grappled creature to escape the grapple or contest the athletics checks are lowered by one.

Battle Maneuvers

All characters with proficiency in martial weapons can perform a great number of maneuvers. If a maneuver requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). All maneuvers can be enhanced by rolling superiority dice, some can only be performed with it. The most common way to come onto them is to have levels in a class that provides them, like fighter or monk.

Ambush

(If you are hidden you can roll initiative roll with advantage?) When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Breakfall

Whenever you take falling damage you can use your reaction to reduce such damage by an amount equal to the sum of all your levels in martial classes.

Superiority Die Bonus. You add the superiority die to the damage reduction.

Charging Attack

If you take the dash action and move at least 20 feet you can use your bonus action to make a melee weapon attack against a target within reach. Alternatively, if you move 30 feet without making an attack or being hit by one you can use your bonus action to gain advantage on your first melee weapon attack.

Superiority Die Bonus. You add the superiority die to the damage roll.

Cheap Shot

When you make an attack roll you can use your bonus action to make a cheap shot. On a hit the next attack made against the target before the beginning of its next turn is made with advantage. Additionally if this attack is a critical hit the next weapon attack made by the target in this turn has disadvantage.

Superiority Die Bonus. You add the superiority die to the attack roll and subtract it from the damage roll.

Committed Help

You expend your superiority die and use your bonus action to help a creature within 5 feet from you. Such a creature adds the superiority die in the action benefitting from help.

Consecutive attack

When you hit an enemy with a weapon attack you can spend one of your superiority dice to make an additional attack with your bonus action. Such an attack adds the superiority die to the attack roll.


Crippling Strike

When you make an attack roll you can roll a superiority die, adding its result to the damage roll. If you hit such an attack you cripple the target, choosing the crippling effect.

Cover Fire

As a bonus action you can roll a superiority die and designate an ally of yours that is within 60 feet from you. Until the beginning of your next turn, whenever an enemy tries to attack such ally you can use your reaction to make an opportunity attack against them, provided that they are in the range of the weapon you are wielding. Hit or miss that enemy's attacks against the designated ally have disadvantage. If you hit they also get a penalty to the attack rolls equal to the superiority die rolled.

Defensive Stance

You can use your bonus action to take the dodge action and roll a superiority die, entering a defensive stance: until the beginning of your next turn, whenever you are targeted by a weapon attack you can use your reaction to increase your AC by the number you rolled. If the attack misses you immediately gain another reaction (which could be used to apply the effects of this maneuver on a different incoming attack). Until the beginning of your next turn you can't move more than 10 feet in total and you can't take this maneuver if you already moved more than this distance.

Double Shot

When you make a ranged weapon attack with a bow you can roll a superiority die and make two attacks in place of that one. You add the superiority die to one of the two and the ranges of the two attacks are halved.

Destabilizing Attack

When a creature within 5 feet from you makes a weapon attack roll against a creature other than you, you can use your reaction to try to destabilize it. Make an attack roll against it and add a superiority die to it. On a hit the attack of that creature fails. Additionally the next weapon attack made by such a creature in this turn has disadvantage.

Disarming Attack

You can attempt to disarm a target of an attack, forcing it to drop one item of your choice that it's holding: make one attack with disadvantage, on a hit the target must make a Strength saving throw. On a failed save, it drops the object you chose. The object lands at its feet.

Superiority Die Bonus. You add the superiority die to the attack's attack roll and subtract it from the strength saving throw.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the end of your turn.

Fast Action

You roll a superiority die and use your bonus action to attempt one of the folloing actions:

  • Attempt to shove a creature within 5 feet from you.
  • Use an object or move it up to 5 feet.
  • Pickpocket or steal an object.
  • Attempt a jump even if you have used all your movement.
  • Hide or Disengage

If the action requires you to make an ability check you add the superiority die to the roll.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Find Opening

Whenever you make an attack roll you can spend a superiority die to gain advantage on your next attack roll against the same target made before the end of your next turn. You add the superiority die to that attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Ongoing Maneuvers

Some Maneuvers give you ongoing effects, like Evasive Footwork, Defensive Stance, Offensive Stance or Goading Attack. The first three end if you are incapacitated or restrained, while the last one ends if you are knocked unconscious or you are further than 120 feet away from your target.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action . Add the superiority die to your Strength (Athletics) check.

Increasing Momentum

After you make a melee weapon attack roll with a two-handed heavy or pole weapon you can roll a superiority die adding the result to both the attack and damage roll. If you then make another attack you can roll two superiority dice, adding the sum to the additional attack and so on.


Interpose

When a creature within 5 feet from you is targeted by an attack roll you can use your reaction and roll a superiority die to push them (attempt a shove check) or get targeted by the attack in their place, putting yourself inbetween (acrobatics check). You add your superiority die to the ability check needed. If you succeed you become the target in their place. If the creature within 5 feet from you must make a dexterity saving throw you can use your reaction and roll a superiority die to shove them away ( make an athletics check, with the superiority die added) or to partially protect them: they get advantage in the saving throw and add the superiority die to it, while you get disadvantage.

Leaping Attack

Whenever you make a long jump or jump from an edge towards a lower level and you end up within melee reach of an enemy you can use your bonus action to make a melee weapon attack roll against the enemy. If you fail such an attack make an acrobatics check with DC equal to 5 + the number of feet you covered in lenght and/or descent. On a fail you fall prone. Superiority Die Bonus. You add the superiority die to the damage roll.

Lunging Attack

You expend one superiority die to increase your reach of your next melee weapon attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Offensive Stance

You can use your bonus action and roll a superiority die, entering an offensive stance. Until the beginning of your next turn, every time you make a melee weapon attack roll you can make it aggressively: it adds +1 to the attack roll and the superiority die to the damage roll, but if it fails you trigger an opportunity attack from any creature within striking range from you.

Parry

When another creature damages you with a melee attack, you can use your reaction to reduce any incoming bludgeoning, piercing or slashing damage by your Dexterity or Strength modifier. If the damage is reduced to 0 it counts as if the attack missed.

Superiority Die Bonus. You add the superiority die to the damage reduction.

Plunder

Whenever you make a melee weapon attack roll you can use your bonus action to roll a superiority die and make a sleight of hand check to steal something worn, but not wielded by the target of your attack roll. You add the superiority die to the ability check.

Powerful Attack

Whenever you make an attack roll with a non light weapon you can forgo either your total movement speed or the next attack roll (if you have multiple attack rolls) to empower the attack. If the attack hits the weapon's damage dice are doubled.

Superiority Die Bonus. You spend only half your total movement speed to use this maneuver and add double the superiority dice to the damage roll.

Precision Strike

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Prey on the Fallen

When you make an attack roll with a melee weapon against a prone enemy you can deal a deadly blow. You score a critical on such an attack even with a 19.

Superiority Die Bonus. Add the superiority die to the damage roll. If you score a critical you roll damage dice thrice, rather than twice.

Punish the Coward

When you make an opportunity attack you can spend a superiority die and roll with advantage. On a hit you add the superiority die to the attack's damage.

Pushing Attack (Fusion with trip attack?)

When you hit a creature with a weapon attack, you can use a bonus action to attempt to drive the target back. If the target is no more than two sizes larger than you, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Superiority Die Bonus. The maneuver doesn't require your bonus action and you add the superiority die to the damage roll.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Reactive Movement

Whenever a creature within 10 feet from you moves you can use your reaction and roll a superiority die to move up to an amount of feet equal to 5 times the number you rolled.

Restraining Reflex

Immediately after a creature within your reach makes an attack roll or casts a spell you can use your reaction to roll a superiority die and attempt to grapple them. If you succeed all their attacks against you have disadvantage until the end of their current turn. You add the superiority die to the athletics check made to grapple.

Retaliation

When a creature hits you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Rolling Dodge

When you must make a dexterity saving throw you can use your reaction and spend a superiority die, gaining advantage in the roll and increasing the result by your superiority die. You can immediately move 5 feet as part of this reaction, without triggering an opportunity attack.

Shield Bash

When you make an attack roll with a shield you can roll a superiority die, adding the result to the damage roll. On a hit the target makes a strength saving throw, being pushed 5 feet away from you or knocked prone on a fail. If you crit they automatically fail the save and are also stunned until the beginning of their next turn.

Suplex

If you are grappling a creature and you attempt to shove them you can roll a superiority die. You add the superiority die to your athletics check and if you succeed the target knocked prone takes an amount of bludgeoning damage equal to the superioriy die + your strength modifier. If they fail with a roll of 1 they are also stunned until the beginning of their next turn.

Rotating Sweep

On your turn, if you are wielding a reach weapon and you haven't yet made an attack roll you can use your action to roll a superiority die. Any creature within 10 feet from you (15 if you are wielding a pike) makes a dexterity saving throw, taking an amount of damage equal to your superiority die roll + your strenght mod. Creatures that fail are knocked prone or pushed 5 feet away from you, while creatures that succeed by 2 or less move 5 feet away from you. (If you are wielding a pike the creatures have advantage on the saving throw).

Stunning Attack

Whenever you make a melee weapon attack that deals bludgeoning damage you can attempt to stun the target: roll a superiority die, if the attack hits the result is added to the attack damage and the target makes a constitution saving throw, becoming stunned until the beginning of its next turn.

Superior Defense

When you must make a saving throw or make a check to contest a grapple you can use your reaction and spend a superiority die, adding the result to your roll. If you succeed in the saving throw or ability check you can immediately move by 5 feet without causing opportunity attacks.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the ability modifier used for the attack. The damage is of the same type dealt by the original attack.

Superiority Die Bonus. Add the superiority die to the damage against the second creature.

Tank It - Bring It On

Whenever you are targeted by a spell or comparable effect you can brace yourself, roll a superiority die and tank it, reducing any incoming damage by the amount you rolled. If because of such an effect or spell you must make a strength or constitution saving throw you have advantage on the save. If instead you had to make a dexterity saving throw you can turn it in a con save? MAYBE Or have disadvantage?

Target Weakness

When making a weapon attack you can aim for specific weak spots of your target. If you do so this attack is made with disadvantage, but if it hits you roll the damage dice twice, as if it was a critical. If you land a regular critical even if with such a disadvantage you roll the dice three times.

Superiority Die Bonus. The superiority die is added to the damage roll.

Trick Attack

When you make an attack roll you can trick your enemy into thinking it is more powerful than it is, managing to increase your chances to hit: you have advantage on the attack roll, but you don't add the ability modifier you'd normally use to increase the damage.

Superiority Die Bonus. Add the superiority die to the attack roll and subtract half of it from the damage roll


Target Movement

When you make a weapon attack you can choose to target the body parts that make your target move (if they exist). Expend a superiority die and add it to the attack roll. On a hit you halve one of the speeds of your target until the end of its next turn (for example a griffon has both flying and walking speeds and you halve one of them of your choice), as long as they are not magical, like some types of hovering or levitation. The DM may decide that you halve more than one speed with your attack, for example such an hit against a triton would halve both walking and swimming speed.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Martial Feats

Everyone knows martial arts

It could reasonable, (especially to give battle maneuvers) that every level 1 martial class gets a bonus martial feat (but only if the character starts with that class). This is a suggested optional rule to give easy access to martial feats and battle maneuvers. I did not give battle maneuvers to all martials for two reasons:

1) the players may look at martials to seek more simplicity, having maneuvers and superiority dice to keep track of for every martial class may be a lot, especially considering monks' ki points and some rangers' spells.

2) battle maneuvers make for a great reflavouring of the whole fighter class, becoming central to it except for the champion subclass, which is kept simple and can renounce to maneuvers if the player doesn't want to deal with them.

At this point making them accessible through a feat is, in my opinion, the best solution, as not all the players will take them, but whoever wants to try them is free to go.
Since many DMs already give a free level 1 feat this could end up being redundant and overshadowed by such an homerule.

Acrobat fighter

(Prerequisite: A dexterity score of 17 or more)

  • You double your proficiency in the acrobatics skill. If you do not have proficieny in such skill you gain it, but you don't double it.
  • When you attack you can try to reposition yourself around your enemy. You can jump around the enemy you are attacking and reposition yourself in each free space that is within the reach of the enemy you are attacking. To do so make an acrobatics check.
  • You will not provoke any opportunity attack also if you leave the reach of some other enemies.
  • Generally you can benefit from this feat only once per round, but if you make at least one unarmed strike you can benefit from this feat another time for that attack. (For clarity if you make 3 unarmed strikes you benefit from this feat only twice)
  • The acrobatics check is done before the attack. If it fails also the attack fails and you are subject to opportunity attacks from all enemies that have you in their reach.

Battlefield Archer

  • If you are proficient with a ranged weapon you don't have disadvantage when an enemy is within 5 feet from you or against enemies that are prone.
  • Also you deal additional 1d6 piercing damage against enemies within 30 feet.

Charger

  • If you move up to 15 feet before attacking with a melee non finesse weapon you can make a charge attack as the first one of your attacks: such an attack adds double strenght modifier to the damage roll. Also you can attempt to knock prone or push away the target as part of the charge attack.
  • You can use one charge attack as a bonus action if you take the dash action.

Dual Wielder (Revised)

  • As long as you are proficient with both your weapons it's not important if they are light or not, you can use two weapons fighting (if they are not two handed or versatile, except the short spear)
  • If you are dual wielding two melee weapons you have + 1 to AC
  • All the attacks take proficiency bonus.
  • When you get a chance to use an opportunity attack you can attack twice, once with each hand.

Duelist

  • You can use your bonus action to focus on an enemy that you can see.
  • If you do so you never cause opportunity attack from it and you have advantage in dexterity and charisma saving throws against it andour AC against that enemy gets +1

The Strongest

(Prerequisite: A strenght score of 17 or more.)

  • You count as large for anything regarding shoving/grappling and for carrying capacity
  • You can use two handed weapons as single handed and single handed weapons as light.

Exploitative

  • Whenever a creature within 30 feet from you makes or is targeted by an opportunity attack you can use your reaction to make an opportunity attack against such a creature. If the creature is further than 5 feet away from you you can't use a melee weapon attack against it, of course.
  • Whenever a creature falls prone or unconscious within 5 feet from you you can use your reaction to take an opportunity attack against it.
  • You score a critical against a creature that is incapacitated, poisoned or blinded also on a 19.

Fury of the small

(Prerequisite: Being of small size or smaller.)

  • Whenever a medium size or bigger creature falls prone or unconscious within 5 feet from you you can use your reaction to make an opportunity attack against it.
  • You have +1 to attack and damage rolls against creatures that are at least Large size or bigger.
  • Whenever you can make an opportunity attack against a medium size or bigger creature you can try to make them trip over before attacking them: they make a Dexterity saving throw against 8 + your proficiency bonus + your dexterity modifier, falling prone on a fail. If they fail you can then make a single attack roll against them.

Trident Master

(Prerequisite: Proficiency with the trident, fork, ranseur or corseque weapons)

  • Whenever you wield a trident or one of the similar weapons your AC increases by 1.
  • Whenever a creature misses you with a melee weapon attack you can use your reaction to give advantage to the next attack against that creature.
  • You can use your bonus action to increase the reach of one of your trident (only) attacks by 5 feet.

King of Snipers

(Prerequisite: Proficiency with at least one ranged weapon)

  • Whenever you make a ranged weapon attack roll while hidden from a creature you add the ability modifier to the attack roll twice rather than once.
  • You add your dexterity modifier to blowgun damage rolls.
  • You can use a bonus action to increase both the ranges of your ranged weapon by a third of their value for the next attack.

Martial Adept

(Prerequisite: Not having any level in fighter)

  • You learn three maneuvers from the fighter class. If the maneuvers require a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain two superiority dice which are d4s if you don't already have superiority dice. These dice are used to fuel your maneuvers. They are expended when you use them, and are regained when you finish a short or long rest.

Battle advantage

(Prerequisite: Having at least one level in the fighter class)

  • You learn two maneuvers from the fighter class or any of its subclasses, provided that you meet the necessary prerequisites (you need to be able to cast spells for example, to take some maneuvers of the eldritch knight).
  • You gain one superiority die.
  • You can expend and roll two superiority dice in place of one.
  • Whenever you spend at least one superiority die and you roll a critical or one of your allies scores a critical while there is the influence of a maneuver of yours in such situation you regain a superiority die.

Finesse Master

  • On your turn, when you score a critical hit with a finesse melee weapon or reduce a creature to 0 hit points with one, you can make one melee finesse weapon attack as a bonus action.
  • Before you make a melee attack with a finesse weapon that you are proficient with, you can choose to add double the dexterity modifier to the attack roll, rather than adding it only once. If the attack hits, you don't add the dexterity bonus to the attack's damage.

Polearm Master (Revised)

(Prerequisite: Proficiency with at least one pole weapon) You gain the following benefits:

  • When you take the Attack action and attack with only a pole weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning or piercing damage.
  • You do not have disadvantage with pole weapons with reach against targets within 5 feet from you. The pike still has disadvantage against targets within 5 feet, but it doesn't have it against targets within 10 feet.
  • While you are wielding a pole weapon other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Grappler (Revised)

(Prerequisite: Strength 13 or higher.)

  • You have advantage on attack rolls against a creature you are grappling.
  • You can attempt a grapple in place of any of your melee weapon attacks.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.
  • If you have two free hands you have advantage in athletics checks to make a grapple.
  • When a creature fails a grapple against you you can use your reaction to attempt to grapple them instead.
  • You can restrain only one creature at a time using this feature.

Expert of Riposte.

  • Whenever a creature misses you by 1 or less with a melee weapon attack you can use your reaction to make a melee weapon attack against them.
  • If your weapon gives you a bonus to your AC you can use your reaction to atttack them also if they miss you by 2.
  • If you know the riposte battle maneuver, use it and score a critical you roll three damage dice, rather than two.

Pollaxe Master

  • you don't have disadvantage against creatures within 5 feet from you.
  • when you roll a critical or kill a target you can use your bous action to make another attack with the backhand of the weapon

Sweeper

  • You gain a superiority die, which is a d4 if you don't already have any and the rotating sweep maneuver. (If you already know the rotating sweep maneuver you can learn a different fighter maneuver in its place). The DC of the maneuver is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You can use the rotating sweep maneuver in place of one of your attack rolls, rather than in place of your whole action.

Reloader

  • You can reload a single shot of a weapon with the reload property using your bonus action.
  • You can load a siege weapon using your bonus action.

Lance Master

Enemies trigger an opportunity attack when they enter the reach of your lance.

  • Colossal Hunt. When you are fighting a creature that is at least two sizes bigger than you you can, once per turn, empower one of your attacks if it's made with a lance. Such attack deals 3d6 and scores a critical also on a 19.
  • Deep Pierce. When you hit a creature that is of your same size or smaller you can use your bonus action to pierce deeper into their flesh, impaling them: they make a strength or dexterity saving throw, taking 1d6 piercing damage and being grappled and restrained by you on a fail. If you succeed you have disadvantage in all your melee weapon attacks made with that lance, until the grapple ends.

Guardian

  • as a bonus action you can designate a creature or object within 5 feet from you. As long as such creature remains within 5 feet from you it has its AC increased by your proficiency bonus.
  • while wearing a shield your AC increases by 1
  • when a creature that you are aware of enters the reach of one of your melee weapons or comes within 5 feet from a guarded subject you can use your reaction to make an opportunity attack against them, moving up to 10 feet if necessary.

Shieldmaster

  • While wearing a shield you can use your bonus action to increase your AC by 1 until the beginning of your next turn. If you do so your movement speed is halved for the same duration.
  • You can use a shield as a weapoon, dealing 1d4 bludgeoning damage.
  • When a creature makes a melee weapon attack against you you can use your reaction to attempt to deflect it giving it disadvantage.

Monkey Grasp (Yes)

(Prerequisite: Strength 15 or higher, at least level 5.)

  • You can use two handed weapons with one hand.
  • When you use ersatile weapons you always roll the bigger die.
  • All one handed weapons count as finesse and light weapons for you.

Weapon Mastery

(Prerequisite: Strength 15 or higher, at least level 5.)

  • Certain weapons are especially good for a specific task, or even more than one. Pick one type of task to specialize in. It is called a weapon mastery.
  • Cleave (Prerequisite: Melee Weapon, Heavy Property)
    If you hit a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach.
    On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage, unless that modifier is negative. You can make this extra attack only once per turn.
  • Flex (Prerequisite: Versatile Property)
    When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand.
  • Graze (Prerequisite: Melee Weapon, Heavy Property)
    If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can’t be increased in any way other than increasing the ability modifier. You can use this mastery a number of times equal to your proficiency bonus per short rest.
  • Nick (Prerequisite: Light Property)
    When you are engaging in two weapons fighting you can make the extra attack of the light weapon as part of the Attack action, rather than as a Bonus Action. You can use this mastery only once per turn.
  • Vex (Prerequisite: Reload, Manual, Finesse, or Light Property)
    If you hit a creature with this weapon and deal damage to the creature, you have +1 on your next attack roll against that creature before the end of your next turn. If you hit it again the bonus becomes +2 and so on.
    It resets if you fail, become incapacitated, stunned or paralyzed, attack a different target o stop attacking for one turn.

  • You can pick this feat multiple times, choosing a different mastery each time

Bludgeoner

  • On a critical hit with a weapon that deals bludgeoning damage you cripple the target.

Extraordinary Maneuvers

  • You gain two superiority dice, which are d4s if you don't already have any.
  • You also pick one of the following maneuvers, provided that you meet its prerequisites.
    • Seismic Wave
      (Prerequisite: at least 18 in strenght)
      When you take the attack action you can roll a superiority die and slam the ground in place of one of your attacks. Any creature within 15 feet from you makes a dexterity saving throw, falling prone and taking bludgeoning damage equal to the superiority die rolled on a fail.
      The area affected becomes difficult terrain for one minute.
    • Double Jump
      (Prerequisite: at least 20 in dexterity and wearing at most light armor)
      While in air you can roll your superiority die and move in the air for a number of feet equal to your strenght modifier + the number rolled on the superiority die as long as such amount doesn't excede your remaining amount of movement.
    • Deep Lounge
      (Prerequisite: at least 18 in dexterity )
      When you take the attack action you can roll a superiority die and lounge in a line that is up to 15 feet long in place of one of your attacks. Any creature within 5 feet from the line makes a dexterity saving throw, taking damage equal to your dexterity or strenght modifier + the superiority die on a fail.
      Creatures on the line have disadvantage on the save.
      The amount of feet you move with this maneuver counts as regular movement, but it doesn't trigger opportunity attacks, except from creatures with the sentinel feat.
    • Brutal Uppercut
      (Prerequisite: at least 20 in stenght )
      Whenever you hit a melee attack roll that deals bludgeoning damage you can roll a superiority die and add the result to its damage roll.
      Additionally the target hit makes a strenght saving throw, being shoved up to 60 feet away from you on a fail or half that distance on a success.
      You can shove creatures up in the air, but the height is halved (so 30 feet on a fail and 15 on a success). If they fail with a 1 they are also knocked prone.
      If a creature hits a wall while within the first 30 feet it is being shoved it takes additional bludgeoning damage equal to your strenght modifier + the superiority die.

  • Spell Retribution
    (Prerequisite: at least 20 in constitution )
    Whenever you are subject to an evocation spell, with an instantaneous duration, that requires a spell attack or requires you to make a saving throw you can roll a superiority die and add it either to your AC or to the save.
    If the spell doesn't hit you or you succeed on the save you imbue your next melee attack with that spell: if you hit it the target hit takes normal damage ans it is affected by the spell as well.
    If such spell required a dexterity saving throw they automatically fail it. If such a spell hits multiple times you only store the effects of the ones that miss.

  • Shattering Attack
    (Prerequisite: at least 20 in strenght )
    Whenever you make an unarmed strike or a weapon attack roll with either a heavy weapon or a weapon wielded with two hands you can use your bonus action to roll a superiority die. If it hits it is a critical and you add the superiority die to the damage roll.
    You can use this attack to pierce through magical barriers like shield, forcecage or prismatic wall: make an athletics check against the spell save DC of the caster of the spell you're trying to break through. On a success you carve an opening in the spell that closes at the beginning of your next turn.

  • Hyperspeed
    (Prerequisite: at least 16 in strenght and dexterity )
    As a bonus action you can roll a superiority die and take the dash action. You increase your walking speed by 15 feet multiplied by the number rolled on the superiority die.
    This turn opportunity attacks against you have disadvantage, your jump lenght and height are doubled and one of your attack rolls is made with advantage.
    If you use this maneuver more than one turn consecutively you must make a constitution saving throw at the end of your turn, taking one level of exhaustion on a fail. The DC of the saving throw equals 10 + 2 multiplied by the number of additional turns other than the first. So 12 the first consecutive turn, 14 the second, 16 the third etc..

  • Death Shot
    (Prerequisite: at least 18 in dexterity and strength)
    When you make a ranged weapon attack roll with a bow you can use your bonus action and roll a superiority die to greatly empower such attack.
    It crits also on a 19 and adds the superiority die to the damage roll.
    If it scores a criticl or kills the target the arrow passes through it, potentially hitting another one if it is on the trajectory. You repeat the attack roll against the new possible target to determine if hits or not.

  • Bow Rapidfire
    (Prerequisite: at least 20 in dexterity and 16 in strength and constitution)
    Once per short rest, when you take the attack action, you can roll a superiority die: in that turn you can make a number of extra ranged weapon attacks with a bow equal to the number rolled.

  • A thousand cuts
    (Prerequisite: at least 20 in dexterity and 16 in strength and constitution)
    Once per short rest, when you take the attack action, you can roll a superiority die: in that turn you can make a number of extra melee weapon attacks equal to the number rolled. All those attacks must come from a non pole weapon that deals slashing or piercing damage.

  • Imbuing Strength
    (Prerequisite: at least 18 in strength and constitution)
    Once per short rest, when you take the attack action, you can roll a superiority die: in that turn you add the number rolled to the damage of all your melee weapon attacks as long as they deal bludgeoning damage or are made with an heavy weapon.

  • Fortify Body
    (Prerequisite: at least 17 in strength and constitution)

    • As a bonus action you can roll a superiority die, gaining resistance to bludgeoning, slashing and piercing damage until the beginning of your next turn. You also reduce any non psychic damage you take during this time by the amount rolled on the die.
    • As a reaction you can roll a superiority die whenever you are targeted or subject to an harmful effect or by an attack roll. You gain resistance to bludgeoning, piercing and slashing damage and reduce any non psychic damage you take by the amount rolled a number of instances equal to your constitution modifier, or until the beginning of your next turn.
  • Emergency Focus
    (Prerequisite: at least 16 in strength, dexterity and constitution)

    • Whenever you use a maneuver you can roll two superiority dice, in place of one, using the total rolled for the maneuver's effects.
    • Once per long rest, when you roll a superiority die, you can choose to take its maximum possible result.
    • Once per short rest you can use your reaction and a superiority die, adding the result to any ability check or saving throw you are making.
  • Spectral Dash
    (Prerequisite: at least 20 in dexterity or 15 in dexterity and intelligence, proficiency in arcana and the ability to cast at least one spell)

    • You can use your bonus action to empower your movement, becoming able to pass through the space occupied by other creatures, but must end your movement in an unoccupied space.
    • As a reaction when you are targeted by an attack roll you can move up to 10 feet in any direction you want, potentially leaving the reach of the attack and imposing disadvantage on it in any case.
    • Whenever you benefit from this maneuver you are not subject to opportunity attacks.
    • If you roll your superiority die when you use this maneuver your AC increases by the number rolled until the beginning of your next turn or until you get hit.
  • Overreach
    (Prerequisite: at least 18 in strength and 16 in dexterity)
    • When you take the attack action you can roll a superiority die, extending the reach of a number of attack rolls equal to the number rolled by 5 feet.
    • As an action you can make an especially strong attack: roll a superiority die and make an attack roll against any creature within a cone of length equal to your melee weapon's reach + 5 feet. You add the superiority die to the damage roll. (maybe redundant?)
  • Heavy Lifter/Thrower
    (Prerequisite: at least 20 in strength and constitution)
  • When you attempt to lift or carry something you can roll a superiority die, tenfolding your carrying and weightlifting capacity for one minute. If an athletics check is required you add the superiority die to the roll. Additionally, as an action, you can perform one of the following attacks, provided that you have access to rocks or similar materials. (Wood or metal can provide as well)
  • Shrapnel Throw
    You throw smaller rocks in a 90 feet cone. Any creature within the area makes a Dexterity saving throw, taking 2d4 piercing damage + 2d4 bludgeoning damage on a fail or half as much damage on a success. The DC equals 8 + your proficiency bonus + your strength modfier + your superiority die.
  • Rock Throw
    You throw medium sized rocks to up to three targets that you can see within 90 feet from you. You make a ranged weapon attack against them, adding the superiority die to the attack rolls. On a hit they take 2d8 + strength bludgeoning damage.
  • Boulder Throw
    You throw a massive boulder up to 60 feet away. Any creature in a 5 feet radius from the point you threw it towards makes a dexterity saving throw, taking 4d12 bludgeoning damage on a fail. The DC equals 8 + your proficiency bonus + your strength modfier + your superiority die.
  • Beastly Roar
    (Prerequisite: at least 16 in constitution and proficiency in intimidation )
    As an action you roar loudly. The roar can be heard from up to 20 miles away. Any creature within 20 feet from you makes a constitution saving throw, taking 3d8 thunder damage and becoming deafened for one minute on a fail, or only taking half the damage on a success. The DC equals 8 + your proficiency bonus + your constitution modifier. As part of the same action you can also make an intimidation check against any creature within 60 feet from you, adding the superiority die to the roll.

  • Formidable Throw
    (Prerequisite: at least 18 in strength )
    When you make an attack roll with a thrown weapon you can roll a superiority die granting the attack the following benefits:

  • you double both ranges of the throw.
  • you add the superiority die to the attack and damage roll.
  • if you hit the attack the creature hit loses five feet of movement for the next turn.
  • it also makes a strength saving throw, being pushed away from you a number of feet equal to 5 times the number rolled on the superiority die.

    • if it is pushed onto a wall this way by a piercing weapon it is impaled, being restrained until they use an action to free themselves.
  • You can pick this feat multiple times, choosing a different maneuver each time (Provided that you meet its requirements)

Barbarian

Class Features

As a barbarian, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: Thieve's tools, Artian's tools

  • Saving Throws: Strenght, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

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

  • (a) a greataxe or (b) any martial weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.

Rage

On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on all Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you deal additional damage equal to your Rage Bonus (which increases while you progress in the class as detailed in the table).
  • Your AC increases by your Rage Bonus.
  • You have resistance to bludgeoning, piercing and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. If this is about to happen you can expend one rage use to prolong the rage duration until the end of your next turn, and you'll keep the rage if before such turn ends you take damage or attack an hostile creature. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. At level 20 you have no limit to the number of rages you can use.


Barbarian
Level Proficiency Bonus Features Rages Rage Bonus
1st +2 Rage, Pushover, Just Scratches 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Barbarian Path Feature 4 +2
7th +3 Endurance, Menacing Presence 4 +3
8th +3 Ability Score Improvement 4 +3
9th +4 Feral Instinct 4 +3
10th +4 Barbarian Path Feature 4 +3
11th +4 Brutal Critical 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Relentless Rage 5 +4
14th +5 Barbarian Path Feature 5 +4
15th +5 Persistent Rage 5 +4
16th +5 Ability Score Improvement 5 +4
17th +6 Indomitable Might 6 +4
18th +6 Barbarian Path feature 6 +5
19th +6 Primal Champion 6 +5
20th +6 Ability Score Improvement - +5

Pushover

Starting at level 1, if you are raging, whenever you make a melee attack roll, saving throw or an athletics check you can lose any amount of HP, increasing the result of the roll by 1 for every 10 HP lost. You can do so after you roll, but before knowing the outcome of the roll. You can use this feature a number of times equal to your rage bonus per short rest.

Just Scratches

You lose half the HP because of bleeding and have advantage against any effect that would cause you to bleed.

Reckless Attack

Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

Danger Sense

At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 18th levels.

Extra Attack

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

Charged Attack

When you take the attack action and are wielding a two handed weapon you can renounce to any extra attack you have, increasing your attack and damage roll by 1 for each extra attack you renounce to. If you hit this charged attack it deals the damage of all the extra attacks you renounced to.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Menacing Presence

By level 7 you gain advantage on intimidation checks and saving throws against frightening effects.

Endurance

Beginning at 7th level, you can shake off certain effects. When you are subjected to an Effect that allows you to make a Constitution 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.

Feral Instinct

By 9th level, you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.


Brutal Critical

Beginning at 11th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 15th level and three additional dice at 20th level.

Relentless Rage

Starting at 13th level, if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage ends early only if you fall unconscious or if you choose to end it.
Additionally, while in rage, whenever you must make adexterity saving throw you can choose to make a constitution saving throw instead. You can do so a number of times equal to your proficiency bonus.

Indomitable Might

Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 19th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Barbarian Paths

Berserker

Frenzy

At 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When the rage ends you make a DC 15 constitution saving throw, taking one level of exhaustion on a fail. The DC increases by one every additional time you use your frenzy and it resets to 15 after a long rest.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone. Choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If you are under frenzy you can make two.

Focused Fury

By level 18, when in rage, during your turn, if you use all your attacks against the same target the last one has advantage. More than this if you hit all your attacks the last one is a critical.

Juggernaut

The Great Resistance

When you reach level 3 choose a type of damage, you are resistant to that type of damage. Additionally, if you wear no armor, during rage your AC gets increased by your Con modifier.

Unstoppable

Starting at level 6 enemies who try to grapple or shove you have disadvantage to the athletics chec. Additionally when in rage you have advantage on constitution checks and saving throws and difficult terrain doesn't halve your speed.

Heavy Rain

Beginning at level 10 once per turn, if you don't move more than 5 feet (you can still turn), you add 2d12 bludgeoning damage to one of your weapon attacks. More than this, as long as you meet the same conditions, you can use your bonus action to make an extra melee weapon attack that will add 2d8 bludgeoning damage.

Indomitable

Starting at level 14 you reduce the damage from every hit you take by your constitution modifier. Examples, if you have +4 at your constitution modifier, if a mage deals 34 damage with a fireball you will take 30 damage. If a mage shoots 3 magic missiles which deal 5, 4 and 5 damage you will instead take 1, 0 and 1 damage. This applies also to weapon attacks. Also choose another damage type you are resistent against.

Immortal Will

At level 18 when you drop to 0 HP you can choose a target, not necessarily an enemy, it can be an object or an ally to protect. If you do so your rage doesn't end and you gain your barbarian level + your cons modifier temporary HP until the end of your next turn and during your turn you must take the shortest route to your target and if the objective was to attack it, attack only it. From the moment you dropped to 0HP until the end of this turn enemies who try to attack you must make a charisma saving throw against 7 + cha modifier + con modifier + proficiency bonus. On a fail they must undo the attack or redirect it to someone else if they can. You can't be healed until the end of the "task" turn and you suffer one level of exhaustion. You can't use this feature again until you finish a long rest.


Spiritual Warrior

Spiritual Totem

When you reach level 3 choose a totem animal. They will give you bonuses when in rage.

  • Spirit Bear: When in rage you add twice your rage bonus to your weapon damage.
  • Spirit Wolf: When in rage you add your rage bonus to weapon attack rolls.
  • Spirit Eagle: When in rage, if you take the dash or disengage action you can make an attack roll as a bonus action. Doing so ends your movement action.

Spirits of the mountains

At level 6, while raging, you gain 15 feet tremorsense and add your rage bonus to all your strenght checks and saving throws.

Spirit Walker

At 6th level, you can expend one rage use to cast COmmune with Nature as a ritual.

Spirits of the rivers

Beginning at level 10 while raging, you can use a bonus action to summon the healing energies of nature around you and restore an amount of HP equal to half your barbarian level + con modifier to yourself. You can do so a number of times equal to your wisdom modifier per long rest. Additionally you can choose another animal spirit.

Spirits of the forests

At level 14 when in rage you gain advantage on wisdom saving throws and perception checks. More than this, when you hit a weapon attack you can use a bonus action to empower it: if it deals slashing or piercing damage you deal additional 1d10 damage of the same kind; if it deals bludgeoning damage it deals additional 1d8 bludgeoning damage and the target hit makes a strenght saving throw against 8 + your strenght modifier + your proficiency bonus: on a fail it is knocked prone. You can use this feature a number of times equal to your Rage Bonus.

Spirits of the moon

When you reach level 18 when in rage you can spend another use of rage to reach an awakened state that lasts until the end of your next turn or if you are knocked unconsious. When in this state you gain 60 feet truesight and the damage you deal counts as magical. While spirits of the moon is active your weapon attacks deal additional 2d8 of the same kind of your weapon. You can use spirits of the moon multiple times per long rest, but for each time you do so except the first one you gain a level of exhaustion when the state ends.

Brute

Strong Arms

Starting at level 3 you have advantage in athletics checks to make or resist a grapple or shove a creature and if a creature attempts to grapple you and fails you can use your reaction to attempt to make a grapple or shove them. Additionally you gain the following benefits:

  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage. (Except if it dealt more because of other features)
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. (Yes you basically get the tavern brawler feat)

Brute Force

Beginning at level 6 when you are grappling a creature you can use a bonus action to throw it up to 15 feet away. Make an athletics check against athletics or acrobatics, as if you were doing a grapple. On a success you throw the creature where you want and it makes a strenght saving throw. On a fail it takes 2d4 bludgeoning damage and is knocked prone, on a success it takes no damage and is not knocked prone.

Excessive Violence

Starting at level 10 when you score a critical hit you can you cripple the target hit.

Additionally the damage of your unarmed strikes increases to 1d6.

Feral and ferocious

Beginning at level 14 when you are hit by an enemy you gain advantage on your attack rolls against them until the end of your next turn. You can't benefit from this feature against the same target until you finish a short or long rest. Additionally, when you take the dodge or disengage action and are nonetheless targeted by a melee weapon attack that misses you can use your reaction to make a melee weapon attack against the attacker.

Fury and blood

When you reach level 18 the damage of your unarmed strikes increases to 1d8 and if you hit one of your attacks you can make an unarmed strike as a bonus action. Aditionally, if you are raging and grappling a creature you can use your bonus action to either make a melee weapon attack with advantage against them or to deal 2d4 + strenght modifier bludgeoning damage.

Overwhelming rage

When you reach level 18, once per long rest, when in rage you can spend another rage use to gain a burst in power. Creatures within 30 feet from you must make a charisma saving throw or become frightened by you till your next turn. You double the rage damage for 1 minute and when you hit an enemy you can use a bonus action to force them to repeat the charisma saving throw or being frightened.

Wild Savage

When you choose this primal path at level 3 you gain proficiency in the survival skill. Additionally your Wild Savage features change depending on the environment you choose.

Level 3

  • Jungle: You gain proficiency in athletics or acrobatics. Climbing speed is the same as walking. Your carrying capacity counts as one size larger.
  • Grasslands: You gain proficiency in stealth or perception. While raging your unarmed strikes deal additional 1d4 slashing damage.
  • Seaside: Your swimming speed is the same as walking and you can hold breath for 10 minutes before having to apply the rules. While raging you can use the dash action as a bonus action.

Level 6

  • Muscular arms: Whenever you hit a melee weapon attack you have advantage on your next athletics check against that target.
  • In one blow: If you are hidden from a creature and make a melee weapon attack against them you score a critical also on a 19.
  • Persistent hunter: Your movement speed increases by 10 feet and difficult terrain like mud, quicksand or low water doesn't slow you.

Level 10

  • Relentless Strike: If you knock an enemy prone or unconscious while raging you can make another attack using your bonus action.
  • Target weak spots: While raging you score a critical also on a 19.
  • Swift: If you are raging you can use the dodge action as a reaction when an enemy tries to attack you with a melee weapon attack.

Level 14

  • Slam: If you are at least 10 feet above another enemy, if you jump onto the enemy and attack it you have advantage in your attack roll. On a hit you can attempt to knock them prone.

  • Retaliate: If you are hit by a melee weapon attack roll you can use your reaction to make a melee weapon attack.

  • Shark Bite: If you move at least 30 feet in a turn your first attack adds double your strenght modifier to the attack and damage rolls.

Self Defense

At level 18 if you have 15 HP or less your rage bonuses are doubled, which increses your AC and rage damage.

Giant Might

Gargantuan Inheritance

In your blood flows the ancient power of giants, depending on your ancestors you gain different benefits. The first one to manifest at level 3 is spellcasting: you gain the ability to cast some spells linked to your ordning, to your giant ancestors. You can cast these spells while in rage and you don't need to provide material components to cast them. The spells you gain at level 6 cost one rage use. You cast these spells at their minimum level. You can benefit from this feature only twice per short rest, except for cantrips that can always be used.

These spells may require your targets to make a saving throw or you to make a spell attack, they are as follows:

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Strenght modifier

Gargantuan Inheritance Spells
Giant Type Level 3 Level 6
Cloud Gust, Fog Cloud Blur, Gust of Wind
Fire Produce Flame, Control Flame, Searing Smite, Burning Hands
Frost Frostbite, Armor of Agathys Hold Person
Hill Resistance (Self), Earth Tremor Varto's Boulder Projectile
Stone Magic Stone, Shell Cover, Varto's Boulder Projectile Shield
Storm Shocking Grasp, Thunderclap, Thunderous Smite Thunderwave











Hill Giant

Hill giants, followed by fire giants are the less magical of giant kind. Nonetheless magic flows in them, granting an incredible physical might. Additionally theiy are stubborn and brave and more animalistic than the other ones. All this transfers to the Giant Might Barbarian, that is able to cast Resistance on itself, but not on others.





Giant Manifestation

Beginning at level 6 when you use one of your Gargantuan Inheritance spells, when you land a critical hit or whenever you spend one rage use you gain a special bonus:

  • Cloud: until the beginning of your next turn opportunity attacks against you have disadvantage.
  • Fire: until the beginning of your next any creature within 5 feet from you that makes a melee attack against you takes 1d4 fire damage.
  • Frost: until the beginning of your next turn creatures that start their turn within 10 feet from you or that enter such range for the first time in their turn must make a strenght saving throw or have their speed halved. Additionally if you cast armor of agathys you increase the temporary HP and damage dealt by your constitution modifier.
  • Hill: until the beginning of your next turn you gain 10 feet tremorsense. Additionally you gain advantage on your next saving throw or melee weapon attack.
  • Stone: until the beginning of your next turn you reduce the damage you take from bludgeoning, piercing or slashing damage by half your constitution modifier. (rounded up) From level 9 onwards the damage reduction equals your constitution modifier.
  • Storm: until the beginning of your next turn any creature that makes a melee attack against you makes a constitution saving throw, taking 1d4 lightning damage on a fail. If such a creature rolled a 1 on the saving throw it becomes paralyzed until the beginning of its next turn.

Heritage of the Ancients

Beginning at level 10 you gain the ability to manifest the power of the giant blood flowing in your veins. You can use your bonus action to spend one rage use and increase your size by one category for one minute. During this time you gain the following benefits:

  • Your walking speed increases by 5 feet. If you possess any other kind of speed it increases by 5 feet as well.
  • Your reach increases by 5 feet.
  • You add your constitution modifier to the damage of your melee weapon attacks.
  • Your carrying capacity and weight lifting capacity are doubled.
  • You deal double damage to buildings and structures.

You can benefit from Heritage of the Ancients only once per long rest.

Additionally you can use Gargantuan Inheritance spells three times per short rest.

Call of the Ordning

At level 14 you gain a benefit depending on your gigantic ancestry.

  • Cloud: when you dash you ignore difficult terrain and you can make a single weapon attack with your bonus action.
  • Fire: you gain resistance to fire damage and immunity to nonmagical fire damage.
  • Frost: you gain resistance to cold damage, immunity to nonmagical cold damage and moving in snow or ice doesn't count as difficult terrain.
  • Hill: you have advantage on constitution saving throws and the range of your trowing weapons is doubled.
  • Stone: you gain resistance to nonmagical bludgeoning, piercing, slashing damage. Your climbing speed equals your walking speed.
  • Storm: you gain resistance to lightning damage and immunity to nonmagical lightning damage. When you are hit by lightning damage your next weapon attack or unarmed strike deals additional 1d8 lightning damage.

Gigantic Form

Beginning at level 18 you can benefit from Heritage of the Ancients twice per long rest and if you roll a critical hit while heritage of the ancients is active the number of damage dice you roll beacause of the critical is tripled, not doubled.



Additional Spells

When building this subclass i felt like there were not many options especially for the stone giant so i decided to create two spells. Additionally i decided to give the same spell both to Hill and Stone giants because throwing boulders is a giant staple and these two types were the closest ones to what a typical giant would be.

Shell Cover

transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: self.
  • Shape: -
  • Components: S, V, M (some marble powder)
  • Duration: 1 round
  • Details:

Your AC increases by 1 until the beginning of your next turn if you are not wearing medium or heavy armor. This bonus vanishes immediately after you take damage or you are hit by an attack roll. If you cast this spell again while it is still active the spell fails.

Varto's Boulder Throw

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet.
  • Shape: 5 feet radius sphere
  • Components: S, V, M (a percfectly round pebble)
  • Duration: instantaneous
  • Details:

You hurl a boulder towards a target within range. Make a ranged spell attack against such a target, on a hit it takes 3d8 bludgeoning damage and makes a constitution saving throw. On a fail it is stunned until the beginning of its next turn. Hit or miss creatures within 5 feet of the target make a dexterity saving throw, taking 1d8 bludgeoning damage on a fail. The boulder can be blocked by obstacles in the middle. If the caster cannot see or perceive the target it has disadvantage on the ranged spell attack. This spell deals double damage to structures.

  • At higher levels: Both the damage to the target and to creatures within 5 feet from it increases by 1d8 for each level above first.

RuneMarked

Rune Marking

Starting at level 3, when you choose this path, you gain the ability to tattoo magic on your body, in the shape of runes.

Runes serve many different purposes: one of this may be help you regain health, another one may be casting spells while raging, another one may be increasing your might for a brief moment. The total number of runes you can have on your body equals your constitution modifier. Once you reach the total number of runes you can't have one more, but you can remove a rune during a ritual that is 4 hours long and replace it with a different one during that same ceremony. Runes can be used only once per short or long rest, depending on the type of rune: once their effect vanishes the runes appear like normal tatoos. Some runes are unique and you can have only one of them, while others are less powerful and you can have multiple ones on your body. If you have two or more runes of the same kind you cannot keep them active or activate them together.

Runes' effects may require targets to make a saving throw. In that case the DC equals 8+ your proficiency bonus + your constitution modifier.

Dispel magic can remove only a single active rune at a time. If it is cast on an unconscious target it can completely remove a rune that will need to be placed again with the ritual. Inside an antimagic field the runes cannot be activated and are suppressed, but they are not removed.

Some runes are available to you only from certain levels onwards. This is detailed in the rune description.


Rune of Arcanum

(Prerequisite: level 8) You can activate this rune when you hit an enemy with a melee attack: that attack deals additional 1d8 force damage. Additionally your damage counts as magical until the end of your next turn and you can see invisible objects or creatures for the same duration.

You can also activate this rune as a bonus action, but you'll lose the extra damage on the first hit.

This rune is unique and you can have only one of these on your body.

Rune of Blood

You can activate this rune as a bonus action entering a bloody frenzy: until the ending of your next turn you feel compelled to attack the closest creature to you. Make a wisdom saving throw if you don't want to attack such a creature. On a fail you cannot attack another target and you take 1d4 necrotic damage for every barbarian level if you choose to not attack at all. On a succcess you may move and reach the next closest target. During this time you have advantage on all your melee attacks, when you score a critical you roll another damage die and your attacks add twice your strenght modifier to the damage roll, not once.

Rune of the Deads

(Prerequisite: level 6)

You activate this rune as a bonus action. Until the end of your next turn your melee attacks deal additional 1d6 necrotic damage. For the same duration you have resistance to necrotic damage. If you drop to 0HP while this rune is active you are subject to the following effect: if you succeed in three death saving throws you return conscious with 1 HP and in rage if you were in rage when you dropped to 0HP.

This rune is unique and you can have only one of these on your body.

Rune of Draining

You activate this rune with a bonus action and it remains active until the end of your next turn. The next two attacks you hit heal you by half the damage you deal with them. Creatures hit by such attacks can't regain HP until the end of their next turn.

Rune of Endurance

This rune activates when you take damage that would make you drop to 0 HP: you instead remain at 1 HP and gain 10 temporary HP and resistance to all kind of damage until the beginning of your next turn.

This rune is unique and you can have only one of these on your body.

Rune of Exile

(Prerequisite: level 8) This rune activates as a bonus action: in the next minute even if you are in rage you will cast banishment as a 4th level spell on the first target you attack. If the attack misses the target will automatically succeed on the charisma saving throw to avoid the effects of banishment.

This rune is unique and you can have only one of these on your body.

Rune of Explosion

When you make a melee attack you can activate this rune (usually tattooed on an arm) to roll an additional d8 and add the result to the attack roll. If the attack hits it deals additional 2d8 thunder damage and the enemy hit makes a constitution saving throw, being stunned until the beginning of its next turn on a fail.

Rune of Forbiddance

(Prerequisite: Level 6) When you hit a target with a melee weapon attack or unarmed strike you can activate this rune using your bonus action. The target makes an intelligence saving throw, becoming unable to cast spells until the end of its next turn on a fail. It can maintain concentration onto an already casted spell. The target can expend a 6th-level spell slot or higher at the beginning of its next turn to try to repeat the intelligence saving throw.

This rune is unique and you can have only one of these on your body.

Rune of Frost

You activate this rune when you hit an enemy with a melee attack: that attack deals additional 2d8 cold damage. Additionally you deal 1d6 cold damage to any creature except the target of your melee attack in a 15 feet cone in front of you on a failed dexterity saving throw. Finally the target of your attack and any creature that failed the dexterity saving throw make a strenght saving throw. On a fail they have their speed reduced to 0 until the end of their next turn.

Rune of the Ghost

(Prerequisite: level 6) You activate this rune with a bonus action. You gain the following benefits for 1 minute:

  • Once per turn, when a creature makes its first attack roll against you it has disadvantage on it.
  • You gain 60 feet darkvision.
  • You have advantage in intimidation checks
  • Creatures have disadvantage in perception or investigation checks made to spot you if they rely solely on sight.

This rune is unique and you can have only one of these on your body.

Rune of Healing

You activate this rune with your bonus action. You immediately regain 1d12 + your barbarian level HP.

This rune is unique and you can have only one of these on your body.

Rune of Might

(Prerequisite: level 6) To activate this rune you have to use your bonus action. Upon activation this rune grants you the following effects until the end of your next turn:

  • you gain an extra attack during your attack action
  • you gain 30 feet of walking speed
  • your carrying capacity is doubled as well as your weightlifting capacity
  • your attack and damage rolls get a +2
  • your jumping distance and height are doubled.
  • your climbing speed equals your walking speed

This rune is unique and you can have only one of these on your body.

Rune of the Mountain

You activate this rune with your bonus action and it remains active until the end of your next turn. For the duration you gain the following benefits:

  • Your AC increases by 3
  • You have resistance against bludgeoning, piercing, slashing damage.
  • Your unarmed strikes deal additional 1d4 bludgeoning damage.
Rune of Runes

You activate this rune as an action: for one minute you have truesight and are under the effects of comprehend languages, detect magic and detect curse spells.

Rune of Storage

You can activate this rune as a reaction when you take damage from a spell or attack that deals fire, lightning, cold, bludgeoning, necrotic, radiant, force, thunder: you reduce the incoming damage by a number of d6 equal to your constitution modifier. The next time you deal damage with a melee weapon attack or unarmed strike you add the absorbed damage to that attack damage.

Rune of Strenght

You activate this rune as a bonus action: until the end of your next turn you have advantage on all your melee attacks, athletics checks and strenght saving throws.

Rune of Sun

You activate this rune with a bonus action, gaining resistance to fire and radiant damage until the end of your next turn. During this time your weapon attacks deal additional 1d4 fire damage + 1d4 radiant damage. Finally, for 1 minute, you gain darkvision and cannot be blinded .

Rune of Weapon

You can activate this rune as a bonus action: a weapon tattooed on your body springs into existence and you can wield it. When the rune is reactivated the weapon disappears.

Rune of Wings

(Prerequisite: level 6) This rune needs a bonus action to be activated: a pair of wings sprouts from your back giving you a flying speed of 30 feet until the end of your next turn. The rune does not work if armor is covering the back.

Raging Overload

Beginning at level 6 you can expend one rage use to regain use of a non single use rune. You can also consume two runes of your choice to regain one rage use. These runes deactivate as if they were used, but they don't give you any other effects except gaining the rage use.

Marks

Starting at level 6 other than runes you can also apply magical marks, usually onto objects or terrain. To do so you must expend 1 minute . They last one day and you can have only 3 marks active at the same time.

  • Mark of Destruction: you can activate this mark with your action as long as you are within 500 feet from it. When you do so the mark will damage the structure or object where it is placed, dealing 2d8 thunder damage + 2d8 bludgeoning dammage.
  • Mark of Direction: this mark changes and points towards you as long as you are within 1 mile from it.
  • Mark of the Eye: you can use your action to look through the mark as if there was an eye there. You can do so only within 1 mile from it.
  • Mark of Position: you always have a general idea of the direction and position of this mark as long as it is within 10 miles from you.
  • Mark of Protection: the object where this mark is placed gains +1 to its AC and an amount of temporary HP equal to your constitution score. If the object is part of a big structure the area protected is a 10 feet cube.

Runic Augmentation

Starting at level 10 when you use a Rune its numerical effects are doubled: distances are doubled, dice are rolled twice and so on. The only thing that isn't doubled is the duration of the effect: a rune that lasts until the end of your next turn will still end its effect at that point.

You can benefit from this feature only once per rage use.

Additionally you can perform the 4 hours long ritual to inscribe a non single use rune onto an ally's body. To be eligible to receive a rune the character must have a constitution score equal to 13 or higher. This rune will disappear once used.


Runic Surging

Once you reach level 14 you gain an even better control onto the runes' effects. Every non single use rune can now be used twice instead of once before they deactivate. Whenever you use some runes while in rage an additional effect happens:

  • Rune of Blood: when you activate this rune or when you land a critical hit or kill a target while this rune is active creatures within 10 feet from you make a wisdom saving throw, becoming frightened by you until the rune deactivates.
  • Rune of Draining: the attacks that heal you are the next three, not the next two.
  • Rune of Explosion: creatures within 5 feet from you take 1d8 thunder damage when the rune is activated.
  • Rune of Forbiddance: your target hads disadvantage on the intelligence saving throw.
  • Rune of the Ghost: for the duration you can occupy the space occupied by other creatures and you ignore difficult terrain.
  • Rune of the Mountain: you reduce incoming bludgeoning, piercing, slashing damage by 2d6 while the rune is active. The additional bludgeoning damage increases to 1d6.
  • Rune of Strenght: when you activate this rune a shockwave pushes any creature that is within 5 feet from you away by 5 + your strenght modifier feet. On a successful strenght saving throw creatures are pushed away only half the distance.
  • Rune of the Sun: whenever you are hit by an attack and the rune of the Sun is active you can use your reaction to light up, dealing 1d8 radiant damage to everyone within 10 feet from you that fails a constitution saving throw. Additionally whenever you are hit by a melee attack while the rune of the sun is active you deal 1d4 fire damage to the attacker.

Runic Discharge

Starting at level 18 you can deactivate all the runes still active on your body. If you do so you gain a number of temporary HP equal to three times the total number of runes deactivated. While these temporary HP are active you are considered under the shield spell and have advantage in any saving throw against any magical effect.

Path of the Silent Rage

Focused Rage

When you choose this path at level 3 you learn to channel your rage. When you enter rage or as a free action on your turn while your rage is active you can expend one rage use to focus the power of that rage into a part of your body until your rage ends:

  • Arms. the bonus damage of your rage is doubled.
  • Legs. your movement speed is increased by 10 feet and your jump distance and lenght are doubled. Additionally you can use the bonus action to take the dash action.
  • Body. you reduce any incoming nonmagical damage by your rage bonus.
  • Mind. you gain advantage in your intelligence, wisdom and constitution saving throws.
  • Spirit. creatures within 30 feet from you must make a charisma saving throw against 8 + your proficiency bonus + your charisma modifier at the beginning of their turn. On a fail they have their speed reduced to 0.

You cannnot use this feature again once you finish a short or long rest.

Controlled rage

Beginning at level 6 you can use your bonus action to suspend your rage rather than ending it. The rage remains active, but it doesn't give you any benefits or drawbacks until you use your reaction to give into rage again. If you begin your turn with the rage suspended you must make a DC 12 constitution saving throw to not lose your rage. The DC increases by 2 for every turn you spend this way and it resets to 12 if you give into rage again. While your rage is suspended you don't automatically lose it if you don't attack an hostile creature or receive damage before the beginning of your next turn.

Additionally you can try to keep your rage even if it isn't suspended and you haven't attacked any hostile creature or received any damage: you can make the before detailed constitution saving throw to keep your rage.

The two saving throws stack up, so if you spend two turns in suspended rage and haven't taken damage or attacked an hostile creature since the end of the second turn at the beginning of your third turn you make a DC 16 constitution saving throw.

Fury of the silent

Beginning at level 10 you gain all the benefits of your Rage even if it suspended.

Superior control

Beginning at level 14 you can use your focused rage feature a number of times equal to your constitution modifier per short rest.


Broken chains.

Starting at level 18, once per week you can let go of all of your restraints. If you do so you gain all the benefits of your focused rage and they have an additional effect. You can use this feature when you enter rage or as a free action on your turn if you are already in rage. If you use this feature you end any suspended rage or any effects coming from the focused rage feature. You gain instead the following benefits:

  • double bonus damage from your rage and you can use your bonus action to make an additional melee weapon attack.
  • movement speed, jump height and lenght are doubled and you can use your bonus action to use the dash action.
  • AC increases by 1 and you reduce incoming damage by an amount equal to your rage bonus.
  • you have advantage in intelligence, wisdom and charisma saving throws and you add your rage bonus to them.
  • creatures within 30 feet from you must make a charisma saving throw against 8 + your proficiency bonus + your charisma modifier at the start of their turn. On a fail they take psychic damage equal to your rage bonus and have their speed reduced to 0. This state ends if you do not attack a creature or take damage until the beginning of your next turn.

Whenever a creature moves out of your reach roll a d20, on a 1 you must use your reaction to make an opportunity attack against them. When you activate Broken Chains you can designate a creature that is immune from this last effect.

Once you use this feature you can't enter rage again until you finish a long rest.

Conqueror Path

Aurage

When you choose this path at level 3 you become able to fuel your attacks with your inner power when you rage: while raging you add your charisma modifier to your weapon damage rolls. At level 10 you add your charisma modifier also to your weapon attack rolls and they count as magical for the purpose of determining weaknesses and resistances.

Armor of Will

Beginning at level 6 you add your charisma modifier to your armor. Additionally, any time you enter your rage any creature within 30 feet from you makes a charisma saving throw against 8 + your proficiency bonus + your charisma modifier: on a fail they are frightened by you until the end of their next turn.

Extension of the Body

When you reach level 10, as a bonus action you can extend your inner power, covering an area of a radius equal to 5 feet multiplied by your rage bonus. You become aware of any creature in that area, whether visible or not for one minute. You can use this feature a number of times equal to your rage use per long rest.

Additionally you add your wisdom modifier to initiative rolls.

Spiritual combatant

At level 14 most your spiritual powers increase:

  • you can impose disadvantage to any attack roll made against you a number of times equal to your wisdom modifier.
  • you gain advantage in intimidation checks against creatures within 15 feet from you.
  • while raging you add your wisdom modifier to dexterity saving throws and your charisma modifier to strenght and constitution saving throws.

Conqueror Pressure

Starting at level 18 you can use your bonus action to affect creatures within 60 feet from you with your charismatic presence. Any creature within the range makes a charisma saving throw against 8 + your proficiency bonus + your charisma modifier. On a fail any creature of CR 1/2 or lower drops unconscious for one minute or until woken up with a DC 10 medicine check, while any creature of an higher CR and any PC takes psychic damage equal to your charisma modifier and is restrained until the beginning of your next turn. On a success a creature has its speed halved until the beginning of its next turn. You can use this feature a number of times equal to your charisma modifier and you can't use it on two consecutive turns.

Work In Progress

Feral Gore Path

Bone plating

You gain proficiency with heavy armor and you can benefit from unarmored defense also if you wear one of the following armor types:

Bone Armor
Name Type Bonus to AC Malus Prerequisite
Light Light +1 - -
Medium Medium +2 Max Dex modifier to AC is 2 -
Heavy Heavy +3 No benefit from Dex to AC, disadvantage in stealth checks. Str 15

Whenever you wear your armor you have advantage in intimidation checks.

Fanged Bite

If you are in rage you reroll any 1 in damage rolls. You do so only if the weapon is heavy, versatile or used with two hands.

Challenge in Size

Starting at level 6, whenever you score a critical against a creature that is huge size or bigger you roll damage thrice, rather than twice.

Additionally, if your DM uses rules for climbing onto monsters you have advantage on any athletics or acrobatics check made to climb them or to avoid falling from them.

Up to fight


Painful Massacre

Battle Bloodlust

While in combat you gain +1 to your attack and damage rolls at the beginning of your turn. When this happens you must make a DC 13 wisdom saving throw. On a fail you must attack any creature closer to you, no matter if they are allies. The DC increases by 1 every time you have to make this saving throw.

Smell of Blood

You are able to tell if a creature that has lost HP is within 120 feet from you. Additionally you have advantage in perception and investigation checks made to spot, find a creature you have damaged in the last 8 hours or follow its tracks.

Vengeful Frenzy

Whenever a creature damages you, if you are raging and are aware of the source of the damage you have advantage in your next melee weapon attack or unarmed strike against such a creature made in this round. Once you benefit from this feature against a creature you can't benefit from it until the beginning of your next turn.

Raging retaliation

Whenever a creature damages you you can use your reaction to attack it with a melee weapon attack or unarmed strike, provided that such a creature is within your range.

Blood for blood

You can use your bonus action to tke 1d12 damage and touch a creature within 5 feet from you. Such a creature regains the same amount of HP you lost. You can use this feature a number of times equal to your constitution modifier per long rest.

Bloody Rampage

While you are raging you can push the limits of your body way further than other creatures: whenever you take the attack action you can lose 1d12 HP to gain an extra attack. Additionally whenever you are damaged by a creature within the range of your unarmed strikes or melee weapon, if ou have already used your reaction you can take 2d12 damage and gain another reaction that must be used to attack such a creature.

You can't benefit from this feature more than once per turn.

Blood thirst

You score a critical also on 19 against creatures thay you have already damaged within the last minute or against creatures that have damaged you within the last mnute. Whenever you score a critical you can use your bonus action to take 1d12 damage. If you do so you will deal double the damage to the target of your attack.

Path of the Tyrant

Terror instilled

You have advantage in persuasion checks agains creatures frightened or intimidated by you.

Tyrant aura

Fighter

The Fighter
Level Proficiency Bonus Superiority Dice Maneuvers Known Features
1st +2 4 3 Combat Superiority, Second Wind
2nd +2 4 3 Fighting Style, Action Surge
3rd +2 4 4 Martial Archetype
4th +2 4 5 Ability Score Improvement
5th +3 4 5 Extra Attack(x1), Person of Culture
6th +3 5 6 Improved Technique
7th +3 5 6 Martial Archetype Feature
8th +3 6 7 Ability Score Improvement
9th +4 6 7 Indomitable (x1)
10th +4 7 7 Warrior Focus, Martial Archetype Feature
11th +4 7 8 Extra Attack(x2), Combine Maneuvers
12th +4 7 8 Ability Score Improvement
13th +5 8 8 Indomitable(x2)
14th +5 8 9 Additional Fighting Style, Improved Technique
15th +5 8 9 Martial Archetype Feature
16th +5 9 9 Ability Score Improvement
17th +6 9 10 Action Surge(x2), Indomitable (x3)
18th +6 9 10 Martial Archetype Feature
19th +6 10 10 Ability Score Improvement
20th +6 10 10 Extra Attack(x3)

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

Proficiencies


  • Armor: All armor, shields.
  • Weapons: All weapons.
  • Tools: One artisan tool or musical instrument.
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, 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, longbow and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack

Multiclassing

To multiclass in or out of the fighter you need to have both Strenght and Dexterity scores equal or greater than 13.

Combat Superiority

Beginning at level one you learn three maneuvers choosing between Pushing Attack, Disarming Attack, Distracting Strike, Evasive Footwork and Precision Strike. You learn one additional maneuver at levels 3, 4, 6, 8, 11, 14, 18, as it is shown in the class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Each time you can learn new maneuvers or effectively take them, you can also replace one maneuver you know with a different one.

Superiority Dice.

You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain additional superiority dice when you gain certain fighter levels, as shown in the class table

Saving Throws.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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 and end any bleeding inflicted upon you.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn,
you can take one additional action.
Once you use this feature,
you must finish a short or long rest
before you can use it again.
Starting at 17th level, you can use it twice
before a rest, but only once on the same turn.

Fighting Style

From level 2 onward you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Interception. When a creature you can see hits a target other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
    
    
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Nimble Weapon Fighting. When you take the attack action and make all your attacks with a weapon that has the light and finesse properties you can make an additional attack with it.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or shields the d6 becomes a d8.
  • Multiple Enemies Fighting. If you make all your attack rolls and you make them against a number of enemies equal or greater than the maximum number of attack rolls you can normally make with your action, at the end of your turn you get a weapon attack roll that you can immediately use against whoever you want, after which the turn ends.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Charged Attack

When you take the attack action and are wielding a two handed weapon you can renounce to any extra attack you have, increasing your attack and damage roll by 1 for each extra attack you renounce to. If you hit this charged attack it deals the damage of all the extra attacks you renounced to.

Person of Culture

When you reach level 6 you gain proficiency in one skill of your choice that is not based on strenght, dexterity or constitution. In place of this proficiency you can also take proficiency in either one language, two artisan tools, two musical instruments or one artisan tool and one musical instrument.

Improved Technique

At levels 6, 10 and 14 you take +1 to two ability scores.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Warrior Focus

Beginning at level 10 whenever you use second wind you also regain one superiority die.


Improved Fighting Style

When you reach level 11 your fighting style gets and additional bonus.

  • Archery. You gain a +2 bonus to damage rolls you make with ranged weapons.
  • Blind Fighting. The blindsight range increases to 20 feet. Additionally you can use your bonus action to focus, making a perception check with advantage and noticing any creature with total cover within such range on a success.
  • Defense. The bonus to AC becomes +2.
  • Dueling. The +2 also goes to attack rolls and you can benefit from this feature even if you are wielding a versatile weapon.
  • Nimble Weapon Fighting. It applies even to non light weapons, as long as they are finesse.
  • Great Weapon Fighting. If you score a critical with a melee weapon that you are holding with two hands you can reroll any 1, 2 or 3 on the damage roll. Additionally, when that happens you can use your bonus action to either attempt to shove the target, make another attack against the same target with the same weapon, add another damage die to the hit.
  • Interception. The damage reduction becomes 1d12 + proficiency bonus. Additionally you can choose to reduce the damage further, by up to 4d12 + proficiency bonus, but if you choose to do so, you take that damage upon yourself as you try to take the hit in their place.
  • Protection. As part of the protection reaction you can make a melee weapon attack roll against the creature that attacked, but only after their attack is resolved.
  • Thrown Weapon Fighting. If you make a ranged weapon attack with a thrown weapon it gets +2 to the roll. Additionally if you hit such an attack you gain advantage on the next one if it's made with a thrown weapon against the same target.
  • Two-Weapon Fighting. You can make two attacks with your bonus action, rather than one.
  • Unarmed Fighting. Whenever you score a critical with an unarmed strike you can make another unarmed strike. Additionally whenever you succesfully shove a creature you can use your bonus action to make an unarmed strike against them.
  • Multiple Enemies Fighting. If during your turn you trigger an opportunity attack from a creature you have hit this turn it has disadvantage on the roll.

Combine maneuvers

Beginning at level 13 you can use two maneuvers together, provided that the conditions necessary to perform both of them are met.

Additional Fighting Style

At 14th level, you can choose a second option from the Fighting Style class feature. You can take a third one at level 20.

Martial Archetypes

Duelist

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Finesse Expertise

Whenever you make an attack roll with a finesse weapon you can expend one superiority die to make a particularly nasty attack: you add double your proficiency bonus to the attack roll and the superiority die to the damage roll. If such an attack scores a critical you roll the damage dice thrice.

Weakness Exploit

Whenever you hit a melee weapon attack you can roll a superiority die and make another attack against that creature, adding the superiority die to the attack roll. You can't use this maneuver more than twice consecutively.

Battle Momentum

Starting at level 3 you gain specific benefits if you know certain maneuvers:

  • lunging strike: you can make an opportunity attack against a creature that moves out of a reach of 10 feet from you, provided that you use the lunging strike maneuver in that attack.
  • riposte: you gain a special reaction that can be used to use a parry or riposte maneuver.
  • parry: you may use the parry or riposte maneuver immediately after you use the parry one, using the same superiority die.

Once you benefit from this feature you can't do so again until you finish a short rest. At level 15 you can use this feature twice per short rest.

Arena

Beginning at level 3 if an enemy is within 15 feet from you and there aren't enemies within 15 feet from you or from it you have advantage on your first melee weapon attack against that enemy and it has disadvantage on its first attack roll against you each round as long as the conditions are kept. If a creature is hidden from you and it is within 5 feet from you while you make melee weapon attack against a target you are considering under the Arena condition you cause an opportunity attack from that hidden creature and the arena condition ends if the creature makes such an attack.


Duelist Techniques

At level 7 you choose one of the following techniques to benefit from. You can choose another one of them at level 15

  • Advanced Dueling. When you are wielding a melee weapon in one hand and either a light weapon or no other weapons, you gain a +1 bonus to attack and damage rolls with both weapons.

  • Swift strikes. You gain +2 to the damage rolls of finesse and light weapons that are not thrown.

  • Defensive duelist. If all the weapons you are wielding have the light or finesse property you gain +1 to your AC.

  • Battlefield dancer. Whenever you take the dash, dodge or disengage action your AC increases by 1 and your movement speed increases by 10 feet until the beginning of your next turn.

Focus on the Enemy

Beginning at level 10 as a bonus action you can focus your attention onto a target that is within 30 feet from you. The followings effects are now active:

  • The two of you are considered under the Arena feature even if not all of its requirements are met.
  • You have advantage in dexterity saving throws against the focused enemy.
  • You gain +1 to your melee attack and damage rolls against the focused enemy.
  • Your AC increases by 1 against the focused enemy.

The effects of this feature remain active for one minute.

You can't benefit from this feature again until you finish a short or long rest.

Calm before the storm

Beginning at level 15 when you use second wind you gain 30 feet movement speed and you gain a melee weapon attack to make in that turn.

Excellence in battle

Once you reach level 18 you crit on a roll of 18-20 provided that the weapon that makes such an attack roll has the finesse or light property and that the enemy hit is under the Arena or Focus on the Enemy features. Additionally the latter, Focus on the Enemy, gains the following additional effects:

  • You have advantage in wisdom and charisma saving throws against the focused enemy.
  • You have advantage in perception checks made to spot the focused enemy.

Champion

Power over Technique

At level 3, when you choose this archetype you can renounce to learn additional maneuvers. If you do so you instead gain +1 to an ability score whenever you would learn one or more additional maneuvers (so now and at levels 4, 8, 12, 16 and 19). Additionally your maximum strenght, dexterity and constitution scores increase to 22. Even if you choose to benefit from this feature you can still change a maneuver that you know with another one at the levels 3, 4, 8, 12, 16, 19.

Advanced maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Mighty Strike

Whenever you hit a creature with a melee weapon attack you can roll a superiority die, adding double the result to the weapon's damage roll.

Remarkable Athlete

Beginning when you choose this archetype at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use 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 your Strength modifier.

Improved Critical

Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. When you reach level 18 your weapon attacks score a critical hit on a roll of 18-20

Unwavering

Beginning at level 10 you have advantage in saving throws against being charmed or frightened. Additionally, whenever you use indomitable and succeed you can use your reaction to move up to 10 feet and make a single weapon attack, provided that you are in condition to do so.

War resilience

Once you reach level 15 you can use second wind twice per short or long rest.

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 don't gain this benefit if you have 0 hit points.





Battle Master

Advanced maneuvers

When you choose this archetype at level 3 your superiority die becomes 1d8 and you add to the list of maneuvers that you can learn the following maneuvers:

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander’s Strike

When you make a weapon attack on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Create Opening

When you make an attack roll you can use your bonus action and roll a superiority die to create an opening for your next attack. You add the superiority die to the attack roll. On a hit the next attack made against the target before the beginning of its next turn is made with advantage. Additionally if this attack is a critical hit the target is stunned until the beginning of its next turn.

Maneuvering Attack

When you make a weapon attack roll, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Once you become able to use Combine Maneuvers, if you can use commander's strike and maneuvering attack on the same creature, that will benefit from both using its only reaction.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Fight Tactician

Beginning at level 3, once per turn, whenever you use a maneuver you can spend your reaction to either:

  • increase your AC by 1 until you are damaged or your next turn starts.
  • gain advantage on your next weapon attack.
  • move of 15 feet as if under the dodge action
  • use an object

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Additional Maneuvers

Beginning at level 7 you gain an additional maneuver and you get another one at level 15.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any

Improved Combat Superiority

When you reach level 10 your superiority die becomes 1d10 and you gain an additional one. At level 18 the superiority die becomes 1d12 and you gain another one.

Master of Technique

At level 15, once per short rest, if you roll a 1 on a superiority die you can immediately reroll it, without knowing the effects, and you must use the new result.


Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Mastery of Combat

Once you reach level 18 you can use three maneuvers together, provided that the conditions necessary to perform them are met.

Samurai

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Advancing Strike

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to push the target back. You add the superiority die to the attack's damage roll, and if the target is medium or smaller, it must make a Strength saving throw. On a failed save, you push the target 5 feet away from you, catch up with it and make another melee weapon attack against it. You can't use this maneuver on the same target more than 2 times on the same turn.

First Blow

When you make your first attack in your turn you can spend a superiority die and add the result both to the attack and damage roll. You can't use this maneuver in two consecutive rounds.

Wide Swipe

When you make a melee weapon attack against a creature that has another creature within 5 feet from itself and within 5 feet from you you can expend a superiority die to hit both with the same attack, provided that the attack roll would beat the AC of both targets. You add the superiority die to the damage roll.

Defensive Stance

When you take this archetype at level 3 you learn to properly position to defend yourself from many attacks: you can use your bonus action to assume a defensive stance, drawing a melee weapon and increasing your AC by your proficiency bonus until the beginning of your next turn. Until then you can't move more than 5 feet. If you move more than 5 feet on your turn you can't take the defensive stance. While in this stance you can use your reaction to either attack a creature that makes a weapon attack roll within the reach of your weapon or to impose disadvantage to such an attack.

Resolution and Honor

At level 7 you have developed your mental skills and perfected the discipline of your mind. You have advantage in saving throws against being charmed or frightened and you add your wisdom modifier to persuasion checks. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Samurai Techniques

At level 7 you choose one of the following techniques to benefit from. You can choose another one of them at level 15

  • Iaido. The first attack you make after unsheating your sword is made with advantage and crits also on a 19. Additionally you can draw or sheathe a weapon as a bonus action or as part of an opportunity attack.

  • Kendo. Whenever you use a sword with two hands you add +1 to attack and damage rolls with it.

  • Daisho. Whenever you take the attack action you can take your bonus action to make a melee weapon attack with a different weapon that has the one handed property.

  • Sojutsu. Whenever you hit a target with a polearm weapon or a greatsword you can use one amongst the following battle maneuvers even if you don't know them. Pushing Attack, Sweeping Attack, Trip Attack If you already know any of these maneuvers you can use it together with another maneuver you can use.

  • Ido Whenever you take the dash action you can make a single attack roll as a bonus action.

  • Kosoku. Whenever you have advantage on an attack roll against against any of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Clean Mind

Beginning at level 10 whenever you use second wind you regain two superiorirty dice rather than one and automatically benefit from the dodge action until the beginning of your next turn, gaining resistance to psychic damage for the same duration.

Battle Vow

At level 15 you learn to channel your resolution and the power of your mind into your actions. Once per long rest as a bonus action you can swear an oath that must not be easy to achieve, for example the oath to slain an enemy or save an ally. For one minute you gain advantage in the saving throws and ability checks you are proficient in. If after the minute you fail the vow you gain disadvantage in all your ability checks and saving throws until the end of your next long rest or until the vow is solved somehow.

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.


Cavalier

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Warding Maneuver

If you wear a shield or a melee weapon and you or a creature you can see within 5 feet of you is hit by an attack, you can roll a superiority die as a reaction. You add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

Charge Attack

If the first attack of your turn is a melee weapon one and it is made after you moved at least 30 feet you can expend a superiority die to empower it: you gain advantage on such an attack, and it crits also on a 19. You add the superiority die to the damage roll.

Line Breaker

If you move at least 30 feet and make an attack roll against a creature you can throw yourself with all your weight, damaging also creatures nearby: roll a superiority die, if the attack you made would hit any creature within 5 feet from the creature targeted you deal an amount of bludgeoning damage equal to the superiority die roll to them.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, Intimidation or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you makes an attack roll against anyone other than you or otherwise damages them, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Impact the Morale

From level 7 onward while mounted, if you move at least 30 feet, you can use your bonus action to either grant a number of temporary HP equal to your charisma modifier to a number of creatures within 60 feet from you that can see or ear you equal to half your fighter level (rounded up) or make an intimidation check against a number of creatures within 60 feet from you that can hear or see you equal to your charisma modifier. Any creature that fails is frightened by you until the beginning of your next turn. You can use this feature only once per short rest.

Polearm expertise

Starting at level 7 whenever you use a polearm, a spear or a lance you gain +1 to attack and damage rolls with it.

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Attack in Movement

Starting at level 10, whenever you are mounted, if you take the attack action you can make an attack roll as a bonus action.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 15 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If you do so while mounted the target also takes 1d8 bludgeoning damage. You can use this feature only once on each of your turns.


Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

Swashbuckler

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Shield bash

Whenever you use a shield to make an attack roll you can roll a superiority die and add its result to either the attack or damage roll. When you roll a critical using this maneuver you can either push it 5 feet away from you or stun it until the end of your turn.

Escaping Attack

Whenever you make a melee weapon attack roll you can add a superiority die to it. If it hits the target can't make an opportunity attack against you until the end of your turn.

Acrobatic Move

You can roll a superiority die and use your reaction in different situations to achieve some goals:

  • Make a sleight of hand or acrobatics check to grab someone that is moving against its will or something within 5 feet from you. You add the superiority die to the roll.
  • Add the superiority die to an acrobatics check or dexterity saving throw.
  • Attempt to make a creature trip in place of an opportunity attack: the creature makes a dexterity saving throw and subtracts the result of your superiority die, being knocked prone on a fail.
  • Increase your jump lenght by a number of feet equal to the result of the roll and its height by half that number (rounded up).
Blinding attack

Immediately before you make an attack roll you can try to kick some dust in their eyes, gouge their eyes or any other trick: they make a dexterity saving throw, becoming blinded until the end of their next turn on a fail. You add the superiority die to your attack roll.

Body Shield

When a creature is within 5 feet from you and you are either the target of a ranged attack roll or a spell that requires you to make a dexterity saving throw you can use your reaction and spend a superiority die to attempt a grapple against the creature within 5 feet from you. On a success you can move that creature between you and the source, so that the creature takes the damage in your place. You can use this maneuver also to put yourself inbetween a creature and a source of damage, taking you the damage in their place. The superiority die is added to the athletics check made to make the grapple.

Low Blow

When you make an attack roll you can roll a superiority die to make a low blow. You add the superiority die to the attack roll. On a hit the next attack made against the target before the beginning of its next turn is made with advantage. Additionally if this attack is a critical hit the next weapon attack made by the target in this turn has disadvantage.

Fast strikes

Starting at level 3, once per turn, if you hit a creature
with a melee weapon attack you can use your bonus
action to make another attack against the same target,
with disadvantage. At level 7 you do not have disadvantage
on such an attack and at level 15 you have advantage on it.
If you are dual wielding you may do two attacks in place of one when you benefit from this feature, but one of the two must be made with the "offhand weapon, following the rules of dual wielding".

A show of steel and blood

When you choose this martial archetype at level 3 you gain proficiency in one between persuasion, deception and performance. You can pick another one at level 13. Additionally, as a bonus action you can make a performance or deception check, trying to distract the attention of a number of creatures equal to your charisma modifier that are within 30 feet from you. All the creatures of your choice make a wisdom saving throw against your result, having disadvantage on their next perception check or attack roll on a fail. Fail or succeed all the creatures you tried to distract become immune to this feature until they finish a long rest.

Agility and Freedom

Starting at level 7 you gain advantage in acrobatics checks and dexterity saving throws. If you are wearing only light or medium armor your movement speed increases by 5 feet. It increases again by the same amount at levels 10 and 15.

Shield and Dodge

Beginning at level 7 if you are wielding a shield you can use your reaction to reduce the damage you take: if a creature makes an attack roll against you it has disadvantage on such an attack and even if it hits you still take half the damage. If instead you are forced to make a dexterity or constitution saving throw you halve the damage caused by the source of the saving throw.

Swift Hands

Starting at level 10, if you have at least one hand free you can use the help action or the interact with an object action as a bonus action.

Additionally whenever a creature within 5 feet from you is grappled, knocked prone, restrained, stunned or incapacitated you can use your reaction to make an attack roll against it.

Redirection

At level 10, once per round, whenever a creature within 5 feet from you is targeted by a melee attack roll you can force the attacker to make a dexterity saving throw, targeting you on a fail.


No restraints

Once you reach level 15 you have advantage in ability checks and saving throws against being grappled, knocked prone or swallowed. If you are grappled or knocked prone you can use your reaction to automatically stand up or to try to escape the grapple.

Chaotic fighter

Beginning at level 15, as long as you don't take the attack action on your turn you can make an attack roll as a bonus action.

Ace up the sleeve

One you reach level 18 you have mastered all the tricks you have learned: whenever you land a critical hit you regain one expended superiority die. Additionally, whenever you use action surge you also gain an extra bonus action.

Echo Knight

Manifest Echo

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, immunity to all conditions and proficiency with all the weapons you are proficient with. When you summon it you choose what weapon it wields (up to two at the same time), but it will get nonmagical copies of any magical weapon you possess.

If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance
between the two of you.
When you take the
Attack action on
your turn, you can
forgo any of your
attacks, making
the echo attack
instead.


It attacks using the same statistics as you do. You make this choice for each attack.

When a creature that you are aware of within 5 feet from your echo moves at least 5 feet away from it it will cause an opportunity attack from your echo, that it will take, except if that creature is your ally or if you don't wish so. If the echo makes this opportunity attack it disappears immediately afterwards.

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Double Attack

When you make an attack roll and your echo either is within the reach of its weapon from the target of your attack or isn't summoned you can spend your reaction to roll a superiority die to make your echo attack your target. The echo adds the superiority die to its attack roll.

Interpose Echo

Whenever you are the target of an attack roll and your echo is either within 5 feet from you or on the trajectory of the attack you can use your reaction and roll a superiority die to make it automatically take the hit before you do: the source of the attack rolls the damage and from such damage the superiority die plus your strenght modifier is subtracted. If the damage is reduced to 0 the echo knight remains summoned, else it disappears. After this calculation has been made you take all the remaining damage if the attack hits.

Sacrifical Attack

If you have your echo summoned, in any moment during a round, except that in your turn, you can use your reaction to make the echo move up to 30 feet and make a single weapon attack. You add the superiority die to the attack roll. Hit or miss the echo disappears.

Surfacing echo

When you make a weapon attack and your echo is not summoned you can spend a superiority die to become
        empowered by your echo and gain advantage on the
           attack. If the attack hits its damage counts as magical
                 and you add the superiority die to the damage roll.

           Fake Echo

                         As a bonus action you can roll a superiority die                               and make your echo appear and feel real to                                          senses. Only a succesful investigation                                         check or killing the echo shows the                                        truth. The DC equals 12 + your                                       proficiency bonus. When you use this                                   maneuver the echo can remain more than 30 feet away from you for a number of minutes equal to the number you rolled on the superiority die.

Unleash Incarnation

At 3rd level, you can heighten your echo's fury. Wheneveryou take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Echo Avatar

Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Superior Mirror

Beginning at level 7 your echo can use the maneuvers you know, expending your superiority dice and, eventually, your reaction. The DC enemies may have to beat is the same as yours.

Shadow Martyr

Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

Reclaim Potential

By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Legion of One

At 18th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Psi Warrior

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Anticipate

When a creature makes an attack roll against you you can use your reaction to spend a superiority die and give disadvantage to a number of attack rolls made against you equal or inferior to the number you rolled, including the one that triggered this maneuver.

Protective Field.

When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one superiority die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike

You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force or psychic damage to the target equal to the number rolled plus your Intelligence modifier.

Enhanced Perception

As a bonus action you can spend a superiority die and gain 15 feet blindsight for one minute. Once during this minute, if you make a perception or investigation check you can add your superiority die to it.

Telekinetic Movement

Beginning at level 3 you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Superiority die to take it again.

Mindful Blows

Starting at level 3 you can add your intelligence modifier to the DC of your maneuvers.

Psi-Powered Leap

By the 7th level, as a bonus action, you can propel your body with your mind: your speed increases by 15 feet, your jump lenght is tripled and your jump height is doubled until the end of your turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a superiority die to take it again.


Telekinetic Strike

Starting at level 7, if you use the telekinetic movement feature or the telekinesis spell on an object or a tiny weapon, you can use your bonus action and spend a superiority die to make a weapon attack with such an object. You are proficient in such an attack, but the ability modifier you use for it is intelligence.

Guarded Mind

Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a superiority die and end every effect on yourself subjecting you to those conditions.

Peace of the Mind

Beginning at level 10, once per long rest, when ou use second wind, you can recover a number of superiority dice equal to your intelligence modifier, rather than just one.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a superiority die to take it again.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a superiority die to cast it again.

Eldritch Knight

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Arcane Strike

Whenever you use a spell or a cantrip that requires you to make a weapon attack roll you can spend one superiority die and add the result to either the attack roll, your weapon's damage roll or any of the spell's damage rolls. ALTERNATIVE: gain advantage on the attack roll and add the superiority die to the spell's damage.

Trained Aim

Whenever you make a ranged spell attack or use a spell that requires creatures to make a dexterity daving throw you can roll a superiority die and either add the result to the attack rollor subtract it from the dexterity saving throw of one of the affected creatures.

Explosive magic

When you use a spell that deals fire or thunder damage you can roll a superiority die. You add the result to one of the damage rolls of the spell the creatures hit by the spell make a strenght saving throw, being pushed 10 feet away from you or from the source of the damage on a fail. If the spell is thunderwave the effect is different: in addition to the extra damage the creatures hit decrease the result of their constitution saving throw by the amount rolled on the superiority die. ALTERNATIVE: burning magic. Whenever you cast a spell that deals fire damage you can roll a superiority die and add the result to one of the spell's damage rolls. Additionally any creature hit is set ablaze, taking fire damage equal to the number you rolled on the superiority die at the beginning of their next turn.

Chilling Magic

When you use a spell that deals cold or necrotic damage you can roll a superiority die. You add the result to one of the damage rolls of the spell and you decrease the speed of the creatures hit by 5 feet.

Eldritch Momentum

When you use a single target spell or cantrip you can roll a superiority die and make a weapon attack roll against the target of such spell. You add your superiority die to such an attack.

Restraining Magic

When you use a spell that deals lightning or psychic damage you can roll a superiority die and add the result to the damage of the spell. In addition to that you can choose one of the creatures hit by the spell. Such creature makes a constitution saving throw, becoming restrained for a number of turns equal to half the number rolled (rounded down). The restrained creature can repeat the saving throw at the beginning of each of its turns to free itself.

Spellsplitter

When you are the target of a ranged spell attack you can use your reaction and expend a superiority die, adding its result to your AC for that turn.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. At level 15 you can do so also when you cast a spell.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Restoration

Starting at level 10, when you use your second wind feature you regain one 1st level spell slot. At level 18 you also regain a 2nd level spell slot.

Spellcharged Maneuver

From level 10 onwards you gain access to other maneuvers, that require you to spend a spell slot to perform.

Wind Rend

When you make a melee weapon attack with a slashing weapon you can roll a superiority die and spend a 1st level spell slot to empower it. The target of the attack takes the regular damage + the number rolled on the superiority die, while any creature on a 5 feet wide, 30 feet long, 10 feet high line makes a dexterity saving throw, taking half the total attack damage on a fail.

Wind Slash

When you make a melee weapon attack with a slashing weapon you can roll a superiority die and spend a 1st level spell slot to empower it. The target of the attack takes the regular damage + the number rolled on the superiority die, while any creature on a 15 feet cone makes a dexterity saving throw, taking half the total attack damage on a fail.

Double Wind Rend

When you make a melee weapon attack with a slashing weapon you can roll a superiority die and spend a 1st level spell slot to empower it. The target of the attack takes the regular damage + the number rolled on the superiority die, while any creature on a 10 feet wide, 30 feet long, 10 feet high line makes a dexterity saving throw taking the total attack damage on a fail.

Circular Wind Slash

When you make a melee weapon attack with a slashing weapon you can roll a superiority die and spend a 1st level spell slot to empower it. The target of the attack takes the regular damage + the number rolled on the superiority die, while any creature on a 20 feet radius, 5 feet tall cylinder makes a dexterity saving throw, taking half the total attack damage on a fail.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Double Cantrip

At 18th level, you can cast a cantrip with your action you can cast a cantrip with your bonus action, even if such cantrip has a casting time of one action. Conversely if you cast a cantrip with your bonus action you can cast a cantrip with your action, even if such a cantrip has a casting time of one bonus action.

Work In Progress

Gunslinger

Advanced Maneuver

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Aim for the legs

When you make a ranged attack against a creature you can aim for their limbs or other body parts that allow them to move. Roll a superiority die and add it to the attack roll: on a hit the target has its speed reduced by 10 feet + a number of feet equal to 5 multiplied by the result of the roll.

Close Range Shots

When you choose this archetype at level 3 you no longer have disadvantage in ranged attack rolls because a creature is within 5 feet from you or your target is prone.

Morphweapon

Vanguard

Advanced Maneuvers

Retributive Strike

When a creature makes a weapon attack against you you can use your reaction and roll a superiority die to make an attack roll against such a creature, adding the result to the attack's damage.

Hold the Position

If you don't move more than 10 feet on your turn you can spend a superiority die, adding its result to your AC until the beginning of your next turn. During this time you can use your reaction to make a melee weapon attack against any creature that enters your reach.

Bonus Proficiency

When you choose this archetype at 3rd level you gain proficiency in one of the following skills: Perception, Animal Handling, Nature, Survival, Investigation.

First to Strike

Beginning at level 3 you gain proficiency in initiative rolls and if you either are surprised or are attacked by a creature that comes before you in the order of initiative you can use your reaction to take the dodge action until the beginning of your next turn. You can take this reaction only on the first turn of combat.

Strong Together, Strong Alone.

Starting at level 3 you have advantage in your first weapon attack against a creature that has at least one of your allies within 5 feet of itself. Additionally, you can take the dodge action as a bonus action a number of times equal to your proficiency bonus per long rest.

Rune Knight

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Augmented Weapon

As a bonus action you can empower all your attacks until the beginning of your next turn. During this time they count as magical and you add the superiority die to the damage of each one of them.

Arcane shockwave

When you make a melee weapon attack you can use your bonus action and expend a superiority die to unleash a shockwave together with it: any creature in a 5 feet wide, 30 feet long line originating from the tip of your weapon makes a dexterity saving throw, taking the damage of your attack on a fail. You add the superiority die to the attack roll.

Runic Shield

When you take damage from a spell you can use your reaction to roll a superiority die and reduce the damage taken by your fighter level plus double the number you rolled.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with smith’s tools.

Rune Carver

Starting at 3rd level, you can use magic runes to enhance your gear. You can inscribe on yourself or your gear a number of runes equal to your proficiency bonus, choosing them from among the runes described below.

You can replace a rune with a different one during a 4 hours long ritual.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Rune of Return

As long as the object upon which this rune is placed small and within 60 feet from you you can use your bonus action to make it fly to your hand. If the item is held the creature holding it must succeed in a strenght saving throw, letting it go on a fail.

Rune of Destruction

As long as the rune is within 60 feet from you you can use your bonus action to make it explode, dealing 2d6 fire damage + 2d6 thunder damage to anything within 5 feet from it on a fail or half that damage on a success. The rune is then consumed.


Rune of Explosion

A weapon with this rune upon deals additional 1d6 thunder damage. Additionally, when you hit an attack roll with such a weapon you can invoke the rune, dealing additional 2d6 thunder damage and forcing the target to make a constitution saving throw. On a fail the target is knocked prone. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Rune of Repulsion

A shield or an armor with this rune upon will push attackers away from you: when a creature hits you or misses you by two or less with a melee weapon attack they have disadvantage on the next one they make. Additionally, when this happens, you can use your reaction to invoke this rune. The creature makes a strenght saving throw, being pushed up to 15 feet away on a fail, or only 5 feet on a success. If they impact a solid surface they take 1d6 bludgeoning damage. You may carve this rune also onto a a weapon that deals bludgeoning damage. If you do so the previous effects don't happen, but when you hit a melee weapon attack roll with such a weapon (or with a shield) you can invoke the rune and cause the pushing effect. Once you invoke this rune you can't do so until you finish a short or long rest.

Rune of Lethargy

This rune creates a 5 feet radius slowing field around you: any creature other than you that starts its turn within such area or that enters that area for the first time on its turn has its movement speed decreased by 5 feet. You can invoke this rune as a bonus action, increasing the radius and the reduction of speed to 15 feet until the beginning of your next turn. Additionally, for that time, creatures have disadvantage in opportunity attacks against you. Once you invoke this rune you can't do so until you finish a short or long rest.

Rune of distortion

When you are targeted by an attack roll you can use your reaction to invoke this rune, giving disadvantage to that attack roll and the next one aimed at you. Once you invoke this rune you can't do so until you finish a short or long rest.

Equipper

Advanced Maneuvers

When you choose this archetype at level 3 you add to the list of maneuvers that you can learn the following maneuvers:

Weapon Switch

Immediately before you make a weapon attack you can roll a superiority die, use the equip feature and swap the weapon you are using with a different one. You add the superiority die to the attack roll.

Armor Switch

When you are targeted by an attack roll or feature you can use your reaction to roll a superoirity die and equip one of your armors or shields. You subtract the number rolled on the superiority die from the damage of the attack or feature that triggered your reaction.

Equipping

You have a number of objects between weapons, suits of armor and shields which are magically linked to you. As a bonus action you can:

  • send one of these objects into the ethereal plane.
  • summon and wield or wear one of these objects.
  • swap one of these objects that you are wearing or wielding with another one of them (of the same type: weapons and shields with weapons and shields, armor with armor) The total number of objects you can have magically linked to you this way equals your constitution modifier + your proficiency bonus.

You can bond with an object during a 1 hour ritual and you can replace a bound object with a different one during this ritual as well.

You can bound with common or magic items, but there are some here to take into consideration (write better)

Armor of no defense

This armor doesn't give you any benefit to your AC, but it gives +1 to all your weapon attack rolls. Additionally, while wearing this armor your movement speed increases by 10 feet and you can use your bonus action to give yourself advantage on your next weapon attack. You gain no benefit from this armor if you wear a shield.

Armor of true defense

This heavy armor give you an AC of 19 and disadvantage in stealth checks. While you wear this armor your weapon attack and damage rolls take a penalty of -1 and you reduce any incoming damage by 1. Additionally you have advantage in saving throws and ability checks against being moved.

Armor of the Slayer

While wearing this armor you have advantage in saving throws against the features coming from the creature of the type corresponding to the armor and gain +1 to weapon attack and damage rolls against such creatures. Finally if you score a critical against them you roll your weapon's damage thrice, rather than twice.

Banneret

Herald of Inspiration

On the battlefield you are a bulwark of courage, inspiring your allies in many ways. You own one or more items used to inspire allies, like a symbol on your clothes or shield, a gonfalon or a horn or drum to play.

  • Gonfalon The gonfalon, also called banner, or insignia is up to 10 feet tall and can be placed on the ground as a bonus action. Creatures that can see allied to you within 30 feet of it have advantage in saving throws against frightening effects.
  • Horn The horn (but also the drum) can be used to communicate simple messages across the battlefield. You can play it as a bonus action and it can be heard up to 300 feet away in a battlefield or up to 5 miles away in tranquillity. Allies that can hear the horn gain extra 10 feet of movement during their next turn.

Additionally, whenever you get inspiration you get two rolls of it and you can distribute them however you feel like.

Rallying Cry

When you use your second wind feature, you can choose up to three creatures within 60 feet from you or your gonfalon that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. If you use you horn or other musical instrujment the range of this ability increases to 120 feet instead. If any of these creatures is frightened or charmed by an effect that required a saving throw they can repeat the save, ending the effect on a success.

Rise and Fight

Whenever you use inspiration you regain a number of HP equal to your proficiency bonus. Similarly whenever you give inspiration the creature that receives it regains an amount of HP equal to your proficiency bonus.

Impactful Moment

Once per long rest you can use a bonus action to put all your effort in one last moment.

  • Wake Up Call. You play a powerful tune from your horn. Any ally of yours that can hear you is freed from any frightening or charming effect, gaining advantage in their next saving throw against such an effect.
  • Decisive Blow. You make an attack roll with your weapon. On a hit, if you are within 30 feet from your gonfalon any creature within 30 feet from your or it has advantage in the next attack against the target of your attack.

Inspired Surge

When you reach level 18 you can inspire your allies to push beyond their limits: when you use action surge choose a number of creatures up to your charisma modifier within 15 feet from you or your gonfalon. On their turn they can either make one extra attack if they take the attack action or cast an additional cantrip if they use their action to cast a spell. Once a creature takes this benefit it makes a DC 15 constitution saving throw, taking one level of exhaustion on a fail. If a creature benefits from this feature more than once per long rest the DC for the saving throw increases by 2 each time.

Valkyrie

Warlord

Advanced Maneuvers

War Strategist

Beginning at level 3 you can, once per long rest, give an amount of temporary HP equal to your proficiency bonus to a number of creatures equal 5 times your proficiency bonus.

Furthermore, as long as they follow your plan (if the DM deems the plan reasonable) all these creatures get +1 on their first attack roll or skill check. If the plan falls apart such bonus ends.

Leader of Armies

You have advantage in persuasion and intimidation checks towards possible soldiers or allies.

Marksman

Advanced Maneuvers

Steady Shot

If you have not yet moved more than 5 feet you can roll a superiority die and gain advantage on the next ranged weapon attack you make this turn. You add the superiority die to the damage roll of such an attack. Once you use this maneuver your movement speed is reduced to 0 for the rest of your turn if you had moved 5 feet, or to 5 feet if you didn't move at all. You can't increase this movement speed in any way until your turn ends.

Concerted Shot

When an ally that you can see makes an attack roll against a creature you can use your reaction to roll a superiority die and make a ranged attack roll against the same target. You can make this attack before or after your allie's attack is rolled. You add the superiority die to the attack roll.

A suggested Combo

Once you get access to combine maneuvers using concerted shot together with distracting strike is a powerful combo to help your allies from great distance.

Vigilant Shot

If a creature that you can see within 90 feet from you and further than 10 feet moves more than 10 feet you can use your reaction to roll a superiority die and make a ranged weapon attack against them. You add the superiority die to the damage roll. If the creature is dashing, disengaging or it has a movement speed of 60 or greater, you have disadvantage on the attack roll.

Close Quarter Shot

When you make a ranged weapon attack against a creature that has half cover, you can roll a superiority die to ignore such cover, adding the superiority die to the attack roll.

Archery Style

At level X you can choose one of the following archery styles:

  • Reloader: you can reload a weapon with the loading property as a bonus action, therefore being able to attack twice per turn with such a weapon. Additionally, if you use action surge you can reload an additional time as part of such action surge.
  • Long Shot: if your weapon has a maximum range of at least 350 feet you increase both its normal and maximum range by 100 feet.
  • Fast Shot: if you take the attack action and make all your weapon attacks with the same ranged weapon you can make an additional one as part of the same action.
  • Precise Shot: if you have advantage on a ranged weapon attack you score a critical also with a 19. If you hit such a critical you roll the damage thrice, rather than twice.

Monk

Class Features

As a monk, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per haberdasher level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, Shortswords
  • Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: Strength, Dexerity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The type of damage is usually bludgeoning, but if you have natural weapons it can change accordingly.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter- staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (nunchaku) or a sickle with a shorter, straighter blade (kama).

Monk
Level Proficiency Bonus Martial Arts Die Unarmored movement Features Ki Points
1st +2 1d4 - Unarmored Defense, Martial Arts
2nd +2 1d4 +10 ft. Ki, Unarmored Movement 2
3rd +2 1d4 +10 ft. Monastic Tradition, Deflect Missiles 3
4th +2 1d6 +10 ft. Slow Fall, Ability Score Improvement 4
5th +3 1d6 +10 ft. Extra Attack, Ki Push 5
6th +3 1d6 +15ft. Monastic Tradition feature 6
7th +3 1d8 +15 ft. Evasion 7
8th +3 1d8 +15 ft. Ability Score Improvement 8
9th +4 1d8 +15 ft. Monastic Tradition feature 9
10th +4 1d8 +20 ft. Ki-Empowered Strikes, Unarmored Movement Improvement 10
11th +4 1d8 +20 ft. Stillness of Mind 11
12th +4 1d8 +20 ft. Ability Score Improvement 12
13th +5 1d8 +20 ft. Monastic Tradition feature 13
14th +5 1d10 +25 ft. Extra Reaction 14
15th +5 1d10 +25 ft. Timeless Body 15
16th +5 1d10 +25 ft. Ability Score Improvement 16
17th +6 1d10 +25 ft. Monastic Tradition feature 17
18th +6 1d10 +30 ft. Perfect Self 18
19th +6 1d10 +30 ft. Ability Score Improvement 19
20th +6 1d10 +30 ft. Monastic Tradition feature 20

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. The number of ki points you have equals your wisdom modifier + your monk level, as shown in the monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. You regain all your ki points at the end of a short or long rest. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. At level 12 you can expend 2 ki points to make a total of three unarmed strikes instead.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases at other levels, as shown in the Monk Table At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

From level 11 onward you can deflect also ranged spell attacks, but you can't catch missiles and throw them back.


Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack

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

Charged Attack

When you take the attack action and are wielding a two handed weapon you can renounce to any extra attack you have, increasing your attack and damage roll by 1 for each extra attack you renounce to. If you hit this charged attack it deals the damage of all the extra attacks you renounced to.

Ki Push

Whenever you hit a creature with an unarmed strike you can spend 1 ki point to attempt to shove it. If you push the target away the distance can be up to 10 feet.

Ki Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.

Ki Amplification

At level 8 you become able to use your ki to empower your mind and body for certain tasks, here there are a set of situations where you can use your ki points:

  • When you make an insight or perception check that relies on hearing or sight you can use one ki point and gain advantage in the check.
  • When you make a strenght, dexterity, constitution, wisdom or charisma saving throw, you can spend up to 3 ki points, adding them to the result of the roll.
  • When you make an athletics or acrobatics check you can spend one ki point and roll your martial arts die, adding the result to the roll.
  • When you shove a creature away you can spend up to three ki points, increasing the distance of the shove by 10 feet for each ki point spent.
  • When you make a jump you can spend up to three ki points, rolling a martial arts die for each point and increasing the height of the jump by a number of feet equal to the total rolled or the lenght by double that total.
  • When you make an unarmed strike and miss you can spend from 1 to 3 ki points and add double the amount of ki points spent to the roll, potentially hitting the target.
  • When you make an unarmed strike and you can spend 2 ki points to cripple the target, provided that you hit it.

Stillness of Mind

Starting at 10th level, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened.

Fast Punches

Starting at level 11, whenever you take the attack action and use only unarmed strikes you can take an additional one.

Extra Reaction

Beginning at level 14 you have two reactions per round, rather than one.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Body Control

As a bonus action (perhaps reaction?) you can spend a ki point and end any bleedin you are suffering from.

Perfect Self

At 18th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Monastic Traditions

There are many monastic traditions. Some modify or amplify the unarmed strikes or other attacks. As a rule a monk cannot benefit from more than 2 of these features with the same attack. To be precise this applies only to the effects that require to expend ki points to modify only one attack, so benefits regarding all the attacks of a turn, or all the attacks of the character are not counted. This said the passive effects of the 4 elemental ways cancel each other and a monk who multiclasses in more than one elemental way must choose which passive effect will use beetween short rests.

Way of the Open Hand

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with an unarmed strike you can spend 1 ki point to impose one of the following effects on that target:

  • It can’t take reactions until the end of your next turn.
  • It has its speed halved.
  • It must succeed on a constitution saving throw, taking a malus equal to a roll of your martial arts die to its next attack roll or saving throw on a fail.
  • It must succeed on a constitution saving throw, becoming unable to perform somatic or verbal components (your choice) for a spell on its next turn on a fail.
  • It must succeed on a wisdom saving throw, expending one extra ki point for each feature that uses ki oints it tries to use until the end of its next turn.
  • It must succeed on a constitution saving throw, taking one level of exhaustion on a fail. This effect can't bring a creature to 4th exhaustion level or higher ones.

You don't need to spend the ki point if the unarmed strike is one of the flurry of blows ones.


Impactful Push

Whenever you push a creature 10 or more feet away and it impacts against a solid surface it takes bludgeoning damage equal to a roll of your martial arts die.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Stunning Strike

Starting at 6th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Purity of body

At 9th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Ki Styles

At level 9 you choose a ki style:

  • Body and Soul: when you take the attack action you can expend 4 ki points to deal force damage with your unarmed strikes for the rest of your turn and add 1d4 extra to their damage.

  • Ki stealer: if you score a critical with an unarmed strike you regain 1d4 ki points. The enemy makes a constitution saving throw or takes one level of exhaustion.

Tranquillity

Beginning at 13th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).

Throwaway

At level 13 when an enemy hits you with an attack you can use your reaction to try and make the attack miss and throw the enemy away from you. The enemy makes a dexterity saving throw, missing and being thrown up to 15 feet away and knocked prone on a fail. You can use this feature also directly when you hit an unarmed strike, in that case you use your bonus action, not your reaction. You can use this feature only once per short rest, but you can repeat it multiple times if you spend 2 ki points as part of it.

Diamond Soul

Beginning at 17th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Paralyzing grapple

By level 17 if you succesfully make a grapple you can expend 3 ki points to use a special technique to block your enemy's movements. On a failed constitution saving throw the enemy is paralyzed until the end of your next turn.

Quivering Palm

At 20th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Superior technique

At level 20, depending on what you chose you gain additional benefits

  • Body and Soul You can expend 3 ki points to gain +1 to all your attack rolls and saving throws and gain +30 feet movement speed. After the turn you suffer one level of exhaustion.
  • Ki Stealer: if you kill an enemy with an unarmed strike you regain 1d4 ki points and 1d8 HP.

Kensei Fighter

The kensei fighter trains in the use of a kind of weapon so well that the weapon and the person become one. The way of the kensei fighter means considering the weapon as an extention of the body, means sharing the soul with it.

You gain proficiency with a group of weapons. All weapons belonging to this group will count as monk and kensei weapons for you. You will gain benefits with your kensei weapons.

  • Blades: Scimitar, Shortsword, Rapier, Longsword
  • Polearms: Pike, Glaive, Halberd, Spear, Polaxe
  • Versatiles: Spear, Dagger, Quarterstaff, One and a Half Sword
  • Impactful: Battleaxe, War pick, War Hammer, Polaxe, Mace
  • Thrown: Dagger, Lighthammer, Javelin, Handaxe

Technique master

At level 3 if you are wielding a kensei weapon you can use dexterity instead of strenght or the other way around for the attack and damage rolls.

Consecutive attack

Beginning at level 3 when you take the attack action you can deal as a bonus action 1d4 damage to all enemies you hit with your Kensei weapon.

Defensive stance

Beginning at level 3 you can use your bonus action to take a defensive stance with your kensei weapon. You gain +2 AC until the start of your next turn and yu have advantage on strenght and dexterity saving throws.

One with the blade

When you reach level 6 you can use your bonus action to make a weapon attack with a kensei one.

Additionally, whenever you hit an attack with a kensei weapon you can spend a ki point to add to the damage roll your martial arts die.

Finally your kensei weapons count as magical for the purpose of determining immunities, resistances and vulnerabilities.

Mastery over the weapon

At level 9 you gain a benefit when you use a kensei weapon:

  • Blades: if used for slashing damage your kensei weapon deals additional 1d4 damage, if used to pierce it crits also on a 19.
  • Polearms: when you make an attack roll with your kensei weapon you can expend 5 ki points to make a sweep around you, dealing the damage of the attack to any creature within the reach of the weapon (maximum 10 feet). You make the attack roll only once and hit all the creatures you would hit with such a roll.
  • Versatile: the damage die of your kensei weapon increases by one damage type (a d6 becomes a d8, a d10 a d12) and you gain +1 to attack rolls with it.
  • Impactful: you deal additional 1d4 bludgeoning damage with your kensei weapon. When you hit one attack you can expend 1 ki point to increase this bonus damage to 1d8.
  • Thrown: the range of your kensei weapon increases by 15 feet. When you make an attack with it you can expend 1 ki point to deal additional 1d4 damage.

Sharpen the blade

Starting at level 9 you can use up to 3 ki points to infuse your weapon with ki. Until the beginning of your next turn you gain a bonus to attack and damage rolls with your kensei weapon equal to the number of ki points you spent. You can extend the duration of this effect with 1 ki point each turn.

Irrepressible momentum

When you reach level 13 you can attack with your kensei weapon more frequently. You can use a kensei weapon attack in place of any of your unarmed strikes. To do so you must expend 1 ki point.

Area of protection

Beginning at level 17 when you assume the defensive stance you can spend 2 ki point to defend an area that is a sphere centered in you with radius equal to the reach of your weapon + 5 feet. Any enemy that enters this area before the beginning of your next turn is subject to an opportunity attack.

Ki infusion

Starting at level 17 you can use the martial arts damage in place of the weapon's damage.

Unherring accuracy

When you reach level 20 you can reroll one kensei weapon attack that misses per turn.

Kensei Master

At level 20 you gain other benefits depending on the group of kensei weapons you took.

  • Blades: if a creature you hit drops unconscious or dead you can move for 10 feet without provoking any opportunity attack. Additionally, if you are dual wielding two light weapons all their attack rolls benefit from the proficiency bonus.
  • Polearms:You can expend 2 ki points to use the polearm with one hand for one attack without problems. More than this the damage die increases of such a weapon increases (a d8 becomes a d10, a d10 becomes a d12)
  • Versatile: once per turn, whenever you hit a melee weaopn attack using the weapon with one hand you can immediately make another attack roll with it with advantage.
  • Impactful:you can spend 3 ki points to try to stun a target that you have hit. It makes a constitution saving throw to avoid being stunned, if it fails it is stunned until the beginning of your next turn. This effect applies on criticals without expending ki points.
  • Thrown: you can spend a ki point to give advantage to a ranged attack you make with a thrown weapon.

Ascendant

The ascendant, the light herald, the emissary of the sun, the illuminated one is all about light and purity. Often a punisher, a justicar, a judge, a savior this monk irradiates its aura all around.

Minor sun

Starting at level 3 you gain resistance to radiant damage and you gain +1 to attack rolls against enemies under bright light or full moonlight.

Radiant concentration

Beginning at level 3 when you hit with an unarmed strike you can spend 2 ki points to deal additional 1d8 radiant damage.

Burning scars

By level 6 if you deal radiant or fire damage with melee techniques that damage cannot be healed until the creature finishes a long rest.

Suntouch

At level 6 you gain resistance to fire damage. If you are grappling a creature you can spend 4 ki points to deal 3d10 fire damage to the creature or half that damage on a constitution saving throw.

Sunbath

By level 9 you suffer no consequences of extreme cold and extreme hot. If you bask in the sun for one hour you don't need to eat for a day.

All seeing

Beginning at level 9 you can expend one ki point to gain truesight in a 60 feet radius for 1 minute. At level 17 you gain immunity to the blinded condition. If you lose both eyes after one month of meditation you gain the 20 meters radius truesight as your normal vision and expending the 2 ki points increases the radius to 150 feet.

Tongue of the sun and the moon

Starting at 13th level, you learn to touch the ki of other
minds so that you understand all spoken languages. Moreover, any creature that can understand a language
can understand what you say.

Sacred Fighter

Starting at level 13 you have advantage on saving throws against undeads and one of your choice beetween
celestials, devils and demons and you score a critical
also with 19 against them.

Mark of the light

At level 17 you can spend 1 ki point to mark one enemy at a time with a mark of the light. You know the general position of the marked creature as long as it is in the same plane of existence as you and if it is under sunlight or a full moon light. If it travels planes you know where it goes. If the creature is within 90 feet from you and under direct sunlight or full moonlight you can spend 1 ki point to teleport in a space within 15 feet from it. The mark lasts for 30 months.


Sunshine

Beginning at level 17 you always appear blurred. You can spend your action to become invisible in bright light. You become visible in darkness and blurred in dim light. If you are in darkness creatures have advantage in spotting you if they rely on vision. You can expend 2 ki points to suppress this sunshine effect. Each 2 ki points spent the effect is suppressed for up to 1 hour. As an action you can expend 2 ki points to light up. If you do so creatures who can see you within 15 feet from you make a constitution saving throw or they take 1d8 radiant damage and are blinded for 1 minute .They can repeat the saving throw at the beginning of each turn to end the blindness. This light emission can be seen up to 10 miles in drkness or 1 mile in bright light.

Sun in hand

At level 20 whenever you make an unarmed strike you can expend 5 ki points to greatly empower it. This special attack will deal additional 2d10 radiant damage + 2d10 fire damage.

Radiant Blast

By level 20 if you kill a creature up to large size with an unarmed strike you can expend 5 ki points to make it explode in a flash. Every creature adjacent to the creature except you makes a constitution saving throw or takes 1d6 radiant damage and gets blinded for 1 turn. Everyone within 120 feet from the explosion makes the constitution saving throw becoming blinded until the end of their next turn on a fail.

Way of the four elements

Preferred Element

Beginning at level 3 when you choose this way you become able to use the following features, based on the four elements:

  • Stone Defense, Earth: you use your bonus action and 1 ki point to increase your AC by 1 for one minute. You can do this up to two times, reaching a total of +2. At level 10 the maximum increase to AC becomes +3.
  • Flaming Fists, Fire: you use your bonus action and 1 ki point to deal additional 1d4 fire damage with your unarmed strikes until the end of your next turn. This extra damage becomes 1d6 at level 10.
  • Wind Strikes, Air: whenever you take the attack action and use an unarmed strike you can spend 1 ki point to increase the reach of all your unarmed strikes by 10 feet until the beginning of your next turn. At level 10 these attacks also deal 1d4 extra bludgeoning damage.
  • Wave Hits, Water: you use your bonus action and 1 ki point to deal additional 1d4 bludgeoning damage with your unarmed strikes until the end of your next turn. Any creature you hit during this time makes a dexterity saving throw, gaining disadvantage on their next attack on a fail. At level 10 this damage becomes 1d6 and you can choose to make it piercing or slashing instead that bludgeoning.

Whenever you take a long rest you have to choose a Preferred Element amongst Air, Earth, Fire or Water. You cannot use features of other elements other than the Preferred Element. When you take a short rest you can change your Preferred Element. If you do so at the end of such a short rest you regain a number of ki points equal only to half your monk level.

Mighty Bender

Beginning at level 3 you can spend ki points to cast spells based on the element of your choice.

To cast one of these spells you must spend a number of ki points equal to its level + 1, you use its casting time and other rules, but you don't need to provide material or verbal components for it. Cantrips don't cost ki points.

You can spend additional ki points to increase the level of one of these spells, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional 2 ki points you spend. The maximum number of ki points you can use to increase the level of a spell is 10. For example, if you a cast Burning Hands, you can spend 4 ki points to cast it as a 2nd-level spell (the spell's base cost of 2 ki points plus 2).

Your spellcasting ability is wisdom and your spell attack modifier equals your proficiency bonus + your wisdom modifier.

Additionally you can use Deflect Missiles against ranged spell attacks that use projectiles of fire, rock or earth, water (and ice at level 6) or air, but only against your preferred element. Beginning at level 11 you can automatically succeed in a saving throw against a spell or effect of your preferred element. To do so you must expend a number of ki points equal to the spell level +1. You can extend this effect to a number of allies that are within 5 feet from you equal to your wisdom modifier, expending one ki point for each of them.

Bender Spells
Element Level 3 Level 7 Level 13 Level 17
Air Gust, Breeze Strike* Gust of Wind, Warding Wind Wind Wall, Lightning Bolt Investiture of Wind, Whirlwind
Earth Mold Earth, Varto's Boulder Throw* Earth Tremor, Maximilien's Earthen Grasp Meld Into Stone, Wall of Stone Bones of the Earth, Move Earth
Fire Control Flames, Burning Hands, Scorching Ray Aganazzar's Scorcher, Fireball Wall of Fire Flame Strike, Investiture of Flame
Water Shape Water, Create or destroy Water Ice Knife, Tidal Wave, Water Walking Control Water, Wall of Water Wall of Ice
Elemental Spells

If a spell requires concentration you keep concentration on it as usual.
Finally the spells Breeze Strike and Varto's Boulder Throw are detailed at the end of the subclass.

Improved Style

At level 6 you gain additional elemental features to use.

  • Golem Fists, Earth: whenever you take the attack action and use an unarmed strike you can spend 2 ki points to deal additional 1d8 bludgeoning damage with your unarmed strikes until the beginning of your next turn. Creatures hit by these unarmed strikes make a constitution saving throw. You either push them 10 feet away or knock them prone on a fail.
  • Fiery Explosion, Fire: whenever you hit with an unarmed strike you can spend 2 ki points to deal additional 1d6 thunder + 1d6 fire damage with that attack. A creature that takes this damage makes a strenght saving throw, being knocked 10 feet away on a fail.
  • Wind Wings, Air: whenever you take the attack action and use an unarmed strike you can spend 2 ki points to gain an additional attack that must be an unarmed strike. Additionally you can spend 2 ki points as a reaction to take no falling damage provided that you are not restrained or incapacitated.
  • Ice Bending, Water: you can spend your bonus action and 2 ki points to deal 1d8 cold damage to all enemy hit by your unarmed strikes this round. Such enemies have disadvantage on any dexterity saving throw until the beginning of their next turn.

Four Elements Bender

Starting at level 6 you can use a feature belonging to an element different from the Preferred Element: whenever you decide to use such a feature increase its cost by 3 ki points. This applies also to the Deflect Missiles improvement.

Mastery of the element

At level 9 you become able to use long range attacks: you can forgo any unarmed strike and expend 1 ki point to use one of the following attacks instead. The attack bonus remains your proficiency bonus + your wisdom modifier. Any feature of the same element can benefit these attacks that count as unarmed strikes.

  • Rock Throw, Earth: you deal 1d10 + your wisdom modifier bludgeoning damage to a target within 30 feet from you.
  • Fire Projectile, Fire: you deal 1d8 + your wisdom modifier fire damage to a target within 30 feet from you.
  • Tempest Blast, Air: you deal 1d8 + your wisdom modifier bludgeoning damage to a target within 60 feet from you.
  • Water Impact, Water: you deal 1d8 + your wisdom modifier bludgeoning or piercing damage to a a target within 30 feet from you.

Additionally you gain a passive benefit whenever you use features belonging to the Preferred Element.

  • Air: you gain 30 feet extra movement speed until the beginning of your next turn and your jumping distance and height are doubled for the same duration. Additionally you can use step of the wind or patient defense without expending any ki point.
  • Earth: you gain 30 feet tremorsense until the beginning of your next turn. Additionally terrain within 15 feet from you becomes difficult terrain and any creature that enters your reach until the beginning of your next turn provokes attack of opoprtunity from you.
  • Fire: your next unarmed strike adds double wisdom modifier to attack and damage roll. Additionally you gain fire and cold resistance until the beginning of your next turn.
  • Water: for your turn you gain advantage in attack rolls against targets you have already hit this round. Such creatures have speed halved until the end of their turn. Additionally, if you are in contact with water you gain fire resistance, 30 feet watersense and 30 feet movement speed until the beginning of your next turn.
Watersense

Watersense works like tremorsense with creatures or object in contact with water.

Recollection

Starting at level 13, once per long rest, you can recover a number of ki points equal to your wisdom modifier if you spend one minute meditating near a large source of your preferred element.


Mobility Options

At level 13 you gain some mobility options linked to your Preferred Element:

  • Earth: You gain a burrow speed equal to half your movement speed. You can burrow through rock, earth and sand without problems. Additionally, if you move along a stone wall and end your movement you don't start falling.
  • Fire: While in air you can spend 2 ki points to make one jump as if you were standing on the ground. You gain 1d4 extra feet of jump distance and height.
  • Air: While in air you can spend 1 ki point to make one jump as if you were standing on the ground. Additionally you don't need any previous movement to reach the full lenght and height of a jump.
  • Water: Your swimming speed equals your walking speed. Additionally you can spend up to 3 ki points to increase your speed in water by 15 feet for each ki point. While doing so you can also be lifted by water up to 30 feet in the air.

Supreme Control

At level 17 you can expend 7 Ki points to consider all elements Preferred Elements for one minute.

Supreme Style

Beginning at level 17 your improved styles reaches higher peaks:

  • Wind Wings gives you another attack. Additionally when you use this feature while falling to avoid damage you can glide 30 feet horizontally for each 5 feet of descent.
  • Golem Fists's damage increases to 1d10 and you can both push and knock prone creatures with the same attack, as long as they fail the saving throw.
  • Fiery Explosion can be used as a bonus action, granting its benefits to all your unarmed strikes for this turn.
  • Ice Bending can be used also to enemies hit by your water spells.

Peak of Technique

When you reach level 20 you decrese the li cost of all the preferred element related technique.

Special Bending Rules

Additionally there are some special rules about bending in specific circumstances:

  • using earth features without earth, ground, sand or rock within 120 feet from you is impossible.
  • using fire features underwater is impossible.
  • using air features underwater requires you to spend additional 4 ki points for each feature. You can't use air features if you are buried and there is no space around you.
  • using water features if there is no water or ice within 120 feet from you costs 2 additional ki points for each feature. If you are in an extremely hot environment, like a desert or a volcano using water features costs 4 ki points for each feature.
Variant Rule: Element Bound

You may prefer to use only one element for the rest of the life of the character, here's how to do it: When you reach level 3 and take the four elements way you can choose to be completely bound with one of the four elements. From that moment onward on you have only one preferred element and the ki point cost of its features is decreased by 1. (minimum of 1)

You will not gain the features Four Elements Bender and Supreme Control. In place of Four Elements Bender at level 6 you gain the following feature:

Element Specialist

Whenever you deal damage thanks to a feature belonging to your preferred element you add your wisdom modifier to that damage.

In place of Supreme Control at level 17 you gain the following feature:

The Greatest Bender

You reduce the ki point cost of your preferred element features by 1.

4 elements sacred items

Elemental monks may carry around a special item linked to their element. (Consider them Rare Magical Items)

Wind Fan

When this big fan is closed it serves as a regular quarterstaff. It can also be used by an Air Monk to double the gliding speed. Or to soar the skies if there is a strong wind. Whenever there is strong wind the user of the fan must make an acrobatics check with advantage every minute to not fall. On a one they fall 50 feet before repeating the check to regain control.

Water Jar

This Jar contains enough water for a Water Monk to use its features (20 ki points worth of water related features). (except the spells) It is made of a special material that attracts and extracts whater from the air: even under the sun it can become full in 8 hours. During the night it becomes full in 4 hours. The bottle of endless water is often sought after by water monks to always have water to perform their features.

Favored Pebbles

An Earth Monk can have up to three pebbles made out of a special rock whose position is always known (as long as they are within 60 feet from the Monk itself). An earth monk can use its connection with these stones to direct them towards any target within 60 feet from itself using an action. The monk makes an attack roll with each stone adding its wisdom modifier as if it was a ranged spell attack. Each stone can target a different creature. On a hit it deals 1d6 + wisdom bludgeoning damange. The pebbles can't be controlled if they are further than 60 feet away from the monk.


Oil Sac

A Fire Monk keeps an incredibly sticky and inflammable oil in this sac. A Fire Monk can use this oil to extend the duration of Flaming Fists by one additional round. This oil can be also poured in smaller flasks or directly applied on creatures for many uses, the main one being setting them on fire. A creature soaked in oil has disadvantage in saving throws against any effect that deals only fire damage and from the moment they take fire damage they take 1d4 fire damage at the begininng of each of their turn until they use an action to make a dexterity saving throw to extinguish it. A creature holding the sac can squeeze it towards another creature within 15 feet as a bonus action. The target makes a saving throw against 8 + the proficiency bonus + dex modifier of the squeezer. On a fail they are soaked in oil.

Breeze Strike

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: self.
  • Shape: -
  • Components: V
  • Duration: concentration, up to 1 minute
  • Details: -

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks and your movement speed increases by 30 feet. Once before the spell ends, you can give yourself advantage on one unarmed strike or weapon attack roll on your turn. That attack deals an extra 1d12 damage of the same kind of the attack.

  • At higher levels: The damage increases by 1d12 for every level above first.

Varto's Boulder Throw

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet.
  • Shape: 5 feet radius sphere
  • Components: S, V, M (a percfectly round pebble)
  • Duration: instantaneous
  • Details:

You hurl a boulder towards a target within range. Make a ranged spell attack against such a target, on a hit it takes 3d8 bludgeoning damage and makes a constitution saving throw. On a fail it is stunned until the beginning of its next turn. Hit or miss creatures within 5 feet of the target make a dexterity saving throw, taking 1d8 bludgeoning damage on a fail. The boulder can be blocked by obstacles in the middle. If the caster cannot see or perceive the target it has disadvantage on the ranged spell attack. This spell deals double damage to structures.

  • At higher levels: Both the damage to the target and to creatures within 5 feet from it increases by 1d8 for each level above first.

Allmoving Way

Acrobatical

When you choose this tradition at level 3 you gain proficiency in the acrobatics skill. If you already have this proficiency you may choose a different one between athletics, perception, performance or animal handling.

Redirecting

Beginning at level 3, when you choose this tradition you learn the ability of use the body of your enemy as a weapon: whenever a creature misses you with a melee weapon attack you can use your reaction and 1 ki point to make it target a different target, within 5 feet from you. If you are using the dodge action you may only use the ki point, without expending your reaction.

Jump Attack

Starting at elvel 3 whenever you use the step of the Wind feature you also double your jump height. Additionally if you make a jump that is 8 or more feet long or high (a fall counts as well) and land within 5 feet from a creature you have advantage in your next attack roll against such creature if it is made in this turn. If you hit you can spend 1 ki point to try and either shove it 10 feet away or knock it prone.


Stream of Blows

Beginning at level 6, whenever you use flurry of blows you can expend 1 ki point to make an additional unarmed strike as part of the flurry. Once you reach level 13 you can spend another ki point to make another one.

Impossible Movements

Beginning at level level 6 you gain expertise in acrobatics, therefore you add double your proficiency in acrobatics checks, in place of the normal amount.

Flow of movements

Beginning at level 9, whenever a creature that you can see or perceive makes an attack roll against you, you can use your reaction and one ki point to give disadvantage to all the attack rolls that creature will make against you until the end of your next turn.

True Speed

When you reach level 9 you can spend 3 ki points to cast the haste spell on yourself. Once you use this feature you can't do so again until you finish a short or long rest. You have advantage to maintain concentration on the spell.

Even faster

Starting st level 13, when you use the step of the wind feature you increase your speed by 10 feet.

Great Jump

Starting at level 13 you can harness the power of ki to empower the strenght of your legs. During your turn you can expend up to 3 ki points, increasing the lenght of your next jump by 5 feet for each ki point and height by 3 feet for each ki point.

Anticipate the Attack

Starting at level 17 you can add your wisdom modifier to your dexterity saving throws. Additionally you can use your reaction to interfere with an attack roll made by a creature within 5 feet from you or against a creature within 5 feet from you: you can subtract your wisdom modifier from that attack roll.

Inhuman Reflexes

Starting at level 17, once per round, if you have already used your reactions and you are in a situation that could trigger your reaction you can spend 3 ki points to gain a reaction to spend in that moment.

Complete freedom

When you reach level 20 difficult terrain doesn't slow you and you can occupy the space occupied by other creatures without problems.

Maximum Dexterity

At level 20 your dexterity score increases by 2 and the maximum normally achievable dexterity score for you becomes 22.

Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees.

Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. You have 15 feet blindsight within the area affected by a darkness spell created this way. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 9th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Shadowy reach

Beginning at level 13 you can attack through shadows without moving through them: once per turn you can expend one ki point and make one of your attack rolls through a shadow that is of small size or bigger and within 5 feet from you. The attack can hit any target that is within 5 feet from any small size or bigger shadow within 60 feet from you.

Such an attack is the same as your regular attack, but it has advantage if there is at least one enemy within 5 feet from it.

You can use this feature to peek from a shadow or to grab small objects, which you can bring to yourself through the shadow or to attempt to grapple a creature, expending a ki point in both cases. When you attempt to make a grapple you must expend a ki point at the beginning of every turn you try to maintain it and you can't drag the creature into the shadows.

Opportunist

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.



Light and Shadow

When you reach level 20 you become able to exploit even shadows tha are way less dark than usual: you can use shadow step with any shadow that occupies a tiny space or bigger, even your own.

Work In Progress

Way of Mercy

Implements of Mercy

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also spend one additional ki point to end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

Starting at 9th level, you can now mete out a flurry of comfort and hurt. You can replace any of your unarmed strikes with a use of hands of healing. If the unarmed strikes come from flurry of blows or Ki-Fueled Attack you don't have to spend ki points to use the hands of healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

Empowered Healing

Starting at level 13, whenever you use hands of healing you can spend up to 3 additional ki points, healing for up to 3 extra martial arts dice, one for each ki point.


Open the Gates

When you reach level 13 as a bonus action you can touch an ally of yours, injecting your Ki in them and temporarily activating their own inner force. You transfer them one Ki point, which they can spend to use one Ki Amplification or either patient defense or step of the wind. They also gain a bonus to their movement speed equal to your bonus to the movement speed coming from being a monk. The ki point and the bonus to movement speed disappear after 1 hour. You can use this feature a number of times equal to your wisdom modifier per long rest.

Nonlethal Punishment

Starting at level 17 you can impose your Ki over creatures you hit, casuing certain debilitating effects on them. As a bonus action you can spend 4 ki points, empowering your next unarmed strike. If it hits the target hit makes a constitution saving throw with disadvantage. On a fail one of the following effects of your choice is applied on them.

  • It can't use noncantrip spells for one hour.
  • It becomes unable to speak for one hour.
  • It loses all its senses for one hour.
  • It takes 2 levels of exhaustion and becomes paralyzed until it succeeds on the saving throw, which is repeated with disadvantage at the end of each of its turns.
  • It takes 4 levels of exhaustion. If it already has exhaustion this feature will only bring it to 5 levels of exhaustion, not killing them.

Hand of Life

By 20th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

Once you use this feature, you can't use it again until you finish a long rest.

Hand of Death

Your ability with the Ki allows you to bestow a certain death upon your foes: when you kill a creature you can spend 4 ki points to pervade its body with death energies: for one year that creature cannot be resurrected by nothing shorter than a wish spell or 7 consecutive uses of the Hand of Life feature (one per long rest). Additionally as a bonus action you can spend 4 ki points to double the damage coming from hands of harm until the end of your next turn.

Way of the Beast

Nature's resource

Beginning at level 3, when you take this way, you can deal piercing or slashing damage with your unarmed strikes if you have the ability to do so thanks to your race and they count for oall the benefits that can be applied to monks' attacks.

Prayer of the Mantis

If you don't move on your turn you have advantage on the first two melee weapon attacks you make.

Pounce of the Jaguar

If you are hidden from a creature you can use step of the wind to remain hidden from it until you either:

  • make an attack roll
  • stop moving
  • cast a spell
  • shout loud something or give away your position
  • move in a way that would cause an opportunity attack

If you move in plain sight you can remain hidden, but you must succeed in a stealth check made with disadvantage.

If the Pounce of the Jaguar ends in an attack roll such an attack is made with advantage and crits also on a 19.

Endurance of the Wolf

Whenever you must make a constitution saving throw you can spend 2 ki points to give yourself advantage on that saving throw.

Grasp of the Python

If you succeed in a grapple you can use your bonus action to deal bludgeoning damage to the target of the grapple equal to your martial arts die. You can do this thing on every turn, expending your bonus action.

Carapace of the Turtle

You use your bonus action to focus on the defensive, trying to minimize the incoming damage: spend up to 4 ki points, gaining 5 times that amount temporary HP. Such HP disappear at the beginning of your next turn.

Strenght of the Bull

If you have to make an athletics check or a strenght saving throw you can spend up to 3 ki points, adding double that amount to the check or saving throw.

Legs of the Cricket

If you do not move on your turn you double the lenght or height of your next jump.

Ranger

The Ranger
Level Proficiency Bonus Features
1st +2 Favored Enemy, Crafting and Traps
2nd +2 Ranger Conclave, Fighting Style, Natural Explorer
3rd +2 Ranger's Prey, Conclave Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Primeval Awareness
7th +3 Conclave Feature
8th +3 Ability Score Improvement
9th +4 Greater Ranger's Prey
10th +4 Fleet of Foot
11th +4 Conclave Feature
12th +4 Ability Score Improvement
13th +5 Hide in Plain Sight
14th +5 Vanish
15th +5 Conclave Feature
16th +5 Ability Score Improvement
17th +6 Feral Senses
18th +6 Conclave Feature
19th +6 Ability Score Improvement
20th +6 Foe Slayer

Class Features

As a Ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields.
  • Weapons: All weapons.
  • Tools: Choose one amongst Butcher's tools, Leatherworker's tools, Weaver's tools, Herbalist's tools, Cook's tools, Climbing Gear, Fishing Tackle, Woodcarver's Tools or Forager Tools
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Acrobatics, Insight, Investigation, Nature, Medicine, Perception, Stealth, and Survival.

Equipment

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

  • (a) a scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Favored Enemy

Starting at 1st level, you can focus your attention on one foe, increasing the harm you inflict on it. As a bonus action, you mark one creature you can see within 60 feet of you as your favored enemy. You gain a +2 bonus to damage rolls with weapon attacks against your favored enemy. Additionally, you have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. If you spend at least one minute in the presence of the marked creature you add the favored enemy bonus also to insight and deception checks towards them.

The mark remains until you finish a long rest or until you change target. The number of times you can use this feature equals your wisdom modifier and you regain all uses after you finish a long rest.

Generalist or Specialist ?

At level 1 you can choose to either gain proficiency in one skill and one set of tools of your choice from the ranger's proficiencies or to gain expertise in one of the proficiencies you have. At level 10 you can repeat this choice.

Crafting

Begininng at level 1 you gain the ability to use the environment at your advantage becoming skilled in preparing what you find around yourself or some parts of the creatures you have slain to craft items or weapons.

Traps

A specific cathegory of items you can prepare is traps, provided that you have the tools necessary and that conditions are satisfied (time required to prepare, proper terrain, material components). To avoid triggering a trap creatures can make a dexterity saving throw. Also the traps may require additional saving throws. The DC of these saving throws is 8 + your proficiency bonus + your Wisdom modifier.

Optional When you prepare a trap make a stealth check in which you add your proficiency bonus. Creatures may spot the trap with investigation or perception checks or passive perception, if the result is higher than what you have rolled.


Gathering materials

When you gather materials to craft something your aim is to collect enough stuff from the environment. The amount of time required to gather materials is usually written in the description of what you want to craft, but it also depends on your ability in finding them: when you go gathering materials you make a survival check with a DC decided by the DM. An environment that may have what you need poses a DC of 5, if there is more scarcity or you need specific materials the DC increases to 10, then to 15 if it's really difficult to find anything, to 20 if luck is really needed, to 25 if it looks almost impossible and to 30 if it would be a miracle. Every time you fail the survival check the time required to complete the crafting increases by one hour, expressing the time lost trying to find what you need. If you need to prepare more portions the time increeases as it follows: the gathering time increases by one hour every time you double the quantity of resources gathered; the preparation time increases differently accordingly to what you are preparing: if you are cooking, mixing materials or brewing you increase the preparation time by one hour every time you double the materials gathered, if you are crafting single objects the preparation time is doubled every time you double the materials gathered and in other cases it is detailed in the descritpion of what you are trying to craft. Other creatures may try to craft what is described in this feature, but they can do so only if they have proficiency in survival or in the corresponding artisan's tools. Also they take double the time to gather the materials.

Crafting Table
Crafting Time Prerequisites Details
Heavy Fur 6+(1x3) hrs carcass
Leather Armor 6+(1x10) hrs carcass, lime, salt
Energetic Soup 1+1 hrs vegetables,water 5 doses
Healing Drink 4+2 hrs 2 doses
Ranger's Dish 2+2 hrs vegetables, eggs, meat, water 5 doses, lasts 3hrs
Fisher's Dish 2+2 hrs vegetables, fish, water 5 doses, lasts 3hrs
Antitoxine 2+4 hrs 3 doses, lasts 1min
Antidote 3+3 hrs 4 doses, lasts 1min
Superior Antidote 5+5 hrs Level 6 2 doses, lasts 1min
Base Dagger 2 hrs stone, bone 1d3
Claw Dagger 1+1 hrs 1d4
Stone Hatchet 2 hrs 1d3
Arrows 1 hr wood, stone, feathers 5 arrows
Small Darts 5 min 1 dart
Stinger Darts 10 min stinger 1 dart
Blowgun 1+2 hrs wood
Rope 2+1 hrs plant matter 10 feet
Hut 4 hrs plant matter 5 people
Solid Hut 10hrs foliage, clay, stone 5 people
Igloo 8hrs snow 4-5 people
Snowshoes 1+1 hrs wood/bone
Trench 1 hr 5x5x10 ft.
Hallucinogenous Poison 3+3 hrs mushrooms, poisonous bugs lasts 1 hr
Camouflage 2+3 hrs plant matter
Perfected Camouflage 10+(1x4) hrs plant matter, carcass
Bandage 30+30 min plant matter, fabric 3 bandages
Net 3+3 hrs plant matter 1d4+wis uses
Flute 3 hrs wood, bone
Smoke Bomb 5+3 hrs lasts 1min
Canoe 10+30 hrs wood 2-3 people
Bark Canoe 4+10 hrs bark 1-2 people, lasts 1week
Raft 3+3 hrs wood 2 people
Oar 1+1 hrs wood
Quarterstaff 30+30 min wood
Fishing Spear 30 min + 1 hr wood
Cord 1+1 hr plant matter 60 feet
Resin 2 hrs - 1 pint
Oil 1+1 hrs fish guts/birch bark 1 pint
Pitch 2+1 hrs resin, charcoal 1 pint
Torch 30+30 min wood, resin, cloth/leaves
Desert Clothes 8+(2x4) hrs
Wood Shield 1+2 hrs wood, cord, cloth 50HP
Ball Bearings 6+4 hrs iron a pouch
Caltrops 8+8 hrs iron a pouch
Obsidian Weapons +1 hr obsidian +1, easy to break
Traps Table
Traps Time Prerequisites Details
Noose trap 5min rope
Leghold 8+5 hrs iron/steel
Net trap 1 hr + 30 min net 10x10 ft.
Pitfall 1hrs level 2 5x5x5 ft.
Steel Wire 5+1 hrs steel, level 2 20ft.
Impaling trap 30+10 min wood, level 6 5x5 ft.
Poisonous trap ?+5 min poison, level 6 lasts 4hrs
Rubble trap 1 hr + 15 min rubble, level 6
Stone trap 5+5 min stone, bait
Fish trap 1+1 hr wood
  • Heavy Fur: Upon slaying creatures that live in a cold environment, whose body is covered in fat or compact fur or feathers you can use their skin to make cold resistant clothing.
    While you wear these clothes you do not have to roll the constitution saving throw to avoid exhaustion because of cold weather.
    After gathering the materials it takes one hour of work every day for three days to complete the clothes.
  • Leather Armor: You can craft a regular leather armor. After gathering the materials it takes one hour of work every day for three days to complete the armor.
  • Energetic Soup: This dish is prepared with herbs, mooshrooms, roots and other plants of the area where you are travelling.
    It can be eaten alone or as a side dish. It takes away one level of exhaustion and gives a +1 to the next saving throw or ability check that uses dexterity,
    strenght or constitution.

  • Healing Drink: This beverage heals 1HP and gives advantage in constitution saving throws against poison for the next hour.
  • Ranger's Dish: This full course meal gives to characters that eat it advantage on the next weapon attack or unarmed strike made within the next 3 hours.
  • Fisherman's Dish: This fish based meal allows creatures that eat it some affinity with water: they gain advantage in constitution saving throws to hold their breath and in athletics checks to swim in difficult waters for the next 3 hours.
  • Antitoxine: This beverage reduces the poison damage a creature takes by your wisdom modifier for one minute.
  • Antidote: This drink gives resistance to poison damage for one minute.
  • Superior Antidote: This drink heals from the poisoned condition and gives immunity to nonmagical poison damage for one minute.
  • Base Dagger: A common dagger made out of bone or stone. It deals 1d3 piercing or slashing damage.
  • Claw Dagger: If you kill a Huge or bigger creature that has tusks, big teeth, horns or claws you can craft them into daggers. These daggers deal 1d4 piercing or slashing damage.
  • Stone Hatchet: A stone hatchet is a simple, but useful tool. It ieasy to make, with just a flattened rock and a solid piece of wood. It can be used as a weak weapon: it deals 1d3 slashing damage and it has the light and thrown (10/20) properties.
  • Arrows: Arrows prepared out in the wild, without proper tools break after being used once.
  • Obsidian Weapons: you can craft obsidian daggers, hatchets and arrows. They are +1 weapons but they break on a 1. If they are thrown or shot they break automatically when they miss.
  • Stinger Darts: If you kill a small size creature that possessed a stinger you can craft a dart fromt it: such a dart will deal 1 piercing damage + 1 extra poison damage if the creature used its stinger to deal poison damage.
  • Blowgun: To craft a blowgun you just need to find a big enough tree or plant.
  • Snowshoes: These shoes allow you to walk over snow, without being slowed by it. They are still relatively clumsy, so your speed is reduced by 5 feet anyway.
  • Desert Clothes: A creature wearing these clothes has advantage in constitution saving throws to avoid exhaustion because of the effects of heat. After gathering the materials it takes 2 hours of work every day for four days to complete a set of clothes.
  • Wooden Shield: This middle sized shield breaks when you are hit by a critical or when it takes more than 50 damage.

  • Camouflage: You prepare a temporary camouflage that gives +1 to stealth checks against creatures that rely on sight to whoever wears it. This camouflage only works on the biome you are in, for example a camouflage made for the coastline won't work in a forest.
  • Perfected Camouflage: You prepare a camouflage adapted to a specific biome: while wearing it you have +1 and advantage in stealth checks while in the corresponding environment.
  • Rope: 10 feet of well made rope.
  • Bandage: This bandage can be applied as an action to stop a source of bleeding.

  • Net: A net takes 3 hours to be prepared, provided that you have access to plant matter. It has 1d4 + wisdom modifier uses, after which it is destroyed.
  • Flute: You can carve a flute or a similar instrument out of wood or bone in 3 hours of work.
  • Smoke Bomb:You can throw this bomb to a point up to 60 feet away from you. For the next minute an area that is a 10 feet radius sphere, centered in that point is considered heavily obscured. A moderate or stronger wind disperses the smoke in one round.
    You need 5 hours to gather the neecssary materials and 2 hours to craft one bomb.
  • Hallucinogenous Poison: Gathering mooshrooms, poisonous bugs and other sources of toxines you are able to create a simple poison.
    A person that ingests such a poison makes a constitution saving throw. On a fail it has hallucinatory visions for 1 hour.
    Such a creature is considered poisoned and whenever it interacts with another creature (talks, attacks) it must roll a d20. On a 1 a creature will be considered as an object and an object will be considered as a creature.
    A creature can repeat the saving throw every minute. If a creature is attacked by another it believed to be something else it recognizes the attacker for what it is until it repeats the roll.
  • Igloo: This small building made out of snow can host up to 5 medium sized creatures, repairing them from the outside cold and retaining heat. It gives half cover to creatures inside and it has an AC of 10 and 1d20 + your wisdom modifier HP.
  • Hut: A simple hut has space for 5 mediums size creatures and their belongings, it protects them from weather effects, gives half cover to creatures inside and has 5AC and 1d20 + your wisdom modifier HP.
  • Advanced Hut: An hut made with solid wood, stones or clay gives the same benefits as a normal hut, but has an AC of 15 and 2d20 + double your wisdom modifier HP.

Traps Details
  • Noose Trap: A creature that triggers the trap has its speed reduced to 0 unless it succeeds in a strenght saving throw made at the end of its turn to free itself.
  • Leghold Trap: Who triggers the trap takes 2d6 slashing damage and can't move away from the position until it succeeds ina strenght saving throw. When a creature frees itself extracting the trapped part without opening the trap it takes additional 2d6 slashing damage. Once crafted this trap can be used multiple times and placing it requires only 5 minutes.
  • Net trap: when this trap is activated a net is pulled up and any creature within its area, is restrained by it, while suspended up to 30 feet in the air.
  • Steel wire: On a failed dexterity saving throw creatures stumble on this wire, falling prone. Creatures moving at a speed equal or higher than 50 feet also take 2d8 slashing damage if they fail the saving throw. The wire can be up to 20 feet long. It takes 5 minutes to set it up.
  • Stone trap: A medium sized rock falls upon a creature that triggers this trap, dealing 1d4 bludgeoning damage to it. The trap is noticeable and intelligent creatures will easily avoid it, but it is useful for hunting purposes.
  • Rubble trap: A pile of rubble falls onto the creature that activates the trap, dealing 1d8 bludgeoning damage for every 15 minutes spent in preparing the trap, up to a maximum of 4d8. You must also gather a lot of stones, branches and pieces of wood and need an high place to prepare the trap. For every 15 minutes spent preparing the trap you need one hour of gathering materials.
  • Pitfall Trap: Depending on the time spent into building it the pitfall is deeper. Enemies who fall inside take falling damage and are trapped inside. 1 hour of work is enough to dig a 5 feet cube. Your pitfall can't be larger than a 10 feet cube.

  • Impaling trap: Who triggers this trap takes 1d6 piercing damage for each 10 minutes spent on preparing the trap, maximum is 4d6, and can't move away from the trap more than 5 feet. On a successful strenght saving throw the creature is freed.
  • Poisonous traps: You can spend additional 5 minutes to cover any trap that deals piercing or slashing damage in poison. Such a trap will poison the target hit and deal additional 1d4 poison damage each hour. A successful constitution saving throw ends the poisoned condition.
  • Fish trap: This wooden cage allows fish and other water animals to enter, but it's difficult to escape: useful for hunting and to gather food.















Natural Explorer

At 2nd level, you have the following benefits: You ignore difficult terrain. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling, you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You have advantage in the constitution saving throw to avoid exhaustion because of Forced March travel pace as long as the environment is not too cold or too hot.

Ranger Conclaves

Rangers choose a conclave to belong, this will grant some features and items to craft at levels 2,3, 7, 11, 15 and 18. Eldritch Slayer, Nature Fellow, Wild Walker and Eldritch Archer will also get access to spellcasting.


Fighting Style

At 2nd level, choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Multiple Enemies Fighting. If you make all your attack rolls and you make them against a number of enemies equal or greater than the maximum number of attack rolls you can normally make with your action, at the end of your turn you get a weapon attack roll that you can immediately use against whoever you want, after which the turn ends.
  • Nimble Weapon Fighting. When you take the attack action and make all your attacks with a weapon that has the light and finesse properties you can make an additional attack with it.
  • Two-Weapon Fighting: When in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger's Prey

At 3rd level, pick one from the following types of creatures: beasts, fey, humanoids, monstrosities, or undead. From now on all the creatures belonging to that type count as favored enemies for you. If you pick humanoids you don't gain the benefit against all humanoids, instead you have to choose two races.*
When you gain this feature, you also learn one language of your choice, typically a language spoken by your favored enemies.

Half Race

If your ranger's prey is a humanoid race, like elf or human, you also consider any half race with that race favored enemies, in this case any half elf or half human.

Hostility Detection

Beginning at level 3 you add your wisdom modifier to initiative rolls.
Additionally you can use your action to focus, gaining precise informations about your surroundings: for 10 minutes you have advantage in perception and insight checks, but if initiative is rolled this effect ends. You can use this feature a number of times equal to your proficiency bonus per short rest.

Extra Attack

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

Primeval Awareness

Beginning at 6th level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally you have advantage on initiative rolls.

Once you reach level 13 your seses heighten so much that you easily gain the upper hand against creatures less quick minded: on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Greater Ranger's Prey

At 9th level, choose a type of greater ranger's prey: aberrations, celestials, constructs, dragons, elementals, fiends, giants or one from the Ranger's prey feature. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, and you also learn an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a favored enemy.

Fleet of Foot

Beginning at 10th level, you can use the Dash action as a bonus action on your turn.

Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits:

  • Temporary Hit Points. Whenever you finish a Short Rest or a Long Rest, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Proficiency Bonus.
  • Decrease Exhaustion. You decrease your exhaustion level by 1 once you finish a Short Rest.

Hide in Plain Sight

Starting at 13th level, when you attempt to make an hiding (stealth) check on your turn, you can forgo your movement. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone. You are automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. Despite the name this feature won't work against creatures looking at you and in front of you, while there is nowhere to hide.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 17th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Additionally you gain another use of Favored Enemy. From now on, whenever you use Favored Enemy you can spend two uses at the same time to benefit from the feature against two different targets.

Spellcasting
(only for certain conclaves)

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

This DC is also DC for many features of the Ranger wether they are magical or not.

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Additional spells

Your conclave gives you additional spells at levels 2, 5, 9, 13, 17. They count as ranger spells that you can learn.

Revised spell list

Identify, Banishment and Locate Creature are now also Ranger's spells

Two Souls for one Class

I believe that there are two core tropes for the ranger: one more linked to magic (more modern and supported by dungeons and dragons at its core, as well as modern fantasy) and another one way less magical or completely martial, the expert of the forest (a more ancient and grounded into reality concept). For this reason i decided to split the class, rather than making two separate ones.


Multiclassing

When you multiclass into a Ranger (or from a Ranger) you gain spell slots from it only if your conclave is a spellcasting conclave.

Ranger Spellcasting
Level Spells Known 1st 2nd 3rd 4th 5th
1st
2nd 2 2
3rd 3 3
4th 3 3
5th 4 4 2
6th 4 4 2
7th 5 4 3
8th 5 4 3
9th 6 4 3 2
10th 6 4 3 2
11th 7 4 3 3
12th 7 4 3 3
13th 8 4 3 3 1
14th 8 4 3 3 1
15th 9 4 3 3 2
16th 9 4 3 3 2
17th 10 4 3 3 3 1
18th 10 4 3 3 3 1
19th 11 4 3 3 3 2
20th 11 4 3 3 3 2
Additional Spells
Ranger Conclave Level
2
Level 5 Level
9
Level
13
Level
17
Eldritch Slayer Protection from Evil and Good Hold Person Haste Staggering Smite Hold Monster
Nature Fellow Entangle Web Tidal Wave Dominate Beast Wall of Stone
Wild Walker Expeditious Retreat * Misty Step Dispel Magic Dimension Door Far Step
Eldritch Archer Guiding Bolt Hold Person Slow Arcane Eye Hold Monster
Exorcist Command Mind Spike Remove Curse Staggering Smite Holy Weapon
Shapechanger Disguise Self Alter Self Gaseous Form Polymorph Skill Empowerment

Conclaves

Warden

A wanderer warrior who patrols the land.

Additional Crafting
Crafting Time Prerequisites Details
Explosive Bomb 6hrs/6hrs
Painkiller 2hrs/4hrs 2 doses
Calming Drug 3hrs/5hrs 2 doses
Traps Time Prerequisites Details
Explosive Mine 6hrs/3hrs Level 10
Barbed Wire 6hrs/1hrs Iron/Steel 300 square feet
Stunning Trap 6hrs/6hrs Level 6
  • Explosive Bomb: As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 3d6 fire damage.
  • Painkiller: When you drink this potion you gain a number of temporary HP equal to your Wisdom modifier. At level 11 the temporary HP equals double your Wisdom modifier. It has no effect if you take it with full HP.
  • Calming Drug: Whenever you are frightened you can use a reaction to make a Wisdom saving throw against the DC of the frightening effect. On a success you can take this drug to end the frightening effect.
  • Explosive mine: On a failed dexterity saving throw this trap deals 3d10 fire damage and 2d10 bludgeoning damage. Units within a sphere of 5 feet take full damage while the ones within 10 feet take only the fire damage. On a success the damage is halved.
  • Barbed Wire: Enemies who move trough it must make a dexterity saving throw. On a fail they take 1d4 piercing damage. Nonetheless it counts as difficult terrain.
  • Stunning Trap: Enemies hit are stunned for 30 seconds on a failed constitution saving throw. One of these traps takes 6 hours to be prepared and 6 more hours if you have to gather the materials.


Honed Endurance

When you choose the warden conclave at level 2 you gain Proficiency in Constitution Saving throws and in the athletics skill.

Horde Breaker

Starting at level 3 once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Long Step

At level 7 your movement speed increases by 10 feet.

Escape the Horde

At level 7 opportunity attacks against you have disadvantage.

Steel Will

At level 11 you have advantage on saving throws against being frightened or charmed. Additionally as long as you don't have 4 or more levels of exhaustion you can use your bonus action to ignore the effects of exhaustion for your turn.

Improved Fighting Style

When you reach level 11 your Fighting Style improves

  • Archery: If you make two ranged weapon attacks you can make a third one as part of the attack action, even against a different target than the other two.
  • Defense: The maximum Dex modifier to add to your AC increases by 1.
  • Dueling: You gain +2 to attack rolls. Also dueling will apply to versatile weapons wielded in two hands.
  • Multiple Enemies Fighting. You get two weapon attacks, rather than one, but they must be made against different targets.
  • Nimble Weapon Fighting. You only need the weapon to be finesse, not necessarily light.
  • Two-Weapon Fighting: You can attack twice with the second weapon during the bonus action.

Uncanny Dodge

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Multiattack Defense

Beginning at level 18 when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the round.

Prey Stalker

A specialized hunter able to track and kill its prey. When you choose this conclave at level 2 you gain expertise in stealth. If you don't have proficiency in stealth you gain it, but don't gain expertise.

Additional Crafting

Superior Poison

This poison can be drank, or used to coat your weapons or traps, provuded that they can cut or pierce their targets. It deals 1d6 poison damage and a creature that takes this damage becomes poisoned, making a constitution saving throw at the beginning of each turn to end the poisoned condition. A creature poisoned by this poison takes 1d6 poison damage at the beginning of every turn, after the constitution saving throw is rolled. It takes 8 hours (5 hours to mix and brew and 3 to gather the materials, if you have not an highly poisonous creature ready) to prepare 5 doses of the poison, that are enough to cover 5 arrows, or 5 times the blade of a sword or a 5 square feet trap. The poison disappears from a surface after one day.

Hunting Outpost

An hunting outpost is a small hidden building that has enough space for 2 medium sized creatures to fit in comfortably. It is spotted on a successful perception check against your DC. It gives advantage in stealth checks to creatures inside. The hut has 1d6 + your wisdom modifier HP. It takes 4 hours to properly build and cover such a structure.

Treehouse

A treehouse is a wooden structure built on top of a big enough tree. It takes 12 hours of work to complete a structure that has enough space for 6 medium size creatures. The treehouse has a number of HP equal to 1d20 + your wisdom modifier.

Bolas

A pair of bolas can be thrown to a target within 30 feet from you. Make a ranged weapon attack. On a hit the target takes 1d4 bludgeoning damage and is restrained. It can only crawl until it succeeds in a strenght saving throw made at the start of its turn. it takes 1 hour to gather the materials needed for a pair of bolas and one other hours to prepare the weapon.

Boomerang

This is a ranged throwing weapon that deals 1d4 bludgeoning damage and its range is 15/30. If you miss the attack roll the boomerang comes back to you except if you roll a 1. It takes 2 hours of work to prepare this weapon.

Improved traps

  • Poisonous bait: The target that eats the bait is poisoned and moves as if in difficult terrain and each hour it must make a constitution saving throw or fall unconscious. After four hours the effect ends. it takes 6 hours to prepare this poison: 2 hours to find enough materials for two doses and 4 hours to prepare them.
  • Tracking mixture: Targets who touch this mixture will be tracked without fail except if they expend one hour to clean themselves or use magical means to hide their smell and their tracks. It takes 4 hours to prepare 5 doses of the mixture: 2 to gather the materials and 2 to process them.
  • Bleeding trap (level 6): If a target is hit by this trap it takes 1d4 piercing or slashing damage, then takes 1d4 damage from bleeding (necrotic damage) every 300 feet it makes until it takes a long rest. It takes 30 minutes to prepare one of these traps and 1 hour to gather the materials needed for it.
  • Snaring wires: A creature that hits these wires makes a dexterity saving throw. On a fail it becomes entangled in the wires and its speed is halved. The effect is cumulative. If a creature is entangled in more than 4 of these traps its speed is reduced to 0. Flying creatures must make a dexterity saving throw every 30 feet of movement to not fall while entangled. A successful strenght or dexterity saving throw frees a creature from the wires. In 10 minutes you can cover 100 square feet with these wires.
  • Net trap: A net is cast over the creature that activates this trap, restraining it. A creature trapped this way can escape, dealing 10 slashing damage to the net or succeeding in a strenght savin throw made using its action. It takes 4 hours to prepare the trap and the net, provided that you have access to plant matter. If you have a ready net it only takes one hour to set up the trap.
  • Lifting Noose trap: A creature that triggers this trap is restrained and lifted up to 10 feet in the air. A creature can make a strenght saving throw at the end of its turn to try to free itself from the trap. If you already have a rope it takes 10 minutes to set up the trap.

Tracking down

Starting at level 3 if you fight a creature and it flees away you gain advantage into tracking it and also if you fail the check to do so you still have a general idea on its position (aproximative distance distance and direction). If you are aproaching this creature you have advantage on stealth checks against it.

Thrill of the hunt

Starting at level 7, once per long rest, you gain the benefits of a long rest with only four hours. More than this if you are following a track of someone or something you have already met or your favored enemy you gain 10 feet extra of movement speed. Additionally your traps are spotted with disadvantage by your favored enemies.

Improved Fighting style

At level 11 your fighting style improves

  • Archery: Both the normal and long range of your ranged weapons increase by 30 feet.
  • Defense: Armor does not impose disadvantage on stealth checks.
  • Dueling: You gain +2 also to attack rolls. Also dueling will apply to versatile weapons.
  • Multiple Enemies Fighting: When you take the dodge action your AC increases by 1. Additionally only one creature per round can benefit from advantage when flanking you.
  • Nimble Weapon Fighting: When you hit an enemy with a light and finesse weapon the next attack you make against it scores a critical also on a 19.
  • Two-Weapon Fighting: When you hit an enemy with a melee weapon attack you have advantage against the same target with the next attack if it is made with the weapon in the other hand.

Know your enemy

At level 11 if you are currently fighting your favored enemy you have advantage in perception checks to find it. Also if it gets invisible you can still spot its position with advantage.*

Presence canceling

From level 15 onward enemies spot you with disadvantage and you are never spotted by passive perception.


Mutilating

At level 15, if you score a critical the target of that attack takes 1d4 necrotic damage each turn. If not healed this will keep on out of combat, every 100 feet until the target heals or takes a short or long rest.

Stealth approach

Beginning at level 18, as long as you are not spotted by your enemies you have advantage on attack rolls and score a critical also on a 19. Enemies can make a perception check after any attack you make while hidden, spotting you on a success. On a fail you are still hidden.

Beast Master

Bonds with a companion during the adventure. When you choose this conclave at level 2 you gain expertise in the animal handling skill. If you do not have proficiency in animal handling you gain it, but don't gain expertise.

Additional Crafting
Crafting Time Prerequisites Details
Animal Armor 2hrs/2hrs
Traps Time Prerequisites Details
Marking Trap 30min/30min
Tearing Trap 1hrs/30min
Ultrasound Trap 6hrs/2hrs feet
  • Animal Armor: you can craft a leather armor for your beast companion. It increases its AC by 1.
    Both the gathering and preparation times increase by 2 hours depending on the size of your companion 4hrs/4hrs for a small creature, 6hrs/6hrs for a medium one, 8hrs/8hrs for a large one and so on.
  • Marking Trap: this trap marks a creature activating it with a noticeable smell that lingers on it for 3 hours or until it properly cleans itself. Such smell can be tracked easily.
  • Tearing Trap: this trap deals 1d4 piercing or slashing damage. It also tears the flesh, fur, feathers or clothes of the target, that remain attached to it.
  • Ultrasound Trap: when triggered this trap emits a specific ultrasound that humanoid hears can't perceive, but many animals up to two miles away could. You can combine this trap with others, so that it triggers together with them.


Beast Companion

At level 3 you gain a beast companion. If you are at least one size smaller than it you can mount it (provided that with its trenght score it can bear your weight). The beast companion follows your orders as well as it can, understands you and in case will act to defend your life. You understand it well, you can understand if it's angry, or fears something or senses someone etc. The intelligence score of a beast companion equals the same score for the corresponding beast +1 and increases again by 1 at level 11 and 18, up to a maximum of 9. If after applying this modifier the companion has an intelligence of 6 or higher or if you can't ride it because it's too small or if it has the pack hunter trait it will be labelled with the "social" tag, that gives effects with other features in this conclave.

Weapons When Mounted

As a rule short weapons, like a dagger, attack with disadvantage if you are on a mount. This doesn't apply if you are trying to mount onto the enemy you are attacking.

Hypnotizing Gesture

Starting at level 3 you can use your bonus action to execute a sequence of gestures, movements and eventually using certain herbs or collections of sounds to calm, hypnotize, stun or otherwise charm other creatures: choose a number of beasts or Ranger Preys equal to your proficiency bonus that are within 15 feet from you. They make an intelligence saving throw, suffering one of the following effects on a fail.

  • They are stunned until the beginning of your next turn.
  • You have advantage in animal handling or persuasion checks against them until the end of your next turn.
  • They are frightened by you until the end of their next turn and immediately as a reaction they must move up to their speed away from you.
  • They are charmed by you until the end of their next turn: they can't willingly attack you.
  • Their behaviour shifts from hostile to neutral to you if you were in combat and initiative was rolled or from neutral to friendly/non hostile if you weren't in combat and initiative wasn't rolled.

You can use this feature a number of times equal to your charisma modifier per short rest (minimum of 1).

Coordinated Attack

When you reach level 7 you can coordinate well with your companion to unleash a coordinated attack on a target: once per round one of the two of you can use its reaction to make one weapon attack during the turn of the other one as long as this attack is made against a target that has been damaged or attacked by the other one this turn. Only one of the two of you can benefit from this feature each round, this means that if you use your reaction to attack in your beast companion's turn it can't use its reaction to attack during yours.

Mounted Combat

When you reach level 11 you gain benefits when you mount your companion.

  • Expert maneuver: You gain the reach of your mount.
  • Born to the Saddle: You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Cooperation

At level 11, if your beast companion has the "social" tag you and it gain advantage on your first attack against a target that has been attacked by the other one in its previous turn.

Fighting Together

Starting at level 15, if you and your beast companion are flanking the same target it has disadvantage in attack rolls against both of you.

Coordination

Beginning at level 15, if your beast companion has the "social" feature "Coordinated Attack" works twice per round (once per turn)

Mounted Improvements

At level 18, when mounting you gain these benefits:

  • Difficult to hit: For enemies within the reach of your mount your AC takes also the dexterity modifier of your mount. Armor penalities don't apply to this bonus, but if your mount is armored then they apply.
  • Warding Maneuver: If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

Bonding

Beginning at level 18 if you and your beast companion are attacking the same enemy and your companion has the social feature the last one attacking gains +2 to the rolls to attack that enemy.

Monster Hunter

When you take this conclave you gain proficiency in athletics and one between Butcher's tools, Alchemist's tools or Smith's tools.

Additional Crafting

Hot Beverage

Once you drink this beverage you gain resistance to nonmagical cold damage for one minute. It takes 1 hour to gather the necessary materials and 3 hours to prepare a pint of the beverage, that is enough for 4 doses.

Chilling Drink

Once you drink this beverage you gain resistance to nonmagical fire damage for one minute. It takes 1 hour to gather the necessary materials and 3 hours to prepare a pint of the beverage, that is enough for 4 doses.

Monster Parts (Yayy More crafting!)

Whenever you slay a creature you can craft many items from its corpse. In the following table there are the items you can craft. The Creature Size column shows the minimum size a creature needs to be to provide parts big enough to be crafted into the corresponding item. The Part of the body column shows which parts need to be harvested and used. The DC column shows the DC to beat to craft the item: first you must succeed in a Butcher tools check to extract the parts you need intact, then you'll make the proper check with the same DC to craft the items: smith's tools to craft weapons, armor and shields, weaver's or leatherworker's tools to prepare clothes or light armor, alchemist's tools to concote venoms or potions. The number of hours required to craft an item equals half the DC (rounded up).

Improved Traps
  • Large Traps.

Item Crafting
Item Creature Size Part of the body Details DC
Shortsword Huge Claw, Fang, Horn 14
Longsword Gargantuan Claw, Fang, Horn 15
Greatsword Gargantuan Horn, Bone 15
Rapier Large Stinger, Claw, Horn, Fang 18
Mace Large Skull, Tail 14
Warhammer Huge Skull, Tail 15
Warpick Huge Skull, Tail, Thagomizer 15
Clawed Gauntlet Large Skull, Paw 16
Shield Large Skull, Carapace AC 13 15
Light Armor Large Scales, Skin, Bones AC 12 15
Medium Armor Huge Scales, Skin, Bones AC 13 16
Medium Armor + Huge Scales, Skin, Bones AC 14 17
Heavy Armor Gargantuan Scales, Skin, Bones AC 15 18
Heavy Armor + Gargantuan Scales, Skin, Bones AC 16 19
Longbow Huge Horn 16
Arrow Medium Horn, Stinger, Claw, Fang, Spike 13
Mantle Large Scales, Skin, Feathers, Fur 14
Poison Small Glands, Fangs, Stinger 16
Strong Poison Small Glands, Fangs, Stinger 18
Paralyzing Poison Small Glands, Fangs, Stinger 18

Monster Powers

Monsters may have different powers, like the ability to inject venom or paralyze their victims or the resistance to a kind of damage. Many monsters have these powers connected to their body parts. Whenever you craft an item from the part of the body that also caused an effect the object crafted retains such an effect, in a modified form. The DC required for an object to keep its extra effect equals the DC of the corresponding item +3 for each monster power. If you manage to craft the item, but do not beat the increased DC you will not gain the additional effect, but you'll keep the base item. The time required to craft the item equals to half the crafting DC (rounded up). monster powers are detailed at the end of the conclave. An item cannot possess more than 3 monster powers at the same time.


Armor

To craft a type of armor or a shield it is necessary that the creature slain possesses at least an AC that matches the one detailed in the table. The resulting Armor will give a base AC equal to that value (Or the DC for the survival check -3). Light armor will allow to add to the AC the dexterity bonus, Medium Armor will allow to add the dexterity bonus, but only up to 2. The Heavy armor will not allow to add the dexterity bonus. Although the ranger is not proficient with Heavy armor it will be with the crafter heavy armor.

Extracting poisons

The poison extracted from a creature has the same effect of the feature of the creature it has been taken from. A poison that only deals 1d4 poison damage or less is a normal poison, while if it inflicts the poisoned condition, deals more damage or other consequences it is a strong poison. A paralyzing poison is a poison that can cause the paralyzed condition.

Monster Exterminator

Starting at level 2 you gain +1 to attack and damage rolls against a favored enemy belonging to the following categories: dragons, monstrosities, aberrations, celestials, demons, beasts, constructs. Additionally whenever you score a critical against a creature that is at least 2 sizes bigger than you it makes a dexterity or
strenght saving throw
(their highest) against
your DC, falling prone
on a fail.

Apex Predator

When you reach level 7 you gain advantage in intimidation checks against beasts and your favored enemies if their CR equals half your ranger level (rounded up) or less. Additionally, if you are within 120 feet from a favored enemy that you are aware of, your walking speed increases by 10 feet.

Mount fighting

Beginning at level 7 you have advantage in acrobatics checks to avoid falling from a creature you are mounting and in athletics check made to climb it. Additionally if the creature you are mounting is at least two sizes bigger than you you have advantage in melee attack rolls against it and do not have disadvantage in ranged weapon attacks against it because of it being closer than 5 feet to you.

Infusions

At level 7 you become able to add features to already existing weapon: you can again make an ability check with the proper tools to grant to an item one feature from Monster Powers provided that you have the parts that allow you to do so, like poison glands to give Toxin and you meet the prerequisites. The crafting time is the same as it was described in Monster Parts. You can also add one Infusion, that are advanced versions of the monster powers that have their crafting DC instead, of course provided that you have the necessary materials. They are detailed at the end of the subclass.

You cannot use Infusions onto magical weapons and you cannot add more than one infusion onto the same object. At level 18 you become able to infuse items with 2 infusions at the same time.

Monstrous Style

At level 11 you choose one of the following fighting styles.

  • Brutal Impacts: whenever you score a critical with a bludgeoning or slashing weapon coming from a monster you have 50% chance to either cripple the target or stun it until the end of its next turn.
  • Monstrous Bite: whenever you score a critical with a non light weapon coming from a monster you roll an additional weapon damage die.
  • Retaliation: while you are wielding a shield and an enemy misses a melee weapon attack against you you can use your reaction to make a weapon attack against them. If they missed with a 1 you have advantage on the attack roll.
  • Slashing Claws: whenever you make a melee weapon attack with a light weapon coming from a monster you can use your bonus action to make other two melee weapon attacks with a light weapon coming from a monster.
  • Thrust and Tear: whenever you deal slashing or piercing damage with a melee weapon coming from a monster you can use your bonus action to deal additional 1d10 slashing damage.
  • Terrible Spikes: whenever you deal piercing damage with a weapon or an ammunition coming from a monster you deal an additional 1d4.
  • Unwavering Titan: when you wear armor coming from monster parts you have advantage in any saving throw against being knocked prone or moved.

Monstrous Prey

When you reach level 11 you can choose another ranger's prey amongst monstrosities, aberrations, dragons, celestials, demons, beasts, constructs.

Savage Hits

Starting at level 15 whenever you make a weapon attack with a weapon that comes from monster parts or that has received features thanks to Infusion you add +1 to your attack and damage rolls with it. Additionally you score a critical also on a 19 against your favored enemy if it is at least two sizes bigger than you.

Weak Points

Starting at level 18 whenever you score a critical against your favored enemy it gets disadvantage on all unarmed strikes and melee weapon attacks if it is at least two sizes bigger than you. This effect remains on the target until it regains HP somehow. If your enemy is less than two sizes bigger than you it will get disadvantage only on its next attack.

Monster Powers

Arrows

Longbow and arrows apply an effect even if the projectiles that hit the target are not always the same. For example if you use three different arrows you will apply an effect, like Frosting, as long as all the three arrows had the frosting ability. The longbow works because it givets the property to the arrows it fires. Such an arrow does not keep the property and loses it after it hits something.

Toxin

This weapon deals additional 1d4 poison damage. After you hit a target three times with this weapon the target becomes poisoned for one minute. Such a poisoned creature can make a constitution saving throw at the end of each of its turns to end the poisoned condition.

Paralysis

After you hit a target three times with this weapon it makes a constitution saving throw, becoming paralyzed until the end of its next turn on a fail.

Frosting

This weapon deal additional 1d4 cold damage. After you hit a target three times with this weapon it becomes restrained until the end of its next turn.

Corrosion

This weapon deals additional 1d4 acid damage. After you hit a target three times with this weapon its AC decreases by 1 if the creature is wearing armor.

Burning

This weapon deals additional 1d4 fire damage. After you hit a target three times with this weapon they catch on fire for one minute: they take 1d4 fire damage at the beginning of their turn and their first attack roll in their turn has disadvantage. They can use an action to extinguish the flames.

Shock

This weapon deals additional 1d4 lightning damage. After you hit a target three times with this weapon it makes a constitution saving throw. On a fail it becomes stunned until the end of its next turn.

Petrification

After you hit a target three times with this weapon it makes a constitution saving throw, becoming petrified for one minute on a fail.

Explosion

This weapon deals additional 1d4 thunder damage. After you hit a target three times you deal additional 1d6 thunder damage and it makes a strenght saving throw. On a fail it is knocked prone.


Sickening

This weapon deals additional 1d4 necrotic damage. After you hit a target three times it makes a constitution saving throw, taking one level of exhaustion on a fail.

Glimmering

This weapon deals additional 1d4 radiant damage. After you hit a target three times it makes a constitution saving throw, becoming blinded for one minute on a fail. Such a blinded creature can repeat its saving throw at the end of its turn to end the effect.

Fearsome

This weapon deals additional 1d4 psychic damage. After you hit a target three times it makes a wisdom saving throw, becoming frightened by you for a minute on a fail. A creature can repeat the saving throw at the end of its turn to end the frightening effect.

Resistance

This armor, cloth or shield gives you resistance to a type of damage, depending on what the monster you have slain was resistant to.

Though

This armor or shield is +1.

Spiky

This armor or shield deals 1d4 piercing damage to any creature that hits you with an unarmed strike or natural weapon.

Light

This armor allows you to add your dexterity bonus to your AC (up to +1 for heavy armor or +3 for medium armor).

Camouflage

This armor or cloth gives you advantage in stealth checks against creatures that rely on sight.

Displacing

This item allows you to cast the misty step once per long rest.

Invisibility

This item allows you to cast the invisibility spell on yourself once per day.

Infusions

Hypertoxine

A weapon infused with this Hypertoxine deals additional 1d8 poison damage. This overwrites the 1d4 from the Toxine monster power. Additionally whenever you hit a creature that is poisoned you roll 2d8 additional poison damage, instead of one.

Flame Burst

During your turn the first time you deal fire damage with this weapon it explodes, dealing additional 2d6 fire damage. This extra damage is reduced to 1d6 for arrows and projecile based weapons like bows.

Consumer

This weapon deals additional 1d6 acid damage and 1d6 necrotic damage. This will overwrite any preexisting acid or necrotic damage coming from the weapon.

Ice Sharpening

Whenever you are in a cold environment, like in snow, ice, or low temperature water this weapon adds +1 to attack and damage rolls and it deals additional 1d6 cold damage.

Sharp Edge

Whenever you score a critical with this weapon you roll an additional damage die as long as it is slashing or piercing damage.

Crusher

Whenever you score a critical with this weapon you roll an additional damage die as long as it is bludgeoning damage.

Fulgur

If you move for at least 30 feet your next weapon attack will deal additional 2d10 lightning damage. You can also choose to shed bright light in 30 feet around you and dim light in 60 feet around you if you want. This light ends if you don't move for at least one minute.

Scorching Blade

This weapon deals an amount of fire damage eqal to your weapon's damage die.

Freezing Blade

This weapon deals an amount of cold damage eqal to your weapon's damage die.

Sparking Blade

This weapon deals an amount of lightning damage eqal to your weapon's damage die.

Fire Nova

(prerequisite: level 15)

The first time you deal fire damage in your turn with a weapon attack you double that damage. Additionally you deal fire damage to any creature within 5 feet from your target except you. Such damage equals your wisdom modifier.


Avalanche

(prerequisite: level 15)

The first time you deal cold damage in your turn with a weapon attack you double that damage. Additionally you deal cold damage to any creature in a 15 feet cone originating from your target and expanding in the direction opposite to you. This damage equals your wisdom modifier.

Explosive Burst

(prerequisite: level 15)

This weapon deals additional 1d4 extra thunder damage. When you kill a creature with this weapon it explodes, dealing 1d10 thunder damage to any creature within 10 feet from it except for you on a failed dexterity saving throw or half as much damage on a success.

Disgregator

(prerequisite: level 15)

Any time a weapon attacks this armor or shield it takes a special penalty: the chance of critical failure with that weapon increases by 1, for example after the first hit that weapon will incurr into a critical fail with a 1 or a 2, after two hits it will fail on a 1, or a 2 or a 3 and so on.

Shadowy Edge

(prerequisite: level 15)

Your first weapon attack against an enemy you are hidden from gains +1 to both its attack and damage roll. If you are fighting in an highly obscured area or complete darkness this effect applies on every first attack you make on your turn.

Monster Hunter without prey

Sometimes, depending on the setting there may not be monsters around. In that case players and DMs are adviced to discuss together to see how the Monster Hunter may gain access to parts to craft its items. The player could meet a merchant that could seel precious parts to work onto or the DM may set up some special pets of a powerful enemy the adventurers may plan to face.

In case the following optional "rule" could be used:

Starting gear

Whenever you choose this ranger conclave at level 2 you gain a weapon with one effect amongst Toxin, Frost, Burning, Shock, Corrosion.

Bounty Hunter

Improved traps

  • Noisy trap: When the trap is activated it emits a loud, high frequency sound that is incredibly painful to hear: any crature wihin 30 feet from the trap must succeed on a constitution saving throw, being stunned for one minute on a fail. If the failure is given by a roll of 1 the creature falls unconscious for one minute. A creature affected by this trap can repeat the saving throw at the beginning of its turn, ending the effect on a success. It takes five minutes to set this trap up.
  • Loud trap: When the trap is activated it emits a loud, powerful, deep shockwave. Any creature within 10 feet from the trap must make a constitution saving throw, taking 3d12 thunder damage and being stunned for one minute on a fail, or only taking half damage on a success. A stunned creature can repeat the saving throw at the beginning of its turn to end the effect. Creatures within 30 feet from the trap must make the constitution saving throw as well, taking 1d10 thunder damage on a fail. The sound can be heard from up to a mile away.
  • Blinding trap: When the trap is activated it emits bright light in a 15 feet radius. Any creature in the area must make a constitution saving throw, being blinded on a fail.

Reaching the prey

When you take this conclave at level 2 you learn a language and you gain proficiency in one amongst persuasion, deception, intimidation or insight. At level 7 and 11 you gain proficiency in another one of them. If you already have proficiency in all of these skills you instead get expertise in one.

Sixth Sense

Starting at level 2 in cities or other settings where you are surrounded by people you gain a bonus to your passive perception and perception checks equal to your proficiency bonus.

Getting the Prey

Starting at level 3 you score a critical against your favored enemy even on a roll of 19.

Typical enemies

At level 3 you get two humanoid races as favored enemies. The same happens at levels 9 and 15 when you also learn on new language.

Clean Job

Starting at level 7 whenever you score a critical against a favored enemy that is an humanoid you roll the damage dice three times.

Accustomed to People

Beginning at level 7 you have advantage in insight, persuasion, deception and intimidation checks against your favored enemy. Additionally you have advantage in persuasion checks to gain informations, to decrease the cost of something you have to buy or to increase a reward.


Improved Fighting style

At level 11 your chosen fighting style improves:

  • Archery: You have advantage in ranged weapon attacks against enemies that are within half of the normal range of your weapon.
  • Defense: If you take the dodge or disengage action you can make a weapon attack as a bonus action.
  • Dueling: the damage becomes +4 against your favored enemies.
  • Multiple Enemies Fighting: The first time you hit a creature with a weapon attack on your turn it takes additional damage of the same type of your weapon equal to your proficiency bonus.
  • Nimble Weapon Fighting: Whenever you take an opportunity attack with a light and finesse weapon you can attack twice, rather than once, against the same target.
  • Two-Weapon Fighting: Whenever you make an opportunity attack you can attack twice, once with each weapon.

Always on the hunt

Beginning at level 11 you regain one use of favored enemy when you finish a short rest.

Specialized Fighting Style

Once you reach level 15 your chosen fighting style reaches its peak:

  • Archery: The normal range of your weapon increases by half its value.
  • Defense: You have advantage in dexterity saving throws against creatures that you can see that are within 30 feet from you.
  • Dueling: Whenever you make an attack roll against a creature that doesn't have allies within 10 feet from itself, you have advantage on your advantae on it if its the first attack of your tun.
  • Two-Weapon Fighting: You can always use your bonus action to make two attack rolls with the two weapons, even if you don't take the attack action.

Perfectionist

When you reach level 18 you score a critical against your favored enemy even on a roll of 18.

Gadget Hunter

Additional Crafting

Precision Viewfinder (Scope)

When you install this gadget on a ranged weapon you roll a critical also on a 19.

Altering Lens

There are different types of this gadget. Upon installed on a ranged weapon you can activate one or more of them whenever you make a ranged attack roll with the weapon they are connected with.

  • Fire. The attack deals additional 1d6 fire damage.
  • Wind. You gain advantage and +1 (also to damage) in your attack roll with this projectile.
  • Enlarge. Upon being shot the projectile increases in size, dealing more damage on a hit. The dice size increases by one: 1d10 becomes 1d12, 1d8 becomes 1d10 and so on. 1 damage becomes 1d4. If the weapon deals any type of damage different from piercing, slashing or bludgeoning, such damage is not increased.
  • Multiply. Three copies of the projectile are produced by it: make a separate attack roll for each of them, either against the target of the attack roll or any target within 5 feet from it, with disadvantage. On a hit they deal only the projectile damage die, without adding the ability score modifier.
  • Explosion. Hit or miss the projectile explodes, dealing 1d8 + your wisdom modifier fire damage to any creature within 5 feet from your target on a failed dexterity saving throw or half as much damage on a success.
  • Shock. On a hit the target takes 1d6 additional lightning damage and makes a constitution saving throw, becoming paralyzed on a fail until the beginning of your next turn.
  • Weight. On a hit the projectile attaches to the target and produces an heavy blob. A creature with this blob upon has its speed reduced by 5 feet, down to a minimum of 5 feet and makes attack rolls with disadvantage once its reduced to a speed of 10 or less. A creature can use its action to remove one blob. Blobs disappear after one hour.
Gravitational Bomb (Black Hole Bomb)

You can throw this bomb up to 60 feet away, making a thrown weapon attack roll if you want to hit a precise target. After being thrown the bomb starts pulling any creature within 15 feet from it towards its position for 3 rounds. Any creature that starts its turn within such range or that enters it for the first time in its turn makes a strenght saving throw, being pulled 10 feet towards the bomb on a fail and ending its movement on a fail or having its speed halved if they don't move towards it on a fail. A creature hit by the bomb automatically fails the first saving throw.

Rush Hour Sandals (Exosandals)

While you are wearing these sandals you can use your bonus action to use the dash action, but you can't do so two turns in a row.

Sticky lightener

You can attach this gadget to an object up to large size. Upon activation the object weighs one tenth of its original weight for up to an hour or the deactivation of the lightener.

Freezebomb

You can throw this bomb up to 60 feet way, making a thrown weapon attack if you want to hit a precise target. Upon impact the bomb explodes, dealing 2d8 cold damage to any creature within 15 feet from the landing point on a failed dexterity saving throw, or half as much damage on a success. Any creature that takes cold damage makes a strenght saving throw, having their speed reduced to 0 until they succeed in the strenght save, which they repeat at the end of their turn. The area affected by the bomb becomes difficult terrain (slippery ice) for one minute.

Advanced Camouflage

This mantle can be activated as a bonus action: upon activation you have +1 and advantage in stealth checks. You can't activate the mantle again until you finish a long rest.

Bengala

Once ignited the bengala sheds bright light in a 60 feet radius and dim light in additionl 60 feet for one minute. It can be attached to an arrow to be shot and even to a parachute, so that it descends slowly to the ground (20 feet per round). The bengala is consumed once it stops burning.

Ethereal Lens

While wearing this lens you can see creatures in the ethereal plane and you see the shape of invisible creatures within 10 feet from you.

Grappling Hook

You can activate this grappling hook engine as a bonus action: it will lower or pull you at a speed of up to 90 feet per turn.

Climbing Hook/Claws

This gadget increases your climbing speed by 10 feet and gives you advantage in athletics checks to climb steep surfaces.

Beacon and Tracker

The tracker can find the position of the beacon if it is within 10 miles from itself. (it may have a small screen, produce a magical arrow pointing towards it, or having an arm, like a clock that rotates in the direction of the beacon)
The beacon can be attached to a projectile or simply be hidden in the pockets of
a target that the ranger
wants to follow.

Clockwork Observer

This tiny eye shaped ball of steel has a propeller and can fly and hover at a 30 feet speed. Once it leaves the ranger it has the autonomy of one minute, during it can move freely. Once the minute ends the Observer slowly descends to the ground (100 feet speed for the descent) for three rounds, after which it falls regularly. The Ranger can learn anything the observer has seen upon contact with it. While the observer is flying it will fly forward, but the Ranger can make it turn, even multiple times, using its bonus action.

Glowing Goo

This sticky goo glows with dim light. 6 ounces of goo shed dim light in a 5 feet radius and are visible up to 200 feet away in dim light and 400 in darkness.

Glowing stone

This light stone glows with a faint light, shedding dim light in a 10 foot radius. It can be easily attached to an arrow.

Improved Traps

  • Shocking Trap: A creature that triggers this trap makes a constitution saving throw, taking 1d8 lightning damage and becoming paralyzed for half an hour on a fail or only taking half the damage on a success. A paralyzed creature can repeat the saving throw at the beginning of each of its turn, if they succeed they'll move at half speed for the remaining minutes until half an hour from the activation of the trap is reached. It takes half an hour to set up this trap.
  • Freezetrap: A creature that triggers this trap takes 1d4 cold damage and makes a strenght saving throw, having their speed reduced to 0 for one hour on a fail. A creature can repeat the strenght save at the end of its turn. It takes half one hour to set up this trap.
  • Gravitational Well: Creatures within 30 feet from this trap move as if in difficult terrain, creatures within 10 feet from it have their speed reduced by 10 feet and creatures that step on it or start their turn on it must succeed in a strenght saving throw or have their speed reduced to 0 for the remaining time. If a ranged attack roll passes through the area affected by this trap (up to 15 feet high) it is made with disadvantage. It takes one hour to place this trap.
  • Tracking Trap: When this trap is activated it stealthily places a beacon on the creature that activated it.
  • Toxic Needletrap. When this trap is activated it shoots poisonous darts to any creature within 5 feet from it. Any creature within the area makes a dexterity saving throw, taking 1 piercing damage and 1 poison damage on a fail. Creatures hit make a constitution saving throw, becoming poisoned for one hour on a fail. A poisoned creature can repeat the saving throw at the beginning of its turn, ending the condition on a success.
  • Antighost Trap. This trap can be triggered only by incorporeal creatures that pass through or within 5 fet from it. Any incorporeal creature within 5 feet from the trap makes a constitution saving throw, ending its movement, becoming stunned until the beginning of its next turn and taking 7(2d6) force damage on a fail or only taking half the damage on a success.

Technical aspect

When you take this conclave at level 2 you gain proficiency with tinker's tools, smith's tools or alchemist tools.

Planned Contingency

Starting at level 2 when you choose this conclave you have advantage on your first weapon attack against any creature that is poisoned or that has impaired movements (reduction to speed, restrained, incapacitated, stunned, paralyzed, blinded) because of your actions, traps or craftings or because of the actions of an ally of yours that you were aware of.

Knowledge of Structure

Starting at level 3, if you spend at least 1 minute observing an object, contraption, construct or building you gain some of the following informations (at DM's discretion):

  • its AC
  • its most likely function
  • its damage vulnerabilities
  • its structural integrity (or HP)
  • if its magical
  • if its dangerous and how much

Additionally when you have to pick a creature type for Ranger's Prey or Greater Ranger's Prey you may choose construct.

Augmented Equipment

Beginning at level 7 you add +1 to attack and damage rolls made with weapons you have crafted or modified or that have some or your crafting attached to.

Failures lead to success.

Starting at level 11, whenever you fail an ability check based on dexterity, wisdom or intelligence you gain +1 to the next ability check you make with the same ability.

Simultaneous activation.

Beginning at level 11 you can use two of your craftings at the same time if they both require one action or a bonus action to be used. You can do so a number of times equal to your proficiency bonus per long rest and only once per turn. At level 18 you can use up to three of your craftings at the same time instead.

Concerted Combination

Once you reach level 15, whenever you activate one or more gadgets using your action you can use your bonus action to make an attack roll. Whenever one of your gadgets or traps goes off you can use your reaction to make an attack roll as well.

Master of Gadgets

Starting at level 18 creatures have disadvantage in saving throws against your craftings or traps.

Eldritch Slayer

The Eldritch Slayer is specialized into the action of killing certain creatures, being them monstrosities of any sort, entities or powerful people adept in the ways of magic.

Additional Crafting
Crafting Time Prerequisites Details
Holy Water Flask 1hrs 1st Level slot Lasts 2 hrs
Nondetection Oil 6hrs/24hrs 2nd Level slot Lasts 1 hrs
Enemy's Ointment 4hrs/8hrs 2nd Level slot 5 doses
Calming Drug 3hrs/5hrs 2 doses
Traps Time Prerequisites Details
Burning Trap 4hrs/3hrs
BHoly Water Pool 4hrs/3hrs
  • Holy Water Flask: You can prepare a flask of Holy Water expending one hour and a first level spell slot.

  • Nondetection Oil: Creatures covered in this oil are immune to divination magic for one hour.
    Applying the oil requires one second level spell slot and one minute for a medium creature and one extra minute for each size above medium.

  • Enemy's Ointment: Applying this ointment on a medium or small sized creature makes it be recognized as a fey, fiend, undead, celestial, demon, humanoid to divination magic and perception and investigation checks. Minor physical details are altered, like horns, beaks, ears, skin, scales, but not the overall shape of the body. Wings remain wings and tails do the same, but they can be altered in shape and appearence. When you prepare one portion of this ointment you must specify what type of creature the ointment will try to imitate.
  • Calming Drug: Whenever you are frightened you can use a reaction to make a Wisdom saving throw against the DC of the frightening effect. On a success you can take this drug to end the frightening effect.

  • Burning trap: Covers enemies in oil and ignites them dealing 1d8 fire damage + 1d8 fire damage each turn if the fire is not put down. To put it down the target must use its action to make a dexterity saving throw with disadvantage.

  • Holy water pool: Traps creatures in a pool of holy water that deals 2d8 radiant damage to undeads, demons, fiends, vampires etc… This trap costs 1 third level spell slot and enough water to fill it. In 30 minutes you can dig up to 3 square feet and pouring the water requires from 10 to 30 minutes depending on how close the water source is. If you fill the trap with holy water you don't need to expend a spell slot.

Supernatural defense

At level 3 you roll an additional d4 in saving throws and when trying to escape a grapple against your favored enemies. This becomes 1d6 at level 7.

Slayer's Prey (have to check this one)

You gain one additional use of ranger's prey and you deal 1d4 additional force damage against it. This damage increases to 1d6 at level 10.

Magic user's nemesis

At 7th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest. This feature fails automatically if the spell is of level 4 or higher.

Cosmic Favored Enemy

When you reach level 11 you can choose another favored enemy among feys, fiends, demons, undeads, celestials, monstrosities, aberrations, vampires.

Evasion

Beginning at 15th level, 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.

Slayer's counter

At 15th level, if a favored enemy forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Exterminator

Beginning at level 18 you score a critical also with a 19 if the attack is against a favored enemy.

Nature Fellow

The Nature Fellow is closely linked with Nature itself. Such a Ranger is able to interact with the inner energies of the world surrounding it, tapping onto them. Usually these Rangers protect nature and the wilderness, altough some may just consider themselves part of it, passengers during their lifetime.

Additional Crafting
Crafting Time Prerequisites Details
Mushroom Shield - 1st Level slot Lasts 2 hrs
Gillgae Soup 1hrs/30min 5 doses
Enveloping Tip - Seeds,
1st Level slot
Magical Saplings - Saplings,
2nd Level slot
Up to 8
Mask of Nature 1hrs/2hrs 1st Level slot Lasts 5hrs
Traps Time Prerequisites Details
Swarm of Wasps 1hrs/1min Wasp Nest 30 ft. radius
Enveloping Roots - 1st Level slot,
Entangle Spell
10 ft. radius
Instant Swamp - 1st Level slot 15 ft. radius
Instant Quicksand - 1st Level slot 10 ft. radius
Thornfield - 2nd Level slot 20 ft. radius
  • Mushroom Shield: You sprout a wide Mushroom head with a resilient skin which acts as a shield. It is not as good as a normal shield, giving only +1 to AC and it becomes soft and unusable after 2 hours. When this happens it is good roasted and greated to give more flavour to soups.

  • Instant Crafting: You can expend a first level spell slot to instantly complete the preparation of a crafting item or a trap. Large items or traps require a second level spell slot. You need to provide all the materials necessary to build it.

  • Gillgae Soup: After eating this soup that requires half an hour to be prepared a creature can breathe underwater for 30 minutes. In one hour you can gather enough ingredients for 5 people.

  • Enveloping Tip: You craft this rounded arrow tip with a pocket with some special seeds within it and a first level spell slot. When you hit a target with it it takes no damage, but it makes a strength saving throw, as vines or roots sprout from the seed, restraining it. A creature restrained by this feature can repeat the saving throw at the beginning of its turn to end the condition.

  • Magical Saplings: You can prepare saplings of various dangerous plants and imbue them with a second level spell slot each. You can't have more than 8 of these saplings imbued at the same time. When the imbued sapling impacts against something the magic activates and it grows to its adult size. Noone stops you from tying a sapling to an arrow. There are various types of saplings here detailed.

  • Mask of Nature: This mixture requires one spell slot and two hours of preparation. It can be applied on a creature in one minute to give them the following benefits:

    • the creature will have advantage in stealth checks in a natural environment
    • the creature will have advantage in animal handling checks
    • plants will not count as difficult terrain except if they are summoned by a spell

This effect lasts for 5 hours after it is applied.

  • Link with the earth: You know if your traps are triggered.
  • Magical disguise: You can spend one spell slot to disguise a trap so that it is not automatically spotted trough magical means and also the rolls against it are made with disadvantage.
  • Enveloping roots (You must know the Entangle spell): Fast growing thorns and climbing plants sprout and entangle everything that touches the area, that is a 10 feet radius, 10 feet tall cylinder. This area is considered under the entangle spell. This trap costs a first level spell slot.

  • Snapjaw sapling. You plant a snapjaw sapling in the ground and spend one second level spell slot to imbue it with your magical power. When a creature activates the trap the magic causes the sapling to grow to its full size and it will attack the creature that activated the trap.
  • Lianarm sapling. You plant a lianarm sapling in the ground and spend one second level spell slot to imbue it with your magical power. When a creature activates the trap the magic causes the sapling to grow to its full size and it will attack the creature that activated the trap.
  • Swarm of Wasps. You hide a wasp hive and close its entrance. When the trap is activated the hive is opened and a swarm of wasps rushes out of it, behaving aggressiely against any creature within 30 feet, focusing first the closest one.
  • Spider Web. (You must know the Web spell): When triggered this trap covers a cube of 30 feet squared with spider web. The area counts as difficult terrain. Each 15 feet of movement in this area force a dexterity or strenght saving throw. On a fail the creature's speed is 0. Creatures can repeat the saving throw each hour. Creatures can cut their way trough, if they have means to do so. The web can be set on fire, dealing 2d4 damage to anything in the area. This trap requires a second level spell slot.
  • Toxic Spores. When these mushrooms are disturbed they emit spores in a 10 feet radius sphere. Any creature in the area that is breathing must make a constitution saving throw, becoming poisoned on a fail.
  • Sleeping Spores. When these mushrooms are disturbed they emit spores in a 5 feet radius sphere. Any creature in the area that is breathing must make a constitution saving throw, becoming asleep for an hour on a fail. Every 10 minutes the creature can repeat the saving throw to wake up on a success.
  • Instant Swamp. When triggered the terrain within 15 feet from it becomes swampy, filled with mud and water. It is difficult terrain.
  • Instant Quicksand. When triggered the terrain within 10 feet from it becomes a quicksand: it is difficult terrain and creatures that enter it for the first time in their turn or start their turn in it must succeed in a DC 12 strenght saving throw, having their speed reduced to 5 feet on a fail.
  • Thornfield. When triggered the terrain within 20 feet from the trap becomes difficult terrain and covered with thorns: a creature that moves through it takes 1 piercing damage for every 5 feet it passes through. Fire burns the thorns in 1 round.

Perception of the Wild

Beginning at level 3, if your favored enemy is within 200 feet from you it has disadvantage on stealth checks against you.

Tremor sense

At level 3 you feel and know the position of nearby creatures touching the ground or plant matter as long as they are within 30 feet from you. You gain 30 feet tremorsense.


Superior primeval awareness

Beginning at 7th level, you can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether your favored enemy or the following types of creatures are present within 6 miles from you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. Additionally you have the ability to obtain the help of the small creatures (beasts, feys, elementals, plants, spirits of small or smaller size with a CR of 1 or less) that inhabit an area: after spending one hour communicating with them, provided that you can somehow understand each other you gain advantage in persuasion checks towards them.

Healing properties of nature

Starting at level 11 when you make a short rest you can tend to a number of creatures equal to your wisdom modifier, restoring 1d8 HP or removing an effect (like a poison, an exhaustion level or a sickness, but not a curse or a dangerous disease). This costs 1 spell slot of third level and cannot be done again until you finish a long rest.

Nature's Ward

When you reach 15th level, you can’t be Charmed or Frightened by Elementals or fey, and you are immune to poison and disease. Additionally, once per long rest, you can cast one of the following spells without expending a spells slot: entangle, barkskin (on yourself) or grasping vine.

Pass without trace

At level 18 you are permanently under the effect of the spell pass without trace, except if you decide to leave a trail on purpose.

Plants

Here are some examples of plant creatures that can sprout from the saplings


Podplos

Small plant, unaligned


  • Armor Class 12
  • Hit Points 10
  • Speed 20ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 12 (+1) 4 (-3) 10 (0) 10 (0)

  • Skills Perception +2
  • Senses passive Perception 12, blindsight 30 ft.
  • Challenge 1/2

Actions

Multiattack. The Podplos makes two punch or hard nut attacks.

Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Hard Nut. Ranged Weapon Attack: +1 to hit, reach 20 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Explosive Berry. The Podplos throw one of its berries to a point up to 20 feet away. Any creature within 5 feet from that point makes a DC 11 dexterity saving throw, taking 2 (1d4) bludgeoning damage on a fail, or half as much damage on a success.


Snapjaw

Large plant, unaligned


  • Armor Class 8
  • Hit Points 20
  • Speed 0ft.

STR DEX CON INT WIS CHA
14 (+2) 4 (-3) 8 (-1) 2 (-4) 4 (-3) 2 (-4)

  • Skills Perception -1
  • Damage Vulnerabilities Fire
  • Condition Immunities Stunned, Paralyzed, Prone, Frightened
  • Senses passive Perception 9, blindsight 10 ft.
  • Challenge 1

Blood Frenzy. The Snapjaw has advantage in attack rolls against a creature that doesn't have full HP.

Actions

Multiattack. The Snapjaw makes two bite attacks, from different heads. (Snapjaws have 3 heads on average)

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a medium or smaller creature, it is grappled (escape DC 12). Until the grapple ends that snapjaw head can't bite a different target.

Tentacle. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 1 bludgeoning damage. If the target is a medium or smaller creature, it makes a DC 12 strength saving throw, bing pulled up to 10 feet towards the snapjaw.


Angerthorn

Small plant, unaligned


  • Armor Class 12
  • Hit Points 10
  • Speed 20ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 14 (+2) 4 (-3) 10 (0) 10 (0)

  • Skills Perception +2
  • Senses passive Perception 12, blindsight 30 ft.
  • Challenge 1

Spiky Armor. Whenever the Angerthorn is damage by an unarmed strike the creature that hits it takes 2 (1d4) piercing damage.

Retaliation. The angerthorn has advantage in melee weapon attacks against creatures that have attacked it in the last round.

Actions

Multiattack. The Angerthorn makes two punch attacks.

Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning + 2 (1d4) piercing damage.

Spike Volley. Any creature within 10 feet from the angerthorn makes a DC 12 dexterity saving throw, taking 2 (1d4) piercing damage on a fail or half as much damage on a success.


Planthound

Small plant, unaligned


  • Armor Class 10
  • Hit Points 3
  • Speed 20ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 8 (-1) 4 (-3) 10 (0) 10 (0)

  • Skills Perception +2
  • Senses passive Perception 12, blindsight 30 ft.
  • Challenge 1/2

Keen Smell. The planthound has advantage in perception checks that rely on smell.

Pack Hunter. The planthound has advantage on attack rolls if at least one of its allies is within 5 feet of itself.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a small or smaller creature, it is grappled (escape DC 10). Until the grapple ends the planthound can't bite a different target.

Something Slimy

Something Acid

Something Poisonous


Lianarm

Medium plant, unaligned


  • Armor Class 12
  • Hit Points 17
  • Speed 0ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 6 (-2) 2 (-4) 6 (-2) 2 (-4)

  • Skills Perception 0
  • Damage Vulnerabilities Fire, Slashing
  • Condition Immunities Stunned, Paralyzed, Prone, Frightened
  • Senses passive Perception 10, blindsight 15 ft.
  • Challenge 2

Actions

Multiattack. The Lianarm makes three liana attacks.

Liana. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a medium or smaller creature, it is grappled (escape DC 14).

Lashout. Any creature within 15 feet from the Lianarm makes a DC 12 dexterity saving throw, taking 5 (1d6 + 2) bludgeoning damage on a fail. Creatures that fail make a DC 14 strength saving throw, being pushed up to 15 feet away from the lianarm.

Bonus Actions

Squeeze. The Lianarm squeezes up to three creatures it is grappling. Each one of them makes a DC 12 constitution saving throw, taking 4 (1d4 + 2) bludgeoning damage on a fail or half as much damage on a success.


Blood Lianarm

Medium plant, unaligned


  • Armor Class 13
  • Hit Points 26
  • Speed 0ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 6 (-2) 2 (-4) 6 (-2) 2 (-4)

  • Skills Perception 0
  • Damage Vulnerabilities Fire, Slashing
  • Condition Immunities Stunned, Paralyzed, Prone, Frightened
  • Senses passive Perception 10, blindsight 15 ft.
  • Challenge 3

Actions

Multiattack. The Lianarm makes three liana or impale attacks.

Liana. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a medium or smaller creature, it is grappled (escape DC 15).

Impale. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Lashout. Any creature within 15 feet from the Lianarm makes a DC 13 dexterity saving throw, taking 7 (1d8 + 2) bludgeoning or piercing (50%) damage on a fail. Creatures that fail and take bludgeoning damage make a DC 15 strength saving throw, being pushed up to 15 feet away from the lianarm.

Bonus Actions

Squeeze. The Lianarm squeezes up to three creatures it is grappling. Each one of them makes a DC 13 constitution saving throw, taking 6 (1d6 + 3) bludgeoning damage on a fail or half as much damage on a success.

Wild Walker

Wild Walkers explore the most hidden places in the world, uncovering or protecting mysterious places. They often wander beyond the boundaries of the material plane and patrolling its frontiers to fight back dangerous entities that exist outside. Their closeness to the wilderness beyond requires and grants magical powers as the members of this conclave wander on a subtle line.

Additional Crafting

Planar Compass

This compass has three needles that point towards targets on the same plane of existence of the item itself:

  • one that points at you
  • one that points at the closest portal within 1 mile from its position
  • one that points towards the closest favored enemy as long as it is within 100 feet from you.

The compass needles can't point towards creatures that are under the nondetection spell. When a needle can't point anything it disappears and comes back into existence when it can point towards something again.

It takes 15 days and one first level spell slot per day to craft this item. If you create a different one the previous one loses its properties 8tha-t are magical) and breaks.

Improved traps

  • Banishing trap (You must know the Banishment spell): Works as banishment on the creature that triggers it. Requires a fourth level spell slot. This trap can be counterspelled. It takes one minute to prepare this trap.
  • Linking trap: Targets hit by this trap take 1d6 force damage and cannot travel trough planes or teleport for 8 hours. If they try to they simply fail to teleport or pass through portals. Also you know that the trap is triggered and yu know their position for 8 hours. This trap costs one third level spell slot. This trap can be counterspelled or dispelled with dispel magic. It takes one minute to prepare this trap.

Planar Warrior

At 3rd level, as a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d4 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 1d8. If the target of such an attack is your favored enemy the damage becomes 1d6 (1d10)

Umbral sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.


Ethereal Step

At 7th level, as a bonus action, you can cast Etherealness with this feature, without expending a spell slot, but the spell ends at the beginning of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Thin air

At 7th level, as a bonus action, you can cast Gaseous form on yourself, without expending a spell slot, but the spell ends at the beginning of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Plane expert

Beginning at 11th level you detect if any spell or magical effect related to teleportation, conjuration, summoning, portals, interdimensional travel etc.. is used within 1 mile from you. You don't know the exact location, but you have a general idea of the direction and you can perceive the magnitude of the effect.

Forbidden portal

At 11th level, when you see a creature casting a conjuration spell or teleporting within 60 feet from you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Ethereal Veil

You invoke the ethereal plane to magically hide yourself from view. As a Bonus Action, you can expend a Spell Slot and become Invisible until the end of your next turn.

Distant Strike

At 15th level, when you take the Attack action, you can teleport up to 15 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the attack action, you can make one additional attack against a different creature.

Spectral defense

At 18th level, when you are hit from an attack or a material projectile you can use your reaction to become incorporeal, gaining resistante to that attack and to any nonmagical damage until the beginning of your next turn. You can use this feature a number of times equal to your wisdom modifier per short rest.

Eldritch Archer

The Eldritch Archer is a Conclave that focuses its attention on archery and manages to weave magic in their shots to gain many powerful effects and help themselves to reach the enemy. Their bow is an arcane focus for their spells.

Additional Crafting

Arrows

You can prepare 5 arrows in one hour of work.

Arcane Quiver

You can expend one week of work and a 5th level spell slot to craft a magical quiver: whenever you take an arrow from that quiver you can expend a bonus action to grant it +1 to attack and damage rolls for this turn.

Bottomless Quiver

This quiver can store an infinite amount of arrows. The quiver does not produce arrows, but you can put in it how many you want, it will never become full. Such a quiver will not accept any other object other than arrows, and it will spit other items out. To prepare it you need one week of work and a 5th level spell slot.

(Should i make this a magical object and not a craftable one?)

Improved Traps

  • Marking Trap: this trap places an Arcane Mark on the creature that triggers it. It requires a spell slot of level 2 or higher. If this trap is triggered it can't be avoided, but its activation can be counterspelled or the mark itself can be remove thanks to dispel magic..

  • Picture Trap: when this trap is activated an image flashes briefly in your mind. This image shows anything within 15 feet from the trap, even invisible creatures, but not creatures under the nondetection spell. If you attack any of the creatures shown by this trap in your next turn you gain +1 to the attack roll. It takes one minute and a second level spell slot to prepare such a trap.

  • Arrow Trap: you prepare this trap with one of your arrows and you must use a first level spell slot. The creature that triggers the trap must make a dexterity saving throw, taking 1d8 + your wisdom modifier piercing damage on a fail. It takes one minute to set it up.
  • Alarmed Trap: A creature that activates this trap must make a dexterity saving throw, becoming restrained by it until the beginning of its next turn. Fail or succeed you can use your reaction to make a ranged weapon attack against it as long as you are within the long range of your weapon. To make such a trap you need a first level spell slot and 5 minutes of work. If you have mechanical or nonmagical ways to produce a strong sound you may not expend the spell slot, but the preparation time increases to 10 minutes.

Mysthical Shot

Starting at level 3 whenever you take the attack action you can spend your bonus action and one spell slot of first level or higher to empower all your ranged attacks for your turn. These attacks count as magical and deal additional 1d4 force damage. This damage increases at level 7, becoming 1d6 and at level 15, becoming 1d8.

Additionally at level 9 you learn the Arcane Bolt spell (detailed at the end of the subclass) and it doesn't count against the number of spells you know.

Arcane Mark

Beginning at level 7 you can use your bonus action and a spell slot of level 2 or higher to mark a creature that you can see within 60 feet from you. The mark disappears only if it is consumed, if it is dispelled with dispel magic or if 1 hour passes. You have advantage on all your ranged attacks against a marked target and you ignore any benefits coming from cover they may have, except for total cover. If you land a critical hit against a marked target you roll another damage die. You always know the general direction of a marked target and the distance beetween you and it. When a marked target is hit the mark is consumed.

Curving Arrow

Starting at level 7 whenever you attack with a ranged weapon you can spend a spell slot of level 1 or higher to gain moderate control over the trajectory of the projectile of that attack: you will ignore half cover with that attack. Beginning at level 15 you can expend a third level spell slot to ignore also three quarters cover.

Volley

Beginning at level 7 you can use your bonus action and expend a spell slot. If you do so, for this turn, you gain a number of extra attacks equal to the level of the spell slot. This number can't exceed 5 and the attacks must be ranged. Additionally at level 17 you learn the spells Conjure Volley and Swift Quiver and they don't count against the number of spells you know.

Magical Archer

Beginning at level 11 whenever you cast a spell with the casting time of 1 action you can make a ranged weapon attack as a bonus action.

Empowered Arrows

Beginning at level 11 you are able to enchant your projectiles. You know a number of enchantments equal to your Wisdom modifier. You increase this number by 1 for each level in the Ranger's class. The options are detailed at the end of the subclass.

Supreme Archery Style

At level 15 you can choose one of the following Archery options.

  • Heavy Archery: your ranged weapon attacks deal additional 1d4 piercing damage and crit also on a 19.
  • Precision Archery: you can use your action to make a single ranged weapon attack with advantage. If this attack hits it scores a critical. On a 20 you roll one additional damage die for this attack. You cannot use this technique two rounds in a row.
  • Close Quarters Shooting: you do not get disadvantage against targets that are within 5 feet from you because of the fact that you make a ranged weapon attack. You also do not have disadvantage against prone targets for the same reason. Finally your ranged attack rolls have advantage against your favored enemy if it is within 30 feet from you.
  • Fast Archery: whenever you use your bonus action or reaction to make a ranged weapon attack against a target you can make two attacks instead, both against the same target.

Increased Accuracy

Beginning at level 18 you can reroll a failed ranged attack. You can use this feature only once per long rest. Additionally whenever you are the target of a ranged weapon attack you can make a perception check to spot the attacker. On a success you can use your reaction to attack it with a ranged weapon attack.

Empowered Arrows Options

Each Empowered Arrow Option has a prerequisite, that is the minimum spell slot level required to use the option. if you haven't reached such a spell slot you cannot learn an option that requires it. A projectile can usually be affected only by one of the following enchantments except stated otherwise.

Blasting Projectile

3rd-level spell slot


  • Casting Time: bonus action
  • Duration: one day
  • Details: -

You grant explosive power to a projectile.

It retains its magic for 1 day. Whenever you shoot this projectile and hit a target the arrow explodes dealing 2d12 force damage + 2d12 thunder damage to anything within 5 feet from the target on a failed dexterity saving throw, or half as much damage on a success. The target hit fails automatically the saving throw. Creatures that fail the dexterity saving throw make a constitution saving throw, being knocked prone on a fail.

Arrow of Slaying

5th-level spell slot


  • Casting Time: one action
  • Duration: one minute

You can expend a 5th level spell slot to transform an existing projectile into an arrow of slaying for one minute.


Arrow of the storm

2nd-level spell slot


  • Casting Time: bonus action
  • Duration: one day

You enchant an arrow with the power of storms.

As long as it's cloudy you can use your bonus action to call a lightning to the position where the arrow is. The lightning will hit anything from the sky to the ground under the arrow.

The lightning deals 2d10 lightning damage + 2d10 thunder damage on a failed dexterity saving throw or half as much damage on a success. Creatures hit by the arrow that still have the arrow stuck in them have disadvantage on the saving throw. After the lightning strikes the arrow loses its magic. Finally a critical hit automatically calls the lightning, as long as it's cloudy.

Red Dragon's Arrow

3rd-level spell slot


  • Casting Time: free, when you make a ranged weapon attack
  • Duration: instantaneous

You give the power of fire to an arrow you shoot. The arrow shot will resemble a fiery, flaming dragon and it will deal additional 1d8 fire damage.

Additionally any creature within 10 feet from the target of the arrow will make a dexterity saving throw, taking 6d6 fire damage on a fail or half as much damage on a success. Creatures that fail the dexterity saing throw make a charisma saving throw, being frightened by you until the end of their next turn on a fail.

Winter's Arrow

3rd-level spell slot


  • Casting Time: free, when you make a ranged weapon attack
  • Duration: instantaneous

You give the power of Winter to an arrow you shoot. If you hit the attack roll made using this arrow any creature within 15 feet from it takes additional 3d8 cold damage on a failed dexterity saving throw or half as much damage on a success. Additionally creatures that fail the deterity saving throw are restrained and must make a strenght saving throw at the beginning of their turn to escape the restrained condition on a success. The target of this arrow has disadvantage on both saving throws. Finally this arrow leaves a frozen trail that is a straight line on the ground that starts from you and ends at your target's position. It remains on the ground for 1 round. Any creature that steps on it must make a deterity saving throw or fall prone.

Unerring Arrow

5th-level spell slot


  • Casting Time: free, when you make a ranged weapon attack
  • Duration: one minute
  • Details: this option can be used together with other ones.

You imbue a small projectile with the power of infallibility. Within the next minute this arrow will miss its target only on a roll of 1. Also the attack roll of this arrow is made with advantage.


Long Range Shot

1st-level spell slot


  • Casting Time: bonus action
  • Duration: instantaneous
  • Details: This option can be used together with other options.

Whenever you make a ranged weapon attack you can use your bonus action and a first level spell slot (or higher) to double the range of that attack.

Twister Arrow

1st-level spell slot


  • Casting Time: free, when you make a ranged weapon attack
  • Duration: instantaneous
  • Details: This option can be used together with other options.

When you shot an arrow you imbue it with the power of a strong wind: it deals additional 1d8 damage. Additionally, once shot the area within 10 feet from the trajectory is permeated by a strong wind for 10 minutes. Such wind can open paths in fog, clouds sandstorms etc..

Arrow of Precision

4th-level spell slot


  • Casting Time: one action
  • Duration: one minute
  • Details: -

You can expend a 4th level spell slot to give to an existing projectile +1 to attack and damage rolls for one minute. You cannot apply this effect multiple times on the same arrow.

Banishing Arrow

4th-level spell slot


  • Casting Time: bonus action
  • Duration: one minute or until the arrow hits
  • Details: you need to know the spell banishment to use this option.

You imbue an arrow with the power of the banishment spell for one minute. If within that minute the arrow is used for a ranged weapon attack and it hits the spell banishment will be casted on the target hit as if you were the caster.

Arrow of Darkness

2nd-level spell slot


  • Casting Time: bonus action
  • Duration: one minute or until the arrow hits
  • Details: -

You give the power of blinding your foes to an arrow. This arrow retains this power for one minute or until it hits its target. Creatures hit by this arrow take additional 2d6 psychic damage and make a constiution saving throw. On a fail they are blinded for one minute and must repeat the saving throw at the end of their turn to end the blinding effect.

Arrow of Perforation

2nd-level spell slot


  • Casting Time: free, when you make a ranged weapon attack
  • Duration: instantaneous
  • Details: -

You empower a projectile you shoot. When you shoot it you don't make an attack roll, instead you shoot it in a straight line that is 5 feet wide and 120 feet long. Any creature on the trajectory makes a dexterity saving throw, taking the normal damage of the arrow + 1d6 piercing damage on a fail. The arrow vanishes at the end of the trajectory.

Arrow of the Sun

4th-level spell slot


  • Casting Time: bonus action
  • Duration: one minute or until the arrow hits
  • Details:

This arrow deals additional 3d10 fire damage + 3d10 radiant damage. If you roll a critical or if the target dies from this it explodes, dealing 3d10 fire damage + 3d10 radiant damage to any creature within 10 feet from the arrow on a failed constitution saving throw, or only half damage on a success. Creatures that fail are also blinded for 1 minute, but they can repeat the saving throw at the beginning of their turn ending the effect on a success. The area within 60 feet from the explosion is considered in bright light and the area within 120 feet is considered in dim light for one minute.

Petrifying Shot

5th-level spell slot


  • Casting Time: bonus action
  • Duration: one minute or until the projectile hits
  • Details:

You imbue a small projectile with petrifying magic. A target hit by this projectile starts to petrify and makes a constitution saving throw. It repeats the saving throw at the beginning of each of its turns. On the third fail the creature is petrified, but on the third success the effect ends.

Decay Arrow

4th-level spell slot


  • Casting Time: bonus action
  • Duration: one minute or until the projectile hits
  • Details:

You imbue an arrow with the power of decay: on a hit it deals additional 3d10 necrotic damage and the target makes a constitution saving throw, taking additional 1d10 necrotic damage one level of exhaustion on a fail. They repeat such saving throw at the end of each of their turn, ending the effect on a success.

Marking Arrow

2nd-level spell slot


  • Casting Time: bonus action
  • Duration: one minute or until the arrow hits
  • Details: -

If this arrow hits a creature it places an Arcane Mark on it.

Pinning Arrow

3rd-level spell slot


  • Casting Time: free, when you make a weapon attack
  • Duration: instantaneous
  • Details: -

When you shoot this arrow it greatly grows in size, reaching the size of a ballista bolt. The damage roll of the attack is three times the regular roll. On a hit the target makes a strength saving throw, being pushed up to 30 feet behind on a fail or only 10 feet on a success. If the target is pushed onto a wall it is pinned to it, becoming restrained. At the beginning of each turn the restrained creature can repeat the strength saving throw, freeing themselves on a success.

Barrierpiercing Arrow

3rd-level spell slot


  • Casting Time: free, when you make a weapon attack
  • Duration: instantaneous
  • Details: -

When you shoot this arrow the attack roll gets +3 to hit and the ability to resist and pierce through defensive spells like wall of force or gust: when you shoot the arrow make an ability check using your spellcasting ability against 10+the level of the spell you are trying to break through. If you succeed the arrow passes through the spell ignoring its effects.

Barrierbreaker

Completely destroys the spell? Maybe could be an artificer feature or a higher level spell?


Arcane Bolt

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 0
  • Shape: -
  • Components: S, M, V
  • Duration: one minute
  • Details:

You conjure a small arcane projectile that remains into existence for one minute. It can take whatever shape you want, like an arrow, a dart or a pebble. Whenever someone makes a ranged attack roll with this projectile they add to the attack roll also your spellcasting modifier. Furthermore such attack ignores any benefit the target may have from cover and is made with advantage. Finally this projectile cannot be stopped and pierces through anything until it reaches or eventually misses its target.

On a hit this projectile deals the normal damage of the weapon used to shoot it + your spellcasting modifier + 4d10 force damage. This damage is dealt to all targets on its trajectory.

  • At higher levels: the damage of this spell increases by 1d10 for each level above the third.

Healing Bolt

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 0
  • Shape: -
  • Components: S, M, V
  • Duration: one minute
  • Details: The projectile has a golden or bluish hue.

You conjure a small arcane projectile that remains into existence for one minute. It can take whatever shape you want, like an arrow, a dart or a pebble. Whenever someone makes a ranged attack roll with this projectile they add to the attack roll also your spellcasting modifier.

On a hit this projectile doesn't deal damage, it instead heals the target for 1d10 + your spellcasting modifier. Upon impact the projectile disappears.

  • At higher levels: the healing of this spell increases by 1d10 for each level above the third.

Exorcist

Additional Crafting

Silver Coating

Provided that you have acces to silver it takes two hours to coat two weapons or 10 arrows with 1 pound of silver.

Improved Traps
  • Revealing Trap: a character that activates this trap makes a wisdom saving throw if it is under polymorph, disguise self, alter self, geas, suggestion. On a fail you see these creatures surrounded by a glimmering effect that tells you they are under a spell. If the creature is also a demon, a devil, a vampire, a celestial or a fey the glimmering effect has a different colour that tells the type of creature they really are. It takes 10 minutes and a first level spell slot to set up this trap.
  • Mark of the sun: a creature that activates this trap is marked for one hour. During this time it can't turn invisible and has disadvantage in stealth checks to hide against sight. It also emits dim light in a 10 feet radius. The first time this creature takes radiant damage such damage is doubled and the mark disappears. This trap requires one minute and a second level spell slot to be prepared.

Curse Expert

When you reach level 2 and choose this conclave you have probably trained a lot into identifying curses. Whenever you cast identify on an item you can make an Arcana check against a proper DC. (or the DC of the bestower of the curse) On a success you correctly identify a curse. Additionally you are able to cast identify for the purpose of detecting curses also onto creatures.

Dawn and Dusk

Beginning at level 3 you can expend your bonus action and a first level spell slot to imbue your weapon with necrotic or radiant magic: choose one of the two. For the rest of the round your weapon attacks will deal additional 1d4 of that kind of damage. This damage becomes 1d6 at level 11 and 1d8 at level 17. Additionally you gain 60 feet darkvision if you do not possess it already or increase your darkvision range to 120 feet if you already had it. If you have sunlight sensitivity you do not suffer from it because of bright light caused by your spells or features. Finally, whenever you cast a spell that deals radiant damage you can turn that damage to necrotic.

Constant Repositioning

Beginning at level 7 you've mastered the ability to dodge attacks: whenever you hit a favored enemy it makes a dexterity saving throw to keep its balance. On a fail it is unable to make an opportunity attack against you for this round.

Sacred Favored Enemy

At level 11 you can choose another favored enemy amongst undeads, vampires, demons, devils, celestials, aberrations, feys, fiends. From now on whenever your favored enemy belongs to one of the before mentioned categories you score a critical also on a 19 against it.


Lightbringer/Nightbringer

When you reach the level 11 you learn the Beacon of Hope spell and at level 18 you learn the Dawn spell. They don't count against the number of spells you know. Additionally whenever you kill a creature inflicting radiant/necrotic damage, bright light/magical darkness shines from that creature's position in a 10 feet radius and dim light in additional 10 feet until the beginning of yourn next turn. Necrotic or radiant, if the creature killed is an undead, a demon, a devil or a celestial its corpse crumbles into dust.

Dies Irae (Day of Ire)

Beginning at level 15 you can elevate your powers to an higher level for a brief period of time. For one minute you gain the following benefits:

  • You gain 30 feet truesight
  • Whenever you roll a 1 in damage rolls you can reroll the die and must take the new roll.
  • You have advantage in attack rolls against your favored enemies.

You cannot benefit from this feature again until you finish a long rest.

Execution

Once you reach level 18 whenever you score a critical against your favored enemy you roll an additional damage die. Additionally whenever you use Dawn and Dusk the weapon adds +1 to attack and damage rolls.

Work In Progress

Shapechanger

Improved traps

  • Learning Trap: The target that activates this trap must make a Wisdom saving throw. On a fail you receive a vivid image of the creature, that allows you to disguise yourself or to polymorph into it perfectly.

Beastshape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a long rest.

You can transform into a beast whose CR is at maximum one eight (rounded down) of your ranger level.

You can stay in a beast shape for a number of hours equal to one third of your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Telling the difference

Starting at level 3 you have advantage in insight or investigation checks against your favored enemy to discern if they are disguising themselves or to see through their illusions.

Beast Speech

Begininng at level 3, while in beast shape you have advantage in animal handling skill checks made with the same species you are morphed into or a similar one, or other species that may fear or respect you. Furthermore you are able to communicarte and gather informations from such creatures. At level 11 you benefit from this feature also when not in beast shape and you benefit from it in regards to all the animals whose CR is one third of your ranger level or inferor.

Bestial Fury

Beginning at level 7, whenever you take the attack action under the alter self spell or while in beast shape you can make your bonus action to make one of the melee weapon attacks at disposal of your beast shape or an unarmed strike.

Greater Treat

Starting at level 11 you add your wisdom modifier to the damage of your beast shape melee weapon attacks.

Skin change

Beginning at level 11, once per week you can, during a long rest, change your body permanently: you can change your race, gender and increase or decrease your height by up to 1 foot. You lose all the benefits of your current race and gain all the benefits of the new one, but you can't lose or gain spells or spellcasting like features nor you can increase or decrease your Intelligence, Wisdom and Charisma scores this way.

From Beast To Monster

Starting at level 15 you can use your beast shape to transform in a monstrosity, other than a beast, while still following all the rules of the feature.

Empowering Spells

Beginning at level 15 you become able to cast some spells while in beastshape. To be casted this way a spell must answer certain prerequisites:

  • A melee spell attack must be part of the spell or the spell has to give you a buff-like effect.
  • If the spell is a buffing one you must cast it only on yourself.
  • Your beastshape has to be able to provide any components the spell needs (the DM decides if it is the case or not)

Fast Shape

Starting at level 18 you can use your bonus action to enter the beastshape. Furthermore you can use your bonus action to suspend the beast shape, returning to your normal appearence for that turn. Any damage you take in this turn goes directly to your HP and at the end of it you automatically return in the previous beastshape, with the HP you had before using the feature.

Notes

Sections to come soon:

crafting rules, also traps crafting materials.
Conclaves to come soon:

Fey Wanderer (spellcaster)

Find Greater Steed, Fog Cloud

Blodymess (nonspellcaster) advantage against already hit rtargets

Spiritual Companion (spellcaster)

Rogue

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 Constitution modifier
  • Hit Points at Higher Levels: 1d8(or 5 + your Constitution modifier per rogue level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

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
  • Leather armor, two daggers, and thieves' tools Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at level 1, once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Whenever you are in condition to benefit from sneak attack and attempt to disarm a creature or grapple them you have advantage. If you succeed in the grapple this way you may put an hand on the mouth of the grappled creature, effectively silencing them so that they can't shout or perform verbal components.


The Rogue
Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype 2d6
4th +2 Ability Score Improvement, Hide and Seek 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Quick Thinker 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype Feature 5d6
10th +4 Sharp Intuition 5d6
11th +4 Extra Attack 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype Feature 7d6
14th +5 Extra Reaction 7d6
15th +5 Blindsense, Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Practice makes Perfect, Supreme Agility 10d6

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.

Cunning Action

Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

Hide and Seek

As a reaction you can attempt to hide from an enemy that is being distracted, attacked or that has to make a saving throw.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Quick Thinker

Beginning at level 6 you add your proficiency to initiative rolls.

Evasion

Beginning at 7th level, 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.

Sharp Intuition

At level 10 you can add half your proficiency bonus (rounded down) to every intelligence check.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Extra Reaction

From level 14 onwards you'll have two reactions instead of one.

Blindsense

Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.

Supreme Agility

When you reach level 20 your dexterity score increases by 2 and the normal maximum for it becomes 22. At level 17 you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.


Roguish Archetypes

Thief

Fast Hands

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 Search or Use an Object action (this includes also magical items as long as they are not weapons, don't deal damage or don't cast spells)

Second-story work

At 3rd level, climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 7th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Additionally you gain advantage in dexterity saving throws to avoid traps.

Use Magical Devices

By 11th level, you ignore all class, race, and level requirements on the use of magic items.

Expert Eye

Starting at level 15 you become exceptionally adept at evaluating people and objects: you can make perception, insight and investigation checks if you are within 30 feet from a creature or object that you can see. If the target is a creature you discern, on a success:

  • If they are upset, worried, uncomfortable.
  • If they are hostile towards you or someone in your proximity.
  • If they are hiding something.
  • If they behave as if they were carrying something important.

If instead you are targeting an object you discern, on a success:

  • What it is (superficially)
  • Its economical value.
  • If it carries any peculiar mark or symbol.
  • If it's dirty or stained.

Thief reflexes

Beginning at level 18, once per turn you can take a second Bonus Action, provided it is the Bonus Action from Cunning Action. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Assassin

Assassinate

Starting at 3rd level, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Ifiltration Expertise

Starting at 7th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor

At the 11th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Slaughter

At level 15 if you use sneak attack you can use your bonus action to make another attack roll, provided that you meet the necessary conditions to cause sneak attack. If you do, also this attack will benefit from sneak attack.

You can use this feature a number of times equal to your proficiency bonus, regaining any expended use upon a long rest.

Additionally, whenever you crit thanks to assassinate, if the hit would've been a critical anyway, you roll the damage dice thrice, rather than twice.

Exploit

At level 18 if you score a critical you can benefit from sneak attack. If an enemy attacking you scores a critical failure you can benefit from sneak attack with your next attack against it.

Decisive Strike

Once per long rest you can turn your sneak attack d6s into d8s.


Knife Mage

Expert Blade

Starting at level 3 whenever you make an attack roll with one of the following weapons: dagger, parrying dagger, throwing knife, haladie you add double your proficiency bonus to the attack roll. If you score a critical with such a weapon you roll another damage die. Additionally you gain various benefits:

  • a dagger works as thieves' tools if you don't have them, but you make the roll with disadvantage.
  • you can use your daggers to help yourself into climbing.
  • you can take an opportunity attack against creatures within 15 feet from you that move directly away from you. You must use a dagger to make such an attack, either melee or ranged (thrown).

Swift Hand

Beginning at level 7 once per turn whenever you make an attack roll you can make an extra attack using a dagger, either melee or ranged. Additionally if you use dual wielding with a dagger such weapon adds your ability modifier to attack and damage rolls.

Knife Juggler

At level 11 whenever you hold a dagger in your hand your AC increases by 1. Additionally the range to throw your daggers increases by 15 feet.

Whenever a creature within 15 feet from you makes an attack roll against a creature other than you you can make an opportunity attack against it. You must use a dagger to make such an attack, either melee or ranged (thrown).

Flurry of Blades

Starting at level 15 you can use your action to throw a number of daggers equal to your dexterity modifier or less to any creature within the maximum throw range, even to different targets: make a separate attack roll for each dagger. You can use this feature a number of times equal to your dexterity modifier per short rest. You must have enough daggers on you to do so. You cannot damage a creature that is within 5 feet from you using this feature.

Lethal Blade

Starting at level 18 when you use your daggers you score a critical even with a 19 with them. If you score a critical with a dagger it automatically applies sneak attack even if you have used it already in this turn, except if you wish not to do so.

Arcane Trickster

Spellcasting

Spells Known of 1st Level and Higher

You know two wizard cantrips and two 1st-level wizard spells of your choice.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Trickster Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st
2nd
3rd 2 2 1
4th 2 3 1 1
5th 2 3 1 1
6th 3 3 1 1 1
7th 3 3 2 1 1
8th 3 4 2 1 1
9th 4 4 2 2 1 1
10th 4 4 2 2 1 1
11th 4 4 3 2 2 1
12th 4 4 3 2 2 1 1
13th 4 5(1) 3 2 2 1 1
14th 4 5(2) 3 2 2 1 1
15th 4 5(3) 3 2 2 1 1
16th 4 5(4) 3 2 2 1 1
17th 4 5(4) 3 2 2 2 1
18th 4 6(4) 3 2 2 2 1
19th 4 6(5) 3 2 2 2 1
20th 4 6(5) 3 2 2 2 1

Mage Hand Legerdemain

Starting at 3rd level you know the cantrip Mage Hand, not counting in the total number of cantrips known. You can cast it as a bonus action, and you can make the spectral hand invisible. You can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use your bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 7th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 7th level, as a bonus action on your turn, you can designate a creature within 5 feet of your Mage Hand. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Mage Hand Expert

Beginning at level 11 if your mage hand holds a light weapon in your turn it can attack in place of one of your attacks. Such attack is made with disadvantage.

Use Magical Devices

By 11th level, you ignore all class, race, and level requirements on the use of magic items.

Spell Thief

At 15th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, if the spell is of a level you can cast, you negate its effect against you, and you steal the knowledge of the spell if it is at least 1st-level. You have the spell ready and you can use it using a spell slot. The number of spells you can have stolen at the same time is detailed in the spellcasting table beetween parenthesis. You cannot exceed that number, but you can replace a spell with another one if you happen to steal one. You can write in a spellbook a spell that you have stolen so that you can learn it again somewhen. Doing so follows the rules of wizard spellwriting, but doubles the cost and the intelligence check DC is 15 + the spell level. You cannot cast a "stolen" spell using higher level spell slots.

CantRipper

From level 18 onward you can use a cantrip in place of one of your attack rolls. Additionally (experimental) once per long rest, you can apply sneak attack onto a spell that requires a spell attack, provided that all the necessary conditions other than the ones about the weapon are met.

Blinker

Teleporting movement.

Starting at level 3 you develop the ability to teleport quickly and with ease: during your turn, if you haven't moved you can magically teleport to an unoccupied location up to 30 feet away and your movement speed is reduced to 0 for the rest of your turn. You can do so a number of times equal to half your rogue level per long rest. This ability develops with levels.

  • At level 7 you become able to carry with yourself any number of creatures or objects in contact with you as long as they are large or smaller, but you expend one use of the feature for each one of them.
  • At level 11 using this ability only reduces your movement speed by 15 feet, but you can still move or use the ability again afterwards. If you want to cover a long distance you don't necessarily have to teleport more than once: you can instead spend more than 15 feet of movement, teleporting in one move of a distance up to double the amount of feet spent.
  • At level 15 you become able to teleport creatures or objects you touch to different locations, even without teleporting yourself. If you do not teleport together with them you have to consume an adequate number of feet (minimum of 15) for each creature or object you don't teleport with. You may also send such creatures to your teleportation marks, following the rules detailed below and spending the adequate number of teleporting movement uses.

To teleport an unwilling creature you must before hit it with an unarmed strike that doesn't deal damage, but is based on dexterity, rather than strenght.

Blinking Projectile

At level 7 you can use your bonus action to make a ranged attack ignore an obstacle up to 5 feet thick, for example to hit a target behind a door, ignoring any cover it may provide.

Dimensional Fighting

Starting at level 11, whenever a creature within 5 feet from you tries to teleport you can use your reaction to make an opportunity attack against them.

Teleportation Mark

Starting at level 15 you become able to mark places or objects you touch as a bonus action. Rather than teleport normally with your teleportation movement feature you can instead teleport within 5 feet from one of your marks (your choice). Such teleportation costs 2 uses of teleporting movement for each creature or large object teleported or 4, if the mark is on a different plane of existence. The number of marks active at the same time can't exceed your proficiency bonus. If you place a new mark you choose which one disappears in its place.

Additionally, if you have placed the mark of an object of large size or smaller you can use your bonus action and spend 2 teleportation uses (4 if it is on a different plane of existence) to teleport the object within 5 feet from your position (or in your hand if you prefer).

Dispel magic would remove this mark.


Superior teleportation

At level 18 the number of teleportating movement uses equals your rogue level. Additionally if you make an attack of opportunity you can make the before detailed dexterity based unarmed strike and expend one (or 2 or 4 if you use teleportation marks) teleportation movement uses to teleport them. If the target was trying to teleport and is hit by this unarmed strike its teleportation fails.

Animal Companion

Natural Ally

At level 3 you ally yourself with an animal companion which usually is not bigger than a middle sized dog, but there could be exceptions to this rule. You also get proficiency in animal handling and if you already have it you can choose to either get expertise in it or get proficiency in a different rogue proficiency. This companion is way smarter than other member of its species and can easily understand simple orders and words, as well as follow plans and interact with objects. Provided that its shape, size and physical abilities allow it, it can open doors, attack enemies, gather simple information, retrieve or steal items, cause diversions, use the help action etc. The animal also comprehends one of your languages and thieves cant, albeit it understands only a few simple words, gestures and concepts. In place of a single animal you can also befriend a swarm of animals, but in that case those animals won't be that smart and will be useful mostly for combat or diversions. When you reach levels 6, 12 and 18 your companion's proficiency bonus increases by 1 and its HP increase by 2 for small or smaller size, 4 for medium, 8 for large, 16 for huge and so on. When you reach levels 7, 14 and 19 you can increase by 1 an ability score of your beast companion.

If your companion produces some type of venom or poisono you can extract it, to apply on your weapons.

Your companion can be brought back to life by spells that would resurrect an humanoid. If your companion dies and can't reasonably be brought back to life or if you want to change your companion, sending your current one on its way in life you have to find a new suitable animal, succeed in animal handling to befriend it and then spend at least 8 hours in its company before the benefits of this subclass start to apply to it.

Concerted Strike

Beginning at level 7 you and your companion have mastered the ability to fight together: when you attack a creature that has been attacked by your companion its last turn you have advantage on the attack roll, but only once per creature per round. Additionally, if you attack a creature while being helped by your companion you score a critical against it also on a 19.

Beast Communication

At level 11 your animal companion is able to communicate simple concepts to other animals it befriends, gathering additional information.

Specialized companion

At level 11 you can choose one (two?) benefit for your beast companion:

Lethal

Your companion becomes able to perform a sneak attack if its conditions are met. The number of dice they roll for this sneak attack equals half your number of dice for sneak attack. Tiny or smaller creatures, as well as huge or bigger can't gain this benefit: the first because they are too small to deal so much damage, the latter because they would be too big to sneak upon their targets reliably.

Skilled

Your companion gains proficiency in one skill of your choice and expertise in one skill it knows.

Nimble

Your companion is incredibly agile, able to avoid danger to a great extent: it gets the uncanny dodge and evasion features.

Fast

Your companion can take the dash action as a bonus action. If it already can because of a feature its speed increases by 15 feet instead.

Helpful

Your companion can perform the help action as a bonus action.

Tough

Your companion's HP increase by your proficiency bonus.

Restrainer

If they have the multiattack feature they can attempt a grapple or a shove in place of one of the attacks granted by the multiattack.

Smart

Your companion's intelligence score increases by 2, up to a total of 9 (10?). If it's a swarm it increases by 1 instead.

Venomous

If your companion deals poison damage in any way double the amount of poison damage it deals. Additionally, if its poisoning effects require saving throws creatures have disadvantage against it.

Muscular

Your companion's strength score increases by 1 and it gets proficiency in the athletics skill. If it already has it it gets expertise in it instead. It counts as a size larger regarding carrying and weightlifting capacity.


Distracting

Your companion gains proficiency in the performance skill. If it already has it it gains expertise on it instead. If creatures are being distracted by a performance of your companion you have advantage in stealth checks against them or in the first attack roll against them.

Animalize

At level 15 you have grown so accustomed to the animal behaviours and tactics that you have developed some of your own, choosing one from the following.

Panthera Claw

You gain a climbing speed equal to your walking speed. Additionally, once per long rest, when you benefit from sneak attack you can use d8s, in place of d6s.

Wolf Step

You have advantage in exhaustion because of travelling and if an enemy you have damaged is within 60 feet from you you gain extra 10 feet of movement. Finally, you get advantage on the first attack you make against a creature that doesn't have full HP.

Snake Bite

If you deal poison damage or can cause the poisoned condition creatures have disadvantage in the saving throws against the poisoning effects. Furthermore you have advantage in your attacks against a poisoned creature.

Scolopendra Fang

When you use sneak attack you cause excruciating pain: the creature hit makes a constitution saving throw. On a fail on its next turn it can only take an action or bonus action, not both. If it scores a 1 and fails the saving throw it falls prone as well. Finally a creature concentrating on a spell has disadvantage in the concentration saving throw if you use this feature.

Scorpion Stinger

If you use sneak attack with a weapon that deals piercing damage you can use your bonus action to make another attack that deals piercing damage against that creature. Such attack has advantage. You have advantage in any attack roll you make against a grappled or incapacitated creature.

Owl Hunt

You gain 60 feet darkvision and if you already have darkvision you double its range instead. Furthermore you have advantage in perception checks that rely on hearing. Finally you have become a master of silence: if you roll a stealth check you can't be heard except if you roll a 1, no matter the outcome of the check.

Eagle Talon

If you jump onto an enemy from an higher position you have advantage on your first weapon attack immediately after the jump. Furthermore if you land on an enemy from a fall you can halve the falling damage you take. Finally, when you take the dash action your base movement speed increases by 10 feet.

Bat Hearing

You gain 30 feet blindsight, as long as you are not deafened. You also gain advantage in perception checks that rely on hearing. Finally, while awake, you cannot be surprised by attacks, even ranged ones, as long as you benefit from the blindsight.

Falcon Dive

Whenever you apply sneak attack the target hit can't make an opportunity attack against you on the same turn you applied sneak attack. Furthermore, when you move 30 feet or more you have advantage on your next melee weapon attack. Finally, whenever you take the dash action you base movement speed increases by 30 feet for that turn.

Magpie Swiftness

You have advantage in your sleight of hand checks to steal an item that is smaller than your clenched fist. Additionally, whenever you fail to steal an item you do not get immediately caught except if you failed with a roll of 1. Whenever you apply sneak attack on an attack you can use your bonus action to attempt to steal an item the creature is wearing or even holding. In the latter case it's not a stealth theft, but a forceful one.

Octopus Infiltration

If you have access to camouflage you have advantage in stealth checks even in plain sight. Additionally you can squeeze in a space that is two sizes smaller than you. (You must not wear armor to squeeze so much)

Ninja

Ninja techniques

At level 3 you develop ablities fueled by your inner strenght, your spiritual force, your Ki. You receive 3 ki points and gain an additional one when you gain a rogue level. You can spend your ki points to use certain techniques and you regain all spent ki points when you finish a long rest. The number of Ninja Techniques you know is equal to your intelligence modifier + your proficiency bonus.

Silent Step

You can spend 1 ki point to make your steps silent for one hour.

Adhesive Ki

You can spend 2 ki points to gain a climbing speed equal to your walking speed. You can climb even the steepest walls and even move upside down under roofs. This effect lasts 1 hour.

High speed Dodge

When you are targeted by an attack roll you can use your reaction and spend a ki point, gaining an additional bonus to your AC equal to your dexterity modifier as well as giving disadvantage to the attack roll.

Fuel Jump

When you make a jump you can use 1 ki point to double its lenght and height

Fuel Senses

You can use one ki point to gain advantage in a perception check.

Absorb Impact

Whenever you take falling damage you can use your reaction and spend 3 ki points to reduce such damage by 4 times your rogue level.

Illusory Clone

As a (bonus?) action you can spend 2 ki points to summon a duplicate of yourself (like mirror image). You can summon up to three duplicates in total, spending a total of 6 ki points. Until one minute passes, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. With one duplicate, you must roll an 11 or higher to change the attack’s target to a duplicate. If you have two duplicates, you must roll an 8 or higher to change the attack’s target to a duplicate. With three duplicates, you must roll a 6 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate or if it is hit by a damaging effect, the duplicate is destroyed. A creature is unaffected by this feature if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


Breathe Smoke

As an action you can spend 3 ki points and breathe a cloud of smoke, ashes or mist that takes the shape of a 15 feet radius sphere centered in a point within 15 feet from you. The cloud remains for one minute or until a moderately strong wind (at least 10 miles per hour) disperses it, the area covered by it is considered heavily obscured.

Weaponize Anything

As a bonus action you can imbue any tool you are wielding with ki, making it a resilient weapon. You spend 1 ki point for any light item you are touching you want to empower: they count as light weapons you are proficient with and deal 1d4 bludgeoning, sashing or piercing damage, depending on what's more fitting. Depending on the object they may also get the thrown property. If that's the cae they have a range of 10/30 feet.

Restore Ki

When you finish a short rest you can recover an amount of ki points equal to your wisdom modifier. Once you use this feature you can't do so until you finish a long rest.

Advanced Techniques

When you reach level 13 you can learn new, more powerful techniques

Material Clone

As a (bonus?) action you can spend 3 ki points to summon a duplicate of yourself (like mirror image). You can summon up to three duplicates in total, spending a total of 9 ki points. Until one minute passes, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. With one duplicate, you must roll an 11 or higher to change the attack’s target to a duplicate. If you have two duplicates, you must roll an 8 or higher to change the attack’s target to a duplicate. With three duplicates, you must roll a 6 or higher. A duplicate’s AC equals yours and it makes saving throws using your bonuses. If an attack hits a duplicate or if it is hit by a damaging effect, the duplicate is destroyed. A creature is unaffected by this feature if it can perceive illusions as false, as with truesight.

Firebreath

You can spend 3 ki points to cast the burning hands spell.

Lightning Cry

You can spend 4 ki points to imbue your next weapon attack with lightning power: it will deal additional 3d8 lightning damage.

Advanced Dodge

Whenever you use the High speed dodge technique and the enemy fails to hit you, you can spend 2 ki points and, as a part of the same reaction, either make a melee weapon attack roll against that enemy, as you appear behind its back, or move up to half your movement speed and attempt to hide.

Summon Animal

You summon one or more animals to aid you in battle. You spend 1 ki point if the animal is tiny, 2 if it small, 3 if it is medium, 4 if large, 5 if huge etc.. For an animal to be summoned this way you must have met it before, have succeeded in animal handling, have befriended it and then gained its loyalty. The summoned animal returns to its original location after 1 minute or when it is reduced to 1 HP or less. If the animal already had only 1 HP it returns when it reaches 0 HP. You can also summon swarms thanks to this technique.

Blinding Deception

Whenever an enemy misses you because of your Dodge abilities or one of your duplicates is hit in your place you can spend two ki points, causing an illusory sensory effect to originate from the missed attack. Any creature within 5 feet from you makes a wisdom saving throw, becoming blinded or deafened (your choice) until the end of their next turn on a fail.

Store Weapon / Release Weapon

You can hide weapons within special scrolls made to react with your Ki: as a bonus action you can spend 1 ki point and store up to 1 lbs of items ithin one of them. To store more you need to spend more ki points (1 ki point for each pound) and have bigger scrolls. Scrolls have various sizes and costs:

Storing Scrolls
Weight Carried Cost Weight
1lbs 10 GP 4oz
2lbs 20 GP 8oz
4lbs 40 GP 1lbs
8lbs 80 GP 2lbs
16lbs 160 GP 3 lbs
32lbs 320 GP 4 lbs

You can't have more than 64 lbs of materials stored in scrolls: if you try to store additional items the first ones stored will be released from their scrolls. As a bonus action you can spend 1 ki point and release up to 1 pound of stored items from a scroll you are wielding. To release more you need to spend more ki points following the same rules for storing them. If the items you are releasing have the light or thrown property you can release them as part of your attack, rather than expending a bonus action.

Throw Shuriken/Darts/Kunai

As an action you can spend up to 3 ki points, throwing one shuriken (or another light, thrown weapon) plus up to three extra ones, one for each ki point spent. Make an attack roll with each one of them.


Explosive Scroll

Similarly to the scrolls to store weapons you can also control certain special scrolls with your ki to make them explode: there are three types of scrolls.

Explosive Scrolls
Type Damage Cost Weight
Weak 1d6 fire 15 GP 1oz
Medium 2d6 fire 30 GP 2oz
Strong 3d6 fire 60 GP 3oz

You use your bonus action and spend 1 ki point to detonate a weak scroll, 2 for a medium one and 3 for a strong one. You can detonate up to 5 scrolls at the same time, but you can detonate them only if they are within 60 feet from you. Any creature within 10 feet from the scroll makes a dexterity saving throw, halving the damage on a success. If a creature has the scroll stuck upon, or hidden in its clothes or something like that, it has disadvantage on the save.

Wardancer

WarWaltz

Beginning at level 3, as long as you are not wearing medium or heavy armor as well as a small o bigger shield your AC increases by 1. This increase becomes 2 at level 7, 3 at 11, 4 at 15 and 5 at 18.

Optional Rule: Ducking

When you make a dexterity saving throw or after an attack roll is made against you you can use your reaction to duck down, dropping prone immediately.

Optional rules for armor, shields and weapons.

Armor

Armor increases your AC. It may also impose a limit to your dexterity modifier and sometimes it may impose disadvantage on dexterity checks. Armor has its own HP, every time you are hit by a piercing, slashing, bludgeoning or force damage the armor takes that damage as well.

Each time you are hit by piercing, slashing, force damage, as long as the armor has HP the damage is converted into bludgeoning except if the attack was a critical or the attack roll exceeds the AC by 10 or more.

To restore armor HP you must do blacksmith work. If you are proficient in blacksmith tools you roll a number of d20 equal to the armor HP divided by 20 (rounded up) and add your proficiency bonus. The result will determine how many HP you can repair. If you are not proficent with blacksmith tools you roll with disadvantage and of course you won't add proficiency. A roll of 1 counts as a 0, so you don't repair any health, but you still spend time trying to. The DM may choose to break the armor instead. The time required to repair the armor equals to half an hour + 10 minutes for 10 hp of the armor. Some specific armors may give you extra bonuses:

  • Padded Armor, Gambeson: give and have resistance to bludgeoning damage.
  • Chain, Mail, Ring, Splint: are weak to piercing damage (the armor takes double damage from piercing)
  • Plate Armor: has resistance to slashing damage, gives resistance to bludgeoning damage.
  • Layers, reinforcements: have resistance to piercing and slashing damage. They can be added to armor to give it these resistances. Layering an armor gives disadvantage on stealth checks.

Armor
Armor Type AC HP
Light
Leather, Padded 11 15
Gambeson 12 20
Layered +1 +10
Medium
Hide 12 25
Chain shirt 13 30
Scale mail 14 30
Breastplate 14 35
Halfplate 15 30
Layered chain or mail - +10
Reinforced plate or Hide - +10
Heavy
Ring mail 14 30
Chain mail 16 30
Splint 17 35
Plate 18 40
Layered mail or splint - +10
Reinforced plate - +10

Shields

Shielding

You can use your action to defend yourself behind a medium or big shield. While doing so you are considered in half cover, but do not get the +2 to dexterity saving throws. Moving more than 5 feet will interrupt these benefits. If you are shielding you can only use either your action or your bonus action and only to make one attack roll or cast a spell. Attacking more than once will break the shielding. Creatures that are shielding using a big (+3) shield and that are beetween other two shielding creatures also using big (+3) shields will be considered under three quarters cover, but won't get any bonus to their dexterity saving throws.

The Shield as a weapon

You can use a shield as a weapon that deals bludgeoning damage: a small (+1) shield deals 1d4-1 bludgeoning damage, while medium (+2) and big (+3) shields count as melee weapons that deal 1d4 bludgeoning damage. A spiked shield deals additional 1d3 piercing damage.

Shields
Shield Type AC Increase Extra Details
Small Shield +1 AC
Targe +1 AC The hand of the arm where the shield is wielded is free to hold small objects
Buckler +1 AC +2 to AC instead if the dexterity score is equal or higher than 15
Medium Shield +2 AC
Oplon +2 AC Can be used in formation like a big shield, granting only +4 to AC
Big Shield +3 AC Disadvantage on Dexterity checks and saving throws
Kite Shield +3 AC In formation gives only +4 to AC
Pavese +3 AC It can be deployed on the ground (or moved) with a bonus action. It gives the AC bonus to the creature behind it.
Tower Shield +4 AC The wielder must have a strength score of at least 16.
Lantern Shield +1 AC Special

The Targe

The targe, or any other arm-strapped shield is a small shield that can be held without using the hand, thanks to the bandages and ropes that form a sort of sleeve. Therefore the hand can hold something, even a weapon, altough its movements are limited. The only weapons you can effectively use in this situation are light and pole weapons, that attack with disadvantage.


The Pavise

The Pavise is a big shield, and while it's held it gives to its wielder disadvantage on dexterity checks and saving throws. The wielder can use its bonus action to place it on the ground or to move it: when deployed a creature can benefit from the shield's AC increase without holding onto it if they are within 5 feet from the Pavise and it is between them and the attacker. Sometimes specialized soldiers carried these shields so that ranged soldiers could benefit from them.

The Oplon

The Oplon is the biggest of the medium shields and, while it covers less than the big ones it is still wide and tall enough to give three quarters cover in formation, albeit a bit worse than enormous shield, so the bonus to AC is only +4.

The Lantern Shield

This unusual shield has many features:

  • it works as a swordbreaker, that is detailed below.
  • it holds a lantern that can shed bright light in a 15 feet cone and dim light in a 30 feet cone.
  • it holds a blade that deals 1d6 piercing damage.
  • disarming cannot remove this shield.
  • the shield hand can hold a pole weapon, which will attack with disadvantage.

Weapons

Spiked weapons

Weapons covered by spikes, like maces or morning star deal 1d4 additional piercing damage.

Hook

When you use an hook weapon to make a weapon attack and either hit or miss by 2 or less you can use your bonus action to give advantage and +1 (also to damage rolls) to the next attack roll or disarm attack made against your target before the beginning of its next turn. Alternatively, when you hit or miss by 2 or less with a hook weapon you can use your bonus actiont to attempt to shove the target, knocking it prone on a success.

Heavy

Heavy weapons add +1 to their damage rolls. If the weapon deals more than one type of damage amongst bludgeoning, piercing or slashing you choose which one of these gets the +1. Creatures with a strenght score of 13 or less have disadvantage with heavy weapons and don't add their proficiency to the attack rolls with them.

Light

Light weapons subtract 1 from their damage rolls (excep if they roll a 1 on the damage roll). If the weapon deals more than one type of damage amongst bludgeoning, piercing or slashing you choose which one of these gets the -1.

Finesse

When you use a finesse weapon you can choose to use either strenght or dexterity for attack and damage rolls. If you use one you also add half of the other modifier (rounded down) to both attack and damage rolls.

Reach

Reach weapons can hit targets that are within 10 feet from the wielder. Most reach weapons have disadvantage against targets that are within 5 feet from the holder of the weapon. If they don't it's detailed in the weapon's description.

Pole weapons

A creature that uses the dash action and enters the reach of a pole weapon (commonly referred as a polearm) causes an opportunity attack from its wielder, except if other features prevent this from happening (like the disengage action).

Flexible

Once per turn, whenever you miss an attack with a flexible weapon by 3 or less you can reroll the attack. On a hit you deal the damage of the weapon, but you don't add your ability modifier to it. Additionally, whenever you are using a two handed flexible weapon you can, once per turn, extend the reach of one of your attacks with it by 5 feet. If the weapon has also reach you always have the 5 feet extra reach, not only on one attack per turn. Finally you can use your bonus action to gain advantage on an athletics check made to make or maintain a grapple if you are wielding a flexible that is not a LongFlail or a Long Spiked Flail.


AC increase

Some nimble weapons increase your AC by some amount when wielded. Even if you wield two of such weapons the AC increases only once. Furthermore to benefit from this increase your dexterity score has to at least be 15.

Ranged

Ranged Weapons use dexterity both for the damage and the attack rolls. Ranged weapons need the user to aim, but also, often to have the strenght to use them and such strenght allows the user to deal more damage as, for example a bow is pulled more, or a bolas hits with more force. Creatures with a strenght score of 13 or less have disadvantage with non light ranged weapons and don't add their proficiency to the attack rolls with them. This does not apply to crossbows.

Manual

Manual Ranged weapons add also your strenght modifier to the damage and attack roll, but if the wielder has a strenght score lower than 13 it has disadvantage on the attack roll and doesn't add its proficiency bonus to it, except if the weapon is light.

Thrown

Thrown weapons need the wielder to have a dexterity score equal or greater than 13, or the attack roll is made with disadvantage and without proficiency bonus if the weapon is thrown. Thrown weapons add half dexterity modifier (rounded down) to their attack and damage rolls. While finesse thrown weapons can use dexterity and add half strenght modifier instead.

Reload

A reload weapon can be fired a number of times equal to its reload score before needing to be reloaded. At the beginning of your turn you automatically load one shot in the weapon, if you wish so, provided that you aren't incapacitated, restrained and that you have the projectiles. You can spend your action to fully recharge the weapon instead.

Misfire

Whenever you make an attack roll with a firearm, and you roll a 1 roll a d6: if the result is equal or lower than the misfire score, the weapon misfires. The weapon cannot be used again for a ranged attack until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive

Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All ranged weapons require ammunition to make an attack, and due to their rare nature, ammunition for firearms may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Special

Special weapons have special rules detailed in the weapons description.

Weapons
Weapon Details Damage
Tonfa One Handed, Light, Finesse, Special 1d4 bludgeoning
Jitte One Handed, Light, Finesse, +1 AC 1d4 bludgeoning
Nunchaku Versatile, Light, Finesse, Flexible, Special 1d4 bludgeoning
Zaghnal Versatile, Hook 1d4/1d6 piercing + 1d3 slashing
Kanabo Heavy, Two Handed 1d12 bludgeoning
Plançon Versatile, Heavy 1d8/1d10 bludgeoning or 1d4 piercing
Spiked Plançon Versatile, Heavy 1d6/1d8 bludgeoning + 1d4 piercing
Macuahuitl One Handed 1d3 slashing + 1d4 bludgeoning
Kukri One Handed, Light, Thrown (10/30) 1d6 slashing
Hooksword One Handed, Hook, +1 AC 1d6 slashing
Shortsword One Handed, Finesse, Light 1d6 slashing or piercing
Gauntlet Sword One Handed, Heavy, Special 1d6 slashing or piercing
Arming Sword One Handed 1d8 slashing or 1d6 piercing
One hand and a half sword Versatile 1d8/1d10 slashing or 1d6/1d8 piercing
Longsword Two Handed, Heavy 1d10 slashing or 1d8 piercing
Greatsword Two Handed, Heavy, Reach, Special 1d12 slashing or 1d8 piercing
Greatfalchion Two Handed, Heavy 1d10 slashing or 1d4 piercing
Falchion/Storta One Handed, Heavy (?) 1d8 slashing or 1d4 piercing
Sabre One Handed, Finesse 1d6 slashing or piercing
Scimitar / Yataghan One Handed, Finesse, Light 1d6 slashing or 1d4 piercing
Dagger One Handed, Finesse, Light, Thrown (10/30) 1d4 piercing or slashing
Throwing Knife One Handed, Finesse, Light, Thrown (20/60) 1d4 piercing or slashing
Parrying Dagger One Handed, Finesse, Light, +1 AC 1d4 piercing or slashing
Sai One Handed, Finesse, Light, +1 AC 1d4 bludgeoning
Swordbreaker (-catcher) One Handed, Finesse, Light, +1 AC, Special 1d4 piercing
Smallsword One Handed, Finesse, Light 1d6 piercing or 1d4 slashing
Flyssa One Handed, Finesse, Light 1d6 piercing + 1d2 slashing or 1d6 slashing
Rapier One Handed, Finesse 1d8 piercing or 1d4 slashing
Estoc or Tuck Two Handed, Heavy, Finesse 1d10 piercing
Javelin One Handed, Thrown (30/120) 1d6 piercing
Trident Versatile, Hook, Pole, Thrown (20/60) 1d6/1d8 piercing or 1d4/1d6 slashing
Spear (Short) Versatile, Pole, Thrown (20/60) 1d6/1d8 piercing or 1d6/1d6 slashing
Spear (Long) Versatile, Heavy, Reach, Pole, Thrown (20/60) 1d8/1d10 piercing or 1d6/1d8 slashing
Glaive / Partisan Two Handed, Heavy, Pole, Reach 1d12 slashing or 1d10 piercing
Bardiche / Longaxe Two Handed, Heavy, Reach, Pole 1d12 slashing or 1d6 piercing
Halberd / Bill Two Handed, Heavy, Reach, Pole, Hook 1d12 slashing or 1d10 piercing
Poleaxe Two Handed, Heavy, Reach, Pole, Hook 1d12 slashing or bludgeoning or 1d10 piercing
Ahlspiess Two handed, Heavy, Pole, Reach 1d12 piercing
Pike Two Handed, Heavy, Reach, Pole, Special 1d12 piercing
Lance Two Handed, Heavy, Reach, Pole, Special 1d12 (2d6?) piercing
Kusarigama Two Handed, Flexible, Hook, Special 1d4 piercing + 1d2 slashing or 1d6 bludgeoning
Kusarigama (Small) One Handed, Flexible, Hook, Special 1d4 piercing + 1d2 slashing or 1d4 bludgeoning
Polehammer Two Handed, Heavy, Reach, Pole, Hook 1d12 bludgeoning or 1d10 piercing
Roncone (Guisarme) Two Handed, Heavy, Reach, Pole, Hook 1d10 piercing or 1d8 slashing
Weapons
Weapon Details Damage
Handaxe One Handed, Light, Thrown (20/60), Hook 1d6 slashing
Battleaxe Versatile, Thrown (20/60), Hook 1d8/1d10 slashing
Waraxe Two Handed, Heavy, Hook 1d10 slashing
Longhammer (Mallet) Two handed, Heavy, Reach, Hook 1d12 bludgeoning or 1d8 piercing
Greataxe Two Handed, Heavy, Hook 1d12 slashing
Pickaxe Versatile, Hook 1d8/1d10 slashing or 1d6/1d8 piercing
Hammeraxe Versatile, Hook 1d8/1d10 slashing or 1d8/1d10 bludgeoning
Warhammer Versatile 1d8/1d10 bludgeoning
Light Hammer One Handed, Light, Thrown (10/30) 1d4 bludgeoning
Greathammer Two Handed, Heavy 1d12 bludgeoning
Warpick Versatile, Hook 1d8/1d10 bludgeoning or 1d8/1d10 piercing
Battlepick Versatile, Hook 1d8/1d10 piercing
Tabar-Zaghnal Versatile, Hook 1d8/1d10 slashing or 1d4/1d6 piercing + 1d4 slashing
Club One Handed, Light, Thrown (10/30) 1d4 bludgeoning
Throwing Club One Handed, Light, Thrown (20/60) 1d4 bludgeoning
Mace One Handed 1d6 bludgeoning
Spiked Mace One Handed 1d6 bludgeoning +1d4 piercing
Warmace One Handed 1d8 bludgeoning
Morning Star One Handed 1d8 bludgeoning + 1d4 piercing
Great Morning Star Two Handed, Heavy, Reach 1d8 bludgeoning + 1d4 piercing or 1d8 piercing
Goudendag Two Handed, Heavy, Reach 1d12 bludgeoning or 1d8 piercing
Greatclub Two Handed 1d8 bludgeoning
Quarterstaff Versatile 1d6/1d8 bludgeoning
Flail One Handed, Heavy, Flexible 1d8 bludgeoning
Spiked Flail One Handed, Flexible 1d4 bludgeoning +1d4 piercing
LongFlail Two Handed, Heavy, Flexible, Reach 1d10 bludgeoning
Long Spiked Flail Two Handed, Heavy, Flexible, Reach 1d6 bludgeoning + 1d4 piercing
Dagger-Axe (Ge) Two Handed, Heavy, Reach, Hook 1d6 piercing + 1d4 slashing or 1d10 piercing
Headaxe Two Handed, Hook 1d6 slashing + 1d3 piercing
Pilum One Handed, Thrown (30/90) 1d8 piercing
Sickle One Handed, Light 1d4 slashing
Kama One Handed, Light 1d4 piercing + 1d3 slashing
Falx Versatile 1d8/1d10 slashing or 1d4 piercing
Khopesh One Handed 1d8 slashing
Nagamaki (Swordstaff) Two Handed, Heavy, Special 1d12 slashing or 1d8 piercing
Chakram One Handed, Light, Thrown (30/60) 1d4 slashing
Boomerang One Handed, Light, Thrown (30/60), Special 1d6 bludgeoning
Maceaxe One Handed 1d8 slashing or 1d8 bludgeoning
Net Finesse, Thrown (10/15) Special
Liuxing Chui Two Handed, Flexible, Finesse, Light, Reach 1d8 bludgeoning
Rope Dart One Handed, Flexible, Reach, Light, Finesse 1d6 piercing
Rope Weight One Handed, Flexible, Light, Reach 1d6 bludgeoning
Chain Whip One Handed, Light, Flexible, Finesse, Reach 1d6 bludgeoning
Whip One Handed, Light, Flexible, Finesse, Reach 1d4 slashing
Sansetsukon Light, Flexible, Special 1d6 bludgeoning
Weapons
Weapon Details Damage
Brandistock Two handed, Pole, Reach, Special 1d10 piercing or 1d8 bludgeoning
Corseque Two handed, Heavy, Pole, Reach, Hook 1d12 piercing
Ranseur / Spetum Two handed, Heavy, Pole, Reach 1d12 piercing
Fork (Hu Cha) Two handed, Heavy, Pole, Reach, Special 1d12 piercing
Urumi One Handed, Flexible, Finesse, Reach 1d6 slashing
Knuckle blade One handed, Light, Finesse 1d4 slashing or piercing
Katar One handed, Light, Finesse, Special 1d4 slashing or piercing
Battle Spade Two handed, Heavy, Pole, Reach, Special 1d10 slashing or 1d4 slashing + 1d4 piercing
Execution Sword Two handed, Heavy 1d12 slashing
Khanda/Akrafena One Handed 1d8 slashing
Wide Dao Versatile, Heavy 1d6/1d8 slashing
Mancatcher Two handed, Pole, Reach, Hook, Special 1d8 bludgeoning
Shakujo Two handed, Pole, Reach 1d10 bludgeoning or 1d4 piercing
Bardiche (Short) Two handed, Heavy 1d10 slashing or 1d6 piercing
Mambele One Handed, Light, Thrown (20/60), Hook 1d4 slashing + 1d4 piercing
Lùjiǎodāo One Handed, Light, Finesse, Hook, +1 AC 1d4 piercing or slashing
Bladed Wheel One Handed, Light, Finesse, Special 1d4 slashing
Armblade One Handed, Light, Finesse, Special 1d6 piercing or 1d4 slashing
Butterfly Sword One Handed, Light, Finesse, Special 1d6 slashing
Ikakalaka One Handed, Hook, Special 1d6 slashing or 1d4 piercing
Haladie One Handed, Light, Finesse 1d4 piercing
Spiked Haladie One Handed, Light, Finesse, +1 AC 1d4 piercing
Shielded Haladie One Handed, Light, Finesse, +2 AC 1d4 piercing
Poleaxe (short) Two Handed, Heavy, Pole, Hook 1d12 slashing or bludgeoning or 1d10 piercing
Metal Gauntlet One Handed, Heavy, Finesse, +1 AC, Special 1d6 bludgeoning
Spiked Gauntlet One Handed, Heavy, Finesse, +1 AC, Special 1d4 piercing + 1d2 bludgeoning
Beidana One Handed 1d8 slashing
Ranged Weapons
Weapon Details Damage Range
Lightbow Two Handed, Light, Manual 1d4 piercing 60/300
Shortbow Two Handed, Manual 1d6 piercing 90/350
Longbow Two Handed, Heavy, Manual 1d10 piercing 150/700
Composite Bow Two Handed, Manual 1d8 piercing 150/700
Compound Bow Two Handed, Manual 1d10 piercing 150/600
Balestrino One Handed, Light, Reload 1 1d4 piercing 30/90
Light Crossbow One Handed, Light, Reload 1 1d6 piercing 30/90
Hand Crossbow One Handed, Reload 1 1d8 piercing 30/120
Crossbow Two Handed, Reload 1 1d10 piercing 90/300
Heavy Crossbow Two Handed, Heavy, Reload 1 1d12 piercing 150/400
Compound Crossbow Two Handed, Reload 1 1d12 piercing 150/350
Shuriken One Handed, Finesse, Light 1d4 piercing 30/60
Shuriken (Heavy) One Handed, Finesse 1d6 piercing 30/60
Dart One Handed, Finesse, Light 1d4 piercing 30/60
Bolas One Handed, Light, Thrown, Special 1d4 bludgeoning 30/60
Lasso One Handed, Light, Thrown Special 15/20
Blowgun One Handed, Special 1 piercing 30/60
Long Blowgun Two Handed, Special 1 piercing 60/90
Duck's Foot One Handed, Reload 1, Misfire 2 1d8 piercing 30/60
Repetition Crossbow Two Handed, Reload 10 1d8 piercing 60/90
Nock Gun Two Handed, Heavy, Reload 1, Misfire 3 2d12 piercing 30/80
Arquebus Two Handed, Reload 1, Misfire 2 1d10 piercing 90/300
Musket Two Handed, Reload 1, Misfire 2 1d12 piercing 120/480
Pepperbox Two Handed, Reload 6, Misfire 2 1d10 piercing 80/320
Palm Pistol One Handed, Light, Reload 1, Misfire 1 1d8 piercing 40/160
Pistol One Handed, Reload 4, Misfire 1 1d10 piercing 60/240
Blunderbuss One Handed, Reload 1, Misfire 2 2d6 piercing 15/60
Great Blunderbuss Two Handed, Reload 1, Misfire 2 2d8 piercing 30/90
Hand Mortar One Handed, Reload 1, Misfire 3, Explosive 1d8 piercing + 1d8 fire 30/600
Hand Bombard Two Handed, Reload 1, Misfire 3, Explosive 1d8 bludgeoning + 1d10 fire 30/500
Handgonne Two Handed, Reload 1, Misfire 3, Explosive 1d10 piercing + 1d8 fire 40/100
Hand Culverin Two Handed, Reload 1, Misfire 3 1d8 piercing + 1d10 fire 30/500
Gun Sword One Handed, Reload 1, Misfire 1 1d6 slashing or piercing or 1d8 piercing 40/80
Gun Knife One Handed, Light, Reload 1, Misfire 1 1d4 slashing or piercing or 1d6 piercing 30/60
Bad News Two Handed, Heavy, Reload 1, Misfire 3 2d12 piercing 200/800
Punch Pistol Reload 1, Misfire 2, Special 1d6 piercing 5/10
Fantasy Weapons
Weapon Details Damage
Crescent Blade Versatile, Heavy, Pole, +1 AC 1d8/1d10 slashing or 1d6/1d8 piercing
Battle Schyte Two handed, Heavy, Pole, Reach, Hook, Special 1d8 piercing + 1d4 slashing or 1d6 piercing
Swift Schyte Two handed, Heavy, Finesse, Hook, Special 1d6 piercing + 1d3 slashing or 1d4 piercing
TorchMace One Handed, Special 1d6 bludgeoning + 1 fire
Twinblade Two Handed, Heavy, Pole, Finesse, Special 1d10 slashing or 1d8 piercing
Doubleblade Two Handed, Heavy, Pole, Finesse, Special 1d10 slashing or 1d10 piercing
Spiral Estoc Two Handed, Heavy, Finesse 1d8 piercing + 1d4 slashing or 1d4 slashing
Spiral Rapier One Handed, Finesse 1d6 piercing + 1d3 slashing or 1d3 slashing
Spiral Knife One Handed, Light, Finesse 1d3 piercing + 1d3 slashing or 1d3 slashing
Giantsword Two Handed, Heavy, Reach, Special 1d12 slashing + 1d4 bludgeoning or 1d4 piercing
Gianthammer Two Handed, Heavy, Reach, Special 2d8 bludgeoning
Giantaxe Two Handed, Heavy, Reach, Special 1d12 slashing + 1d4 bludgeoning or 2d6 bludgeoning
LightGiant Two Handed, Heavy, Reach, Finesse, Special 1d12 slashing or 1d10 piercing
WeightedAxe Two Handed, Finesse Special 1d12 slashing
Great Beidana One Handed, Heavy 1d8/1d10 slashing
Flying Hammer Two Handed, Flexible, Finesse, Heavy 1d8 bludgeoning
Fantasy Ranged Weapons
Weapon Details Damage Range
Doublebow Two Handed, Heavy, Manual 1d8 piercing 120/500
Greatbow Two Handed, Heavy, Manual 1d12 piercing 200/750
Great Crossbow Two Handed, Heavy, Reload 1 2d6 piercing 200/500
MaceMusket Two Handed, Heavy, Reload 1, Misfire 2 1d10 bludgeoning/1d10 piercing 90/300
Hand Cannon Two Handed, Heavy, Reload 1, Misfire 3, Explosive 1d10 bludgeoning + 1d10 fire 40/600
BombardMace Two Handed, Heavy, Reload 1, Misfire 4, Explosive 1d8 bludgeoning/1d8 bludgeoning + 1d8 fire 20/90
BombardMace Two Handed, Heavy, Reload 1, Misfire 4, Explosive 1d8 bludgeoning/1d8 bludgeoning + 1d8 fire 20/90
ClubMortar One Handed, Reload 1, Misfire 4, Explosive 1d6 bludgeoning/1d6 piercing + 1d6 fire 20/90
Double Shot Two Handed, Heavy, Reload 2, Misfire 3, Special 2d6 piercing 30/90

Detailed Descriptions (W.I.P.)

Tonfa

The Tonfa is basically a short stick with a perpendicular handle that can be used in many agile ways to attack, but also to defend.

Jitte

The Jitte is a short stick with a guard that can be used to trap enemies' weapons.

Nunchaku

The Nunchaku is made by two short sticks held together with a chain for many purposes, like blocking, trapping, and bypassing the enemy's defenses.

Zaghnal

The Zaghnal is a short warpick with a blade protruding from it.

Kanabo

The Kanabo is a long, heavy mace
with many rounded protrusions.

Plançon

The Plançon is a medium sized mace with a spike on its top. Sometimes it is covered with spikes, resulting in the Spiked Plançon

Macahuitl

The Macahuitl is a compressed stick with blades on its sides, used to inflict gruesome wounds and powerful hits.

Kukri

The Kukri is a broad bladed knife, more suited for cutting rather than stabbing.

Hooksword

The hooksword is a shortsword with a curved hook on its tip which can be used to block or trap the enemy's weapon or to move them to gain the upper hand.

Shortsword

The shortsword is a relatively short sword.


Gauntlet Sword

The Gauntlet Sword is a peculiar weapon with hilt and handl partially or completely enveloped in metal plates or armor. The hand holding this sword cannot be disarmed.

Arming Sword

Arming sword is a broad term that refers to a one handed sword that is not relatively short.

One hand and a half sword

This sword is short and light enough to be used with one hand without problems, but it can be used with two hands efficiently dealing more serious injuries.

Longsword

The longsword is a weapon so long and heavy it has to be used with two hands.

Greatsword

The greatsword is the longest of the swords: it is made to be used with two hands and complex maneuvers that take advantage of its lenght and weight to inflict incredibly powerful blows. When used against a target within 5 feet from you the weapon's damage is only 1d6. (bludgeoning, piercing or slashing)

Greatfalchion

The Greatfalchion is any type of two handed sword with a really broad blade.

Falchion

The falchion is a big, one handed sword, more suited for cutting rather than stabbing.

Sabre

The Sabre is an agile sword, suited for precise strikes.

Scimitar

The scimitar is a nimble, precise sword, light and fast.

Dagger

A carefully crafted combat knife, the dagger is a versatile weapon, useful in many situation.

Throwing Knife

Throwing knives are crafted in such a way that they are perfectly balanced for being thrown over relatively long distances.

Parrying Dagger

This dagger has a complex and wide guard to help the user of this weapon better defend itself. When you are dual wielding and one of the two weapons is a Parrying dagger you gain +1 to your AC.

Sai

The Sai is basically a short stick with a crossguard made to block and catch enemies' weapons. When you are dual wielding and one of the two weapons is a Sai you gain +1 to your AC. Some Sais have a pointed tip, which can be used to stab (such a sai would deal 1d4 bludgeoning or 1d4 piercing damage).

Katar

Creatures trying to disarm a target from this weapon have disadvantage.

Swordbreaker

The swordbreaker is a peculiar, heavy built dagger used to intercept, block and rarely even break enemy weapons.

When an attack made with a finesse weapon misses you by 2 or less you can use your reaction to try to block the blade of your enemy: make a Sleight of Hand check against a Sleight of Hand check.. On a success you block the weapon. This effect ends either after that enemy is attacked or attacks or after you are attacked. The next attack against that enemy will be made with advantage and its next attack is made with disadvantage. You cannot attack with the swordbreaker if it is blocking a blade. Finally while you are blocking a blade with a swordbreaker enemies different than the one whose weapon you are blocking have advantage in attacking you. On a fail the enemy you tried to block will have advantage on his next attack against you.

Smallsword

A smallsword is a short sword made mostly for thrusting, rather than cutting.

Rapier

The Rapier is a relatively long and nimble sword made mostly for thrusting, rather than slashing, albeit it certainly can.

Estoc

The Estoc is a relatively heavy, long, two handed sword designed specifically for thrusting.

Javelin

The Javelin is a short spear that is designed to be thrown over relatively long distances.

Spear

The Spear is a versatile weapons that has many purposes and can be used effectively in a lot of different situations.

Glaive

The Glaive is a polearm which is most suited for slashing, rather than piercing. It resembles a spear with a broad and elongated head.

Bardiche

The Bardiche resembles an elongated big axe, made specifically for cutting.

Halberd

The Halberd is a multipurpose polearm, incredibly effective both for cutting and thrusting or piercing.

Poleaxe

The Poleaxe (Also Pollaxe) resembles an Halberd, but it often had a more pronounced lateral spike or even an hammer to inflict devastating blows.


Brandistock

The brandistock is a short polearm with one three pointy ends which are normally hidden inside the shaft, protruding from it when the target is struck.

Ahlspiess

The ahlspiess or awl pike is a polearm with a single, long spike, made specifically for thrusting deeply into armour or cavalry.

Pike

The Pike is the longest of the polearms, able to hit enemies which are quite distant from the wielder of this thrusting weapon. The Pike is a reach weapon, but its reach is 15 feet. Pike attacks have disadvantage if the target is within 10 feet or less from you.

Lance

The Lance can be used with one hand when the wielder is on a mount.

Kusarigama

Polehammer

Similare to the Poleaxe the Polehammer is made with a hammer head and either one or two spikes.

Roncone

The Roncone, commonly called Bill for its shape was a weapon specifically designed to hook enemies and either pierce through them or cut them with the inner part of the blade.

Haladie

The haladie is basically a double dagger, often with a small protection for the hand. Once per turn, if you miss an attack roll with the haladie you can make another attack with it. Additionally if you are dual wielding and have a shielded Haladie in at least one hand your AC increases by 1.

Handaxe

The handaxe is a small, nimble axe.

Battleaxe

The battleaxe is a bigger axe, which can be used efficiently both with one and two hands.

Waraxe

The waraxe is a broad term which refers to axes so big they have to be used with two hands, dealing devastating blows.

Greataxe

The greataxe is the biggest of the axes: it is heavy, long and deals incredibly powerful blows.

Pickaxe

The pickaxe is a versatile weapon good both for piercing and cutting through flesh.


Hammeraxe

The hammeraxe is a versatile weapon, good both for ramming the enemies or to cut them down.

Club

One of the simplest and most basic weapons the Club is relaively small and can be wielded in one hand to hit enemies with bludgeoning hits.

Mace

The Mace is a bit more sophisticated than the club, the weight is distributed in such a way that hitting with it causes more serious damage. Adding spikes onto hit causes even more pain to the enemies struck by it.

Warmace

Longer, well crafted a Warmace is the improved version of the mace. With spikes on it it is sometimes called a morning star.

Great Morning Star

A big, long morning star with a longer spike on its tip.

Goudendag

Like a great morning star, but without spikes.

Greatclub

Liek the club, but bigger. The weapon is powerful, but unrefined.

Quarterstaff

Basically a well carved stick, most likely made out of strong, resistant wood. Its versatility and relatively light weight allows for quick hits and somewhat powerful blows.

Light Hammer

A small hammer which can be thrown to hit enemies at a distance.

Longhammer (Maul)

The heaviest of the hammers the maul has to be wielded with towo hands, to properly deliver the force and impact of its blows. It has a long shaft, which allows it to be used with an extended reach.


Warhammer

The warhammer is a medium sized battle hammer, which can be used properly either with one or two hands, delivering powerful, concussive blows.

Greathammer

This hammer weighs as much as a maul, but it has a shorter shaft, making it better in close quarters, but unable to reach distant foes.

Warpick

The warpick was mostly used to pierce through armor with a spike or to inflict damage through it thanks to the hammerhead.

Battlepick

The battlepick uses a spike to pierce through armor or to hook enemies down.

Tabar-Zaghnal

The Tabar-Zaghnal can be used either like a normal axe or to pierce and slash through flesh.

Flail

The flail is made with a relatively short handle and a weight, held together by a chain. The chain allows to bypass some defenses. With spikes on it the damage it causes is even nastier.

Longflail

Basically the longflai is the same thing as a flail, but with a much longer handle.

Dagger-Axe

This weapon is basically a long battlepick or zaghnal, having a long protruding spike with a cutting edge.

Headaxe

The headaxe has a broad blade with an even longer tip: when a target is struck the tip pierces through and the blade follows after.

Pilum

Falx

A quite heavy versatile sword, with a relatively long handle and a blade curved outward.

Khopesh

A one handed sword with a strangely curved blade.

Nagamaki

An incredibly long sword with an handle almost as long as the blade. You can use your bonus action to increase its reach for one attack.

Chakram

Rings with sharp cuting edges.

Boomerang

Throwing wooden stick specifically made to travel long distances.

Maceaxe

One end of this weapon is an axe, the other one a mace.

Net

Attacks with a net ignore all the bonuses to AC of the target except for dexterity. On a hit the target is either grappled by you and restrained or only restrained (your choice). A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 acid, fire or slashing damage to the net (AC 10) also frees the creature without harming it, ending the Effect and destroying the net.

Bolas

If you hit an attack with the bolas the target hit is restrained. Bolas have no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 acid, fire or slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.

Lasso

Attacks with a lasso ignore all the bonuses to AC of the target except for dexterity. On a hit the target is grappled by you. A lasso has no effect on creatures that are formless, or creatures that are small or smaller. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 acid, fire or slashing damage to the lasso (AC 10) also frees the creature without harming it, ending the Effect and destroying the lasso.

Blowgun and Long Blowgun

An hidden creature that uses a blowgun to make a ranged attack is not automatically revealed. It must instead immediately after the attack make a stealth check to remain hidden, following the rules for the hide action. Additionally you don't add your dexterity modifier to the blowgun's damage.

Brandistock

This weapon spikes are hidden within the staff, making it look like a regular quarterstaff, and instantaneously come out when needed. It takes one action to put the spikes back in the shaft. When you make a weapon attack with this weapon and roll a 1 or a 20 roll again: on a 1 the mechanism breaks.

Mancatcher

While you are wielding the mancatcher with two hands you can attempt to make a grapple in place of your attacks with it. Such grapple benefits from the reach of the mancatcher.

Fork (Hu Cha)

On a hit with this weapon you can use your bonus action to attempt a grapple or a shove against the creature hit.


Battle Spade

On a hit with this weapon's end that deals 1d4 slashing + 1d4 piercing you can use your bonus action to attempt a shove against the creature hit.

Lùjiǎodāo

This knife has a complex crescent moon shape to help the user of this weapon better defend itself. When you are wielding a Lùjiǎodāo you gain +1 to your AC.

Bladed Wheel

This weapon has a complex sun shape to help the user of this weapon better defend itself. When you are wielding a Bladed Wheel you gain +1 to your AC.

Armblade

You can keep tiny object in your hand while you wear an armblade.

Ikakalaka

On a critical, if used to deal slashing damage, it deals additional 1d4 piercing damage.

Swordstick

The swordstick appears as a normal walking cane, but it has an hidden blade. The statistic of the swordstick as a cutting weapon are the same as the smallsword.

Spiked Gauntlet

Attacks made with this weapon count as unarmed strikes. Creatures have disadvantage when trying to disarm you off this weapon.

Spiked Gauntlet

Attacks made with this weapon count as unarmed strikes. Creatures have disadvantage when trying to disarm you off this weapon.

Bayonet

The bayonet makes the musket and other two handed firearms useful as melee weapons: they deal 1d4 piercing damage.

Bayonet Axe

The bayonet axe makes the musket and other two handed firearms useful as melee weapons: they deal 1d4 (1d3 the one handed ones) slashing damage and have the hook property.

Bayonet Hook

The bayonet hook makes the musket and other two handed firearms useful as melee weapons: they deal 1d4 (1d3 the one handed ones) piercing damage and have the hook property.

Duck's Foot

When you make an attack roll against a creature with this weapon you can make an attack roll with disadvantage against creatures within 10 feet from that creature. On a hit they take the same damage you deal to the creature.

Repetition Crossbow

TorchMace

When lit the torchmace burns for 1 hour, providing bright light in a 10-foot radius and dim light for an additional 10 feet.

TwinBlade

Both ends of this pole weapon have a blade and both deal the same amount of damage.

DoubleBlade

Both blade of this pole weapon have a blade, one better for thrusting and one better for slicing.

WeightedAxe

This axe adds both the strength and dexterity modifier both to attack and damage rolls.

Double Shot

When you use this weapon and have 2 shot loaded you can choose to fire both of them with only one attack. If you do so you roll only once and consume both shots, having to reload afterwards.

Punch Pistol

When you make an unarmed strike you can choose to fire the punch pistol as part of it. You add the 1d6 piercing damage to that unarmed strike's damage roll and the pistol needs to be reloaded.

Shrapnel/Pallet Ammo

When you reload a firearm with this ammunition the projectile explodes into smaller ones. Rather than making an attack roll the target of your attack and any creature within a 10 feet cone originating from it (like ice knife) make a dexterity saving throw against 8 + your proficiency bonus + your dexterity modifier. On a fail they take half the damage they would normally take, on a success they are unscated. They make the saving throw with disadvantage if they are within 10 feet from you and with advantage if they are outside the normal range. Finally, when using this ammunition type the maximum range of the weapon is halved.

Credits:

Joan of Arc, cover Art, by Bayard Wu https://www.artstation.com/artwork/bvygm

Ygvarr by Artem Demura https://www.artstation.com/artwork/BnZ0l

Wrath of the berserker by gooloo0-o https://www.deviantart.com/gooloo0-o/art/Wrath-of-the-berserker-679410875

Kangrinboqe Warrior by YinYuming https://www.deviantart.com/yinyuming/art/Kangrinboqe-Warrior-576059761

Gedyneith Flaminica by Anna Podedworna https://www.artstation.com/artwork/1D1e2

Keldar by RalphHorsley https://www.deviantart.com/ralphhorsley/art/Keldar-274035483

Paladin by Stephen Nickel https://www.artstation.com/artwork/xJD2WX

Sir Gawaine and sir Blamur by Julek Heller https://arthive.com/it/artists/10521~Julek_Heller/works/289361~Sir_Gawaine_and_sir_Blamur

SELFLESS SHIELDGUARD by Jelena Kevic-Djurdjevic, Marko Djurdjevic, Högni Jarleivur Mohr, Gerald Parel, Chris Kintner & Claudiu-Antoniu Magherusan https://www.artstation.com/artwork/e068oD

Duel - Iron Blade - Gameloft by Eyardt https://www.deviantart.com/eyardt/art/Duel-Iron-Blade-Gameloft-674060374

Anajinn by Ruan Jia https://www.artstation.com/ruanjia

Battle 1 by KJ Yu https://www.artstation.com/artwork/battle-1

Swashbuckler by Konstantin-Vavilov https://www.deviantart.com/konstantin-vavilov/art/Swashbuckler-602949679

Addan the Eccho Knight by EdwardEi1 https://www.reddit.com/r/DnD/comments/mulq2l/ocart_addan_the_eccho_knight/?utm_medium=android_app&utm_source=share

Sun-Seeker Knight by verface https://twitter.com/verface/status/1137730989596303360/photo/1

God Fist Lee Sin by Alex Flores https://alexflores.artstation.com/projects/LvODA

Shaolin by Stanton Feng https://www.artstation.com/artwork/9e2eL

Shadow Hunt by Olga Erokhina https://www.artstation.com/artwork/xR592

jungle hunter by Cliffhangar https://www.deviantart.com/cliffhangar/art/jungle-hunter-92729500

Tracking in the Snow by Todd Ulrich https://www.instagram.com/p/yqhL0MIR4J/?hl=it

Gavony Trapper by Caio Monteiro http://www.caiommonteiro.com/gavony-trapper

DIshes by Anna Dubrovina https://www.behance.net/gallery/65455903/DIshes

Stone Hatchet Concept by Carhvax Simons https://www.artstation.com/artwork/nABV1

The Boy & The Leaf - Kyrs Clothing by Erick Altensleben https://www.artstation.com/artwork/nE048X

Roman Camp by Danny Spitz https://www.artstation.com/artwork/nEq06O

Pitfall Trap by Franz Vohwinkel https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=197533

Pit Trap by AlcoholicHamster (Lucas Staniec) https://www.deviantart.com/alcoholichamster/art/Pit-Trap-662681197

Survivor Submission by Pierre Raveneau https://www.artstation.com/contests/the-journey/challenges/1/submissions/2974

A L'orée des bois by Efflam Mercier https://www.artstation.com/artwork/8w0Zn

One Man Army by Lady-Blackthorn https://www.deviantart.com/lady-blackthorn/art/One-Man-Army-396213781

Fynn, the Fangbearer by lie setiawan https://www.artstation.com/artwork/ZGBGvR

Chameleon scout by firatsolhan https://www.deviantart.com/firatsolhan/art/Chameleon-scout-501611541

Huntsman by Swang. https://www.artstation.com/artwork/VnKVR

Prime by Aleksandra Skiba https://www.artstation.com/artwork/xJdW1W

Amazon by Helder ALMEIDA https://www.artstation.com/artwork/LlxBr

Tuhali taking a break by Kullen https://twitter.com/Endivinity/status/1102611554262908928/photo/1

Ixia by Grace Cheung https://www.artstation.com/artwork/PDNDB

Mutual Destruction by Hugh Pindur https://www.artstation.com/artwork/nQAnDK

Character Sketches by Stephen Nickel https://www.artstation.com/artwork/oAb8Ew

Unnamed by Jens Kuczwara https://www.instagram.com/p/CCLhGW1Dpm7/

Ranger by BBeaton https://www.deviantart.com/bbeaton/art/Ranger-317573123

Warfront Disenchanter by Wisnu Tan https://www.artstation.com/artwork/lVVErG

Ivion- druids by Wojtek Depczyński https://www.artstation.com/artwork/AgqQq

Loose by Ahmad Hilmi https://www.artstation.com/artwork/rRzwzE

Forest shade by Alexander Borodin https://www.artstation.com/artwork/zlEZd

Hunted by HELMUTTT https://www.deviantart.com/helmuttt/art/Hunted-569503209

Wood Elf Ranger by Stephen Nickel https://www.artstation.com/stevesketches

Healing Arrow by the Griffon's Saddlebag https://www.patreon.com/the_griffons_saddlebag

The Gold Knight by Eyardt https://www.deviantart.com/eyardt/art/The-Gold-Knight-675644777

Kaya, Bane of the Dead by Magali Villeneuve http://www.magali-villeneuve.com/

Magpie Thief by ViridRain https://www.deviantart.com/viridrain/art/Magpie-thief-493087175

Fantasy characters WIP by Adam Lee https://www.artstation.com/artwork/YnZWV

Under the mask—Feign by lei min https://www.artstation.com/artwork/g8qm0x

Thespian Hoplite by Christos Giannopoulos https://www.deviantart.com/chrishistoryartworks

Silver Centurion leona by Aleksei Vinogradov https://www.artstation.com/artwork/6GEn

Dragonborn Commission by Matthias Doci https://pimney.artstation.com/projects/ba3DAv

Kanabō of the Oni by Dungeon Strugglers https://www.artstation.com/artwork/4XyaZ2

Rapidfire Heavy Crossbow by Dungeon Strugglers https://www.artstation.com/artwork/NxR0bd

Watercolor stains and other effects by Qalar Valar, Sandara, Outland Arts, Zack Stella, Denny Tang, Daniel, Kamarudin, AeronDrake, Oakendragon https://homebrewery.naturalcrit.com/share/HyWImuH06x

Other Brews

Revised Races https://homebrewery.naturalcrit.com/share/-pJqPdqLZf3n
Real Animals Compendium https://homebrewery.naturalcrit.com/share/1K-Qe6YHjzuIWcbIrkr88mY0sr5fQFDIzTPo5I5s_iYBv
Draconomicon https://homebrewery.naturalcrit.com/share/1_9w-g0zQf5P
Food & Survival https://homebrewery.naturalcrit.com/share/wgCil3X37jBx