D&D General Vote Up a 5e-Alike: Fighter Draft 2, plus Archetypes (and a poll)

Warrior Questions

  • I like having the different martial classes as Warrior archetypes

    Votes: 5 38.5%
  • No, this sucks; make the Fighter, Barbarian, and Paladin their own classes

    Votes: 7 53.8%
  • I like the idea of standardized bonuses/penalties to saving throws

    Votes: 5 38.5%
  • No, don't do standardized saves like that, do it some other way (suggest in comments, please)

    Votes: 2 15.4%
  • Bring back weapon sizes! Halfing-sized polearms ahoy!

    Votes: 2 15.4%
  • No weapon sizes--that's too much extra detail.

    Votes: 6 46.2%
  • There are too many maneuvers (suggest which ones to remove)

    Votes: 4 30.8%
  • There are a good amount of maneuvers here

    Votes: 2 15.4%
  • There aren't enough maneuvers (suggest which ones to add)

    Votes: 3 23.1%

  • Poll closed .

Faolyn

(she/her)
What's New
New maneuvers--hopefully adding maneuvers to cover some of the missing areas that @Tonguez mentioned--and a few other changes. If you made a suggestion and I didn't address it in the comments or it's not included here, chances are I missed the suggestion or just forgot. Please, suggest it again! Also, one or two maneuvers got renamed, and some old maneuvers got new sub-maneuvers

Also, I renamed the Fighter to Warrior, because...

We've gone back-and-forth about it, but for the moment, I went with the idea that fighter, paladin, and barbarian are archetypes of the Warrior class, thus reducing the number of classes we have by a lot. I imagine that the final class list might be Warrior, Rogue or Expert (which could include thief, bard, artificer, etc.), Mage, and Cleric, and possibly some sort of Warlock-y or Witch-y caster that combines elements of Mage and Cleric.

The Warrior's current archetype list includes Archer, Brawler, Fighter, Holy Warrior, and Rager. Obviously, there's room for a lot more: a warlord/marshal.whatever archetype, an eldritch knight/mageblade/whatever, a swashbuckler/duelist, a beastmaster, a spirit-warrior... tons of stuff. I stopped at five because I was getting a bit tired and wanted feedback. As it is, I'm pretty sure my archetypes aren't particularly balanced, but hey, that's what additional drafts are for. I didn't do a ranger because some people were saying that rangers could just fall under Rogues, and I'd like to see what people say.

A Random Thought About Saving Throws I Had While Writing The Holy Warrior
Remember how in AD&D, a lot of times you were told to save at a -3 penalty or a +2 bonus or whatever? Since this is a roll-under system, maybe we should bring it back, but standardized. A Typical save would be at stat. An Easy save would be at +2 (or whatever), meaning you'd roll under your stat +2. A hard save would be at -2, a very hard save would be at -4, and so on until we get to -10 or run out of adjectives, whichever comes first. Every save would use this list.

Something like a 1st level spell would be Typical to resist, but when you go up in level, it becomes harder and harder to resist--just like how your spell save DC becomes harder to beat in 5e. Additionally, we can have things such as spell or school specialization, feats, power-components, caster fatigue (since we wanted to have casters roll to cast their spell successfully), etc., alter the save difficulties in this way.

The same would be true of the Warrior's maneuvers. They start out as Typical and become harder to resist as the Warrior levels up.


Warrior
Level
PB
Features
1​
+2​
Origin, Fighting Style, Maneuvers
2​
+2​
Martial Archetype
3​
+2​
Warrior’s Learning
4​
+2​
Ability Score Improvement, Extended Critical
5​
+3​
Extra Attack, Weapon Specialization
6​
+3​
Reputation, Well-Rounded
7​
+3​
Additional Maneuvers, Maneuver Specialization, Martial Archetype Feature
8​
+3​
Ability Score Improvement
9​
+4​
Inner Fire
10​
+4​
Additional Maneuvers, Maneuver Die, Martial Archetype Feature
11​
+4​
Extra Attack (2)
12​
+4​
Extended Critical, Ability Score Improvement
13​
+5​
Inner Fire (2)
14​
+5​
Weapon Mastery
15​
+5​
Maneuver Die (3), Martial Archetype Feature

Proficiency Bonus goes up by 1 every four levels (+6 at 17th level, +7 at 21st level, and so on)

Ability Score Modifier: +1 to one of Strength, Dexterity, or Constitution.
Hit Points: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after first until 10th level. Then, 3 + your Constitution modifier per Fighter level afterwards.
Weapon Proficiencies: You are proficient in unarmed attacks (including attacks made while wearing gauntlets), basic weapons (club, dagger, light crossbow, quarterstaff, and spear), and in six weapons of your choice. You become proficient in one additional weapon every four levels (at 4th level, 8th level, 12th level, and so on)
Armor Proficiencies: You are proficient in all armor and shields.
Tool Proficiencies: One tool of your choice
Skills Proficiencies: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Saving Throws: Fortitude and Reflexes

Level 1: Origins
How did you learn to fight? Who taught you? Who did you befriend? Choose from the following tables or make your own. The people you name will be your contacts. They may be willing to help you out, on occasion—perhaps for free, perhaps for a price, depending on how you know them and how you treat them.
d8
Where You Learned
1​
Everyone in your town was taught the basics.
2​
You were recruited into the army.
3​
You joined or were voluntold into the town’s militia or guard.
4​
You were sent to a prestigious training school.
5​
You learned on the streets, at the school of hard knocks.
6​
You were taught by a parent or other older relative, a local hermit, or a mendicant warrior—someone who themselves had been a fighter of some renown in their heyday and chose you to pass their knowledge onto.
7​
Nobody taught you; as soon as you picked up a weapon, you found you were just miraculously talented.
8​
Nobody taught you; you learned—possibly in secret—by reading books on martial techniques, watching others fight, and practicing on your own.

Then name your mentor, the person who taught you to fight or had the most influence over you during this time period, and the friend you made while you were learning.

d6
Mentor
1​
They still view you as a student to be critiqued and ordered about. Go put on the water for some tea, student!
2​
They are proud of how far you’ve come since they first met you; they knew you had it in you.
3​
They’re honestly surprised you’ve made it this far without having given up or tripped and accidentally impaled yourself on your training blade.
4​
They are jealous of your fighting prowess. You showed a level of talent they had to fight to achieve.
5​
They’ve taught a lot students over the years. You didn’t really stand out all that much.
6​
They’ve put a lot of effort into training you. You better not fail them, because it’ll reflect poorly on them.

d6
Friend
1​
Another student; you helped each other out when you and they were having a hard time with your lessons.
2​
Another student, with whom you had a great time sparring.
3​
A sibling or close cousin who was learning at the same time. The two of you stuck close together.
4​
A person who wasn’t trying to learn how to fight but enjoyed watching the students duel.
5​
Another student, with whom you were briefly, but romantically, involved.
6​
A retired warrior who offered friendly advice and a kind word when you were having troubles.

Finally, name your biggest rival during this time. This person might still be your rival, but perhaps since then they’ve graduated to friend—or bitter enemy.

d8
Rival
1​
A sibling or close cousin, who desperately wants to be the golden child of the family.
2​
A bigot, who doesn’t want anyone like you thinking that they can succeed.
3​
A braggart, who is annoyed you’re not in awe of their amazing skills.
4​
A “friend,” who sees your relationship with them as a competition, and they are determined to win.
5​
A member of a lower class or station, who is damned if they’re going to let you beat them, nor will they accept your charity.
6​
The child of a famed warrior, who wants to prove themselves to be just as good as they are.
7​
A teacher who seemed to have it in for you.
8​
Another student, whom you trounced or accidentally (?) hurt badly in an early lesson, and who never forgave you for it.

Level 1: Fighting Style
Choose one fighting style to represent your specialty. If you gain an option to take another Fighting Style, you can’t take the same one more than once. At 6th level and every 7 levels after that (13th level, 20th level, etc.), you gain an additional bonus.

Archer: You gain a +2 bonus to attack rolls you make with ranged weapons, and both the normal and long range of the weapons you fire increase by 20 feet. Additional bonus: +1 damage.

Armor Mastery: While wearing armor, you gain a +1 bonus to AC. Additional bonus: +1 AC.

Blindfighting: You gain blindsight to 10 feet. Additional bonus: Range increases by 10 feet.

Bodyguard: When a creature within 5 feet of you hits a target and you are wielding a weapon or a shield, you can use your reaction to impose disadvantage on the attack. Additional bonus: Range increases by 5 feet.

Dual-Weapon Fighting: When you attack while wielding two weapons, you can add your ability modifier to the damage of the second attack. Additional bonus: +1 damage to primary weapon’s attack.

Duelist: While wielding a one-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls. While wield a weapon with the Parry trait, once per turn, you can add +1 to your AC. Additional bonus: +1 damage.

Maneuver Specialist: When using a Maneuver, your save DC increases by 1, and when you inflict damage while using a maneuver, you inflict an additional 2 damage. Additional bonus: +1 to attack rolls.

Mounted Combat: While mounted, you gain advantage on attacks made against creatures that are not mounted and are your size or smaller. Additional bonus: +1 damage.

Polearm Fighting: While wielding a weapon with Reach, a quarterstaff, or a spear, you can use your bonus action to make a melee attack with the weapon’s other end, inflicting 1d4 bludgeoning damage on a successful attack. Additional bonus: +1 damage to the initial attack.

Pugilism: Your unarmed attacks deal bludgeoning damage equal to 1d6 + your Strength modifier, or 1d8 + your Strength modifier if you aren’t wielding any weapons or a shield. If you are grappling something, then at the start of each of your turns, you inflict 1d4 bludgeoning damage to each of those creatures. Additional bonus: +1 damage.

Two-Handed Weapon Fighting: When wielding a Heavy or Versatile melee weapon in two hands, if you roll a 1 or 2 for damage, you can reroll the die and must use the new roll. Additional bonus: The number you can roll for damage increases by 1 each time (1-3 at level 6, 1-4 at level 13, etc.).

Weapon-Thrower: You gain a +2 bonus to attack rolls you make with thrown weapons, and you can draw a weapon with the thrown property as part of the attack you make with it. Additionally, both the normal and long range of the weapons you throw increase by 20 feet. Additional bonus: +1 damage.

Level 1: Maneuvers
You learn three maneuvers of your choice from this list, and you gain two additional maneuvers at 4th level, 7th level, 10th level, and every 5 levels thereafter. Each time you learn new maneuvers, you can also replace one maneuver you know with another one. Some maneuvers allow you to purchase them more than once, unlocking extra abilities when you do so. When you do so, you don’t need to spend an additional maneuver die to use those extra abilities.

You can only use one maneuver on each of your turns, no matter how many attacks you can make. You can’t use a maneuver if you are incapacitated.

The full list of maneuvers is at the end of the Fighter entry.

Maneuver Dice
You have a number of d8 maneuver dice equal to twice your proficiency bonus. To use one of your maneuvers, you must expend one of these dice. At 10th level, this die becomes a d10. At 15 level this die becomes a d12. You regain all expended maneuver dice when you complete a short or long rest.

Saving Throws
Some maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw [[TBD]]. Unless the maneuver states otherwise, if you choose to base the saving throw off of your Strength, your target uses Fortitude to make their saves, and if you chose Reflexes, your target uses Reflexes to make their save.

Level 2: Martial Archetype
At 2nd level, choose your martial archetype. This both indicate the direction your character is striving towards and exemplifies your current fighting styles and maneuvers. You gain additional archetype features at levels X, Y, and Z.

Level 3: Warrior Learnings
By 3rd level, your fighting abilities have given you more knowledge than just how to swing a weapon. Choose one of the following sets of knowledge. When you need to make an Intelligence or Wisdom skill check to recall information about something related to that set of knowledge, you may always add your proficiency bonus. You also add your proficiency bonus to Charisma checks made to deal with people associated with that set of knowledge.

If you already are proficient in the related skill, then you may double your proficiency bonus instead.

Bounty Hunter: Add your proficiency bonus when making checks to recall information about criminals and mercenaries, how to find your way around an urban environment, and on rolls made to track humanoids. You also add your proficiency bonus to Charisma checks made when dealing with other bounty hunters and with people you have been hired to track down.

Champion of the Court: Add your proficiency bonus when making checks to recall information about nobles, heraldry, and politics. You also add your proficiency bonus to Charisma checks when dealing with nobility, courtiers, and politicians.

Military History: Add your proficiency bonus when making checks to recall information about wars, military action, tactics, heroes of battles, and famous weapons and suits of armor. You also add your proficiency bonus to Charisma checks when dealing with military generals, soldiers, and veterans.

Monster Hunter: Add your proficiency bonus when making checks to recall information about three types of monsters chosen from the following list: aberrations, celestials, elementals, fey, fiends, giants, monstrosities, oozes, or undead. You also add your proficiency bonus when dealing with other monster hunters and with the victims of the monsters you are hunting.

Urban Fighter: Add your proficiency bonus when making checks to recall information about a city’s history, as well as when you are looking for important people and locations in that city. If this is your home city, then once between rests, you can gain advantage on such a roll. You also add your proficiency bonus to Charisma checks made when dealing with the people who are important in the city.

[[Note: I’m still having a bit of trouble phrasing this. What I mean is, if your background says you came from a merchant family, important places and people would be rich merchants, the trade hubs, and the warehouse district; but if your background says you grew up on the streets of a poor, crime-heavy neighborhood, you would be able to find safe alleys, black markets, gang leaders, and so on.]]

Wilderness Warrior: Add your proficiency bonus when making checks to recall information about beasts and plants, about natural environments, and on rolls made to survive in the wilderness. You also add your proficiency bonus to Charisma checks made with other humanoids who live in the wilderness.

Level 4: Extended Critical
At 4 level, your critical range increases by 1, to a maximum of 16-20.

Level 4: Additional Maneuvers (2)
Take two additional maneuvers.

Level 5: Weapon Specialization
Choose one weapon you are proficient with. You gain a +1 nonmagical bonus to attack and damage rolls made with this weapon.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change the weapon in which you have specialized, representing a change in your fighting techniques and weapon preferences.

Level 5: Extra Attack
When you reach 5th level, you can attack twice instead of once when you take the Attack action on your turn. You gain an additional extra attack every 6 levels afterwards (at 11th level, 17th level, and so on).

Level 6: Reputation
Word of your exploits has gotten around—but even without that, people can tell at a glance that you are a fighter of some ability. Choose one of the following reputations: Formidable Foe, Inspiring Leader, One to be Feared, Renowned Hero, or Without Fear. With the GM’s permission, you may choose a different reputation. Once per rest, you can gain advantage on a Charisma check made when playing into that role.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, and you feel that your more recent actions have changed how people view you, you may change your reputation to a more appropriate one.

Level 6: Well-Rounded
When you reach 6th level, either choose a skill or tool you are not currently proficient in and gain proficiency in it, or choose a skill or tool in and gain expertise in it, doubling your proficiency bonus when you use it.

Level 6: Fighting Style Bonus
At 6th level, your ability with your Fighting Style improves, giving you another ability with it.

Level 7: Additional Maneuvers (3)
Take two additional maneuvers.

Level 9: Inner Fire
At 9th Level, when you fail an ability check, attack roll, or saving throw, you can choose to succeed instead. Once you have done so, you can’t do so until you complete a long rest. You gain an additional use of this ability at 13th level.

Level 10: Additional Maneuvers (4)
Take two additional maneuvers.

Level 11: Extra Attack (2)
At 11th level, you can attack three times when you take the Attack action. You gain an additional extra attack at 17th level and every 6 levels afterwards.

Level 12: Extended Critical (2)
At 12 level, your critical range increases by 1, to a maximum of 16-20. Your critical range increases again at 20th level, and every 8 levels after that.

Level 13: Inner Fire (2)
At 13th level, you can use Inner Fire twice between long rests.

Level 14: Weapon Mastery
You increase your ability with the weapon you have specialized in with the Weapon Specialization feature. The damage die of that weapon increases by one die type. If the weapon already inflicted 1d10 damage, it changes to 2d6 damage instead of 1d12. You keep the +1 bonus to attack and damage rolls granted by the Weapon Specialization feature.

Level 15: Additional Maneuvers (5)
Take two additional maneuvers.

Maneuver List

Accurate Attack:
You can expend a maneuver die and add the number rolled to your attack roll. You can use this maneuver before or after making the attack roll, but before determining if the attack hits or misses.

Assessment: When you make an Intelligence (Investigation), Intelligence (History), or Wisdom (Insight) check, you can expend a maneuver die and add it to the roll. You can take this maneuver twice to get Read Opponent:
* Read Opponent: You can use your reaction to make an Insight check against a target you can see. On a success, you learn their tells and weakness. You gain advantage on your next attack against that person, and you can add your maneuver die to the damage roll.

Attack From Below: If you take the Dodge action and attacked by a creature that is at least two sizes larger than you, you can use your reaction to expend a maneuver die and add half the number rolled to your AC, and then can move up to 15 feet to that creature’s side or back without provoking opportunity attacks.

Back to Back: When you’re within 5 feet of an ally that isn’t incapacitated, then on your turn, you can expend a maneuver die. Roll the maneuver die. Both you and the other creature gain an AC bonus equal to half the number rolled, which lasts until the start of your next turn. If you are mounted, you can use this maneuver to increase your mount’s AC instead of an ally’s. You can take this maneuver twice to get Substitute.
* Substitute: If your ally is targeted by an attack, you can choose to use your reaction to become the target instead. Optionally, your ally can choose to use their reaction to be targeted by the attack instead.

Bleed Out: On a successful hit with a weapon attack, you can expend a maneuver die to force the target to make a Fortitude saving throw. On a failure, it takes damage equal to that on the maneuver die. At the start of its next turn, it takes that amount of damage again, from blood loss. Creatures that don’t bleed are immune to this maneuver.
You can take this maneuver twice to cause it to have to continue to bleed on the turn after that one as well.

Charge: You can expend a maneuver die to take the Dash action as a bonus action. If you are mounted, your mount can take the Dash action instead. If, at the end of your total movement you use your action to successfully make an attack with a melee weapon, you can add your maneuver die to the damage roll. You can take this maneuver twice to get either Charge Recklessly or Trample. You can take this maneuver three times to be able to get both, although you can only use one of those options at a time.
* Charge Recklessly: You can add half the number rolled on your maneuver die to your AC. If you are mounted, add half the number to your mount’s AC instead. This bonus lasts until you stop moving.
* Trample: If your movement takes you through another creature’s space and you are either mounted or one or more sizes larger than the creature, you can use your reaction to force the creature to make a Reflexes check. If it fails, it is knocked back 5 feet and falls prone, and takes damage equal to your maneuver die.

Cleave: When you successfully attack a creature with a melee weapon, you can expend a maneuver die. If you hit, add the maneuver die to the damage roll, and you can use your reaction make an attack using the same weapon against a second creature within your reach. You can take this maneuver twice to get Great Cleave.
* Great Cleave: If you successfully make the second attack, you can also make an attack against a third creature that is within your reach. As long as the attacks are successful, you can continue to make attacks.

Combat Pickpocketing: When you make an attack roll against a target within 5 feet of you, you can use your bonus action to expend a maneuver die and attempt a Dexterity (Sleight of Hand) check against that creature.

Confusing Blow: When you hit a creature with a weapon attack, you can expend a maneuver die to confuse it. If you hit, add the maneuver die to the damage roll. You also either give another ally advantage on its next attack roll against the creature or cause the creature to have disadvantage on the next attack roll it makes before the start of its next turn. You can take this maneuver twice to get Stunning Blow.
* Stunning Blow: If you choose to cause the creature to have disadvantage on the next attack roll it makes, it instead has disadvantage on all attack rolls it makes until the end of its next turn.

Cover Them: You can use your action to expend a maneuver die to protect an ally within 5 feet of you. Until the start of your next turn, that ally gains a bonus to their AC equal to half the amount rolled on the maneuver die.

Deflect Missile: If you are wielding a melee weapon and a creature hits you with a missile or thrown weapon, you may expend a maneuver die and add your proficiency bonus + Dexterity modifier. If the total exceeds the damage the weapon inflicted on you, you instead deflect the ammunition or weapon and take no damage. You can take this maneuver twice to get Snatch Missile.
* Snatch Missile: If you would deflect the ammunition or weapon, you can grab it instead. You must have a free hand to use this ability. You can then use your reaction to use the ammunition with your own ranged weapon or throw it.

Disabling Blow: When you hit with a melee weapon attack, you can expend a maneuver die to force your target to make a Fortitude saving throw. On a failure, the creature can use their one of their hands (your choice) until the end of its next turn. Constructs, undead, and creatures that can’t feel pain are immune.

If you score a critical hit and the target fails their Fortitude saving throw, their hand is disabled for 1 minute. They may attempt a new save at the end of each of their turns, ending the effect on themselves on a success.

Disarming Strike: When you hit a creature with a weapon attack, you can expend a maneuver die. If you hit, add the maneuver die to the damage roll, and your target must make a saving throw. On a failure, it drops one object it is holding (your choice, if it is holding more than one object), and the object lands at its feet. You can take this maneuver twice to get either Snatch or Throw It Away. You can take this maneuver three times to be able to get both, although you can only use one of those options at a time.
* Snatch: When your target drops the idem, you can use your reaction to grab it out of mid-air.
* Throw It Away: When your target drops the item, the item flies 10 feet away in a random direction.

Dominate the Room: When you make a Charisma ability check, you can expend a maneuver die and add it to the roll.

Doubleshot: When you make an attack with a ranged or thrown weapon, you can expend a maneuver die to fire two missiles or weapons at a single creature, using one attack roll. If you hit, roll your damage die twice and add your maneuver die. You can take this maneuver twice to get either Manyshot or Volley. You can take this maneuver three times to be able to get both, although you can only use one of those options at a time.
* Manyshot: You fire multiple missiles or weapons at once at a single creature who must be within normal range. If you hit, roll your damage die three times and add your maneuver die to the damage roll. Optionally, you can choose to target two creatures that are within 5 feet of each other, using one attack roll. On a hit, roll your damage die twice for one of the creatures and the damage die once and add the maneuver die for the other creature.
* Volley: You fire missiles or weapons at up to five creatures who are within 20 feet of each other and who are within normal range, using one attack roll made at disadvantage. If you hit, roll your damage die normally for each creature. You can’t use this ability if you have moved during this turn, and your speed becomes 0 for the rest of the turn.

Doublestrike: When making an attack while wielding two weapons, you can attack with both weapons, using a single attack roll. If you hit, roll your damage die twice and add your maneuver die.

Drive Back: When you successfully make a melee attack, you can expend a maneuver die, adding the maneuver die to the damage roll and forcing your target to make a Fortitude saving throw. If it fails, you and your target move up to half your speed in a direction you choose. This movement provokes opportunity attacks as normal. You can take this maneuver twice to get Drive Down.
* Drive Down: You can move your target no more than 10 feet and cause them to fall prone at the end of that move.

Fancy Footwork: Choose a target within 5 feet of you. Until the start of your next turn, you can add the maneuver die to your AC against that creature, and it may not make Opportunity Attacks against you.

Far Shot: When you make a weapon attack using a ranged weapon, you can expend a maneuver die to increase the range of the weapon you are using. The range increase is 10 × the number rolled on the die in feet.

First Strike: When you roll initiative and aren’t incapacitated, you can expend a maneuver die and add the die to both the initiative roll and your first attack roll. If you don’t already have a weapon drawn, you can draw one as part of this attack action.

Focus Their Attention: When you hit a creature with a weapon attack, you can expend a maneuver die. Add the maneuver die to the damage roll, and your target must make a Will saving throw. On a failure, then until the end of your next turn, the creature has disadvantage on attack rolls made against targets other than you. You can take this maneuver twice and get Draw Attention.
* Draw Attention. Choose an ally. When you use this maneuver, that ally doesn’t provoke opportunity attacks from your target until the start of your next turn, and your ally can add half the amount rolled on the maneuver die to the damage from their first attack against your target.

Frightful Attack: When you hit a creature with a weapon attack, you can expend a maneuver die. Add the maneuver die to the damage roll, and your target must make a Will saving throw. On a failed save, it is frightened of you until the end of your next turn. You can get this maneuver twice to take Terror of the Battlefield.
* Terror of the Battlefield: If your target fails their Will saving throw, each creature within 15 feet who can see you must also make a Will saving through or be frightened of you.

Grappling Attack: When you successfully hit a creature that is no more than one size larger than you with a melee attack, you can use your bonus action to expend a maneuver die and attempt to grapple the target, adding the maneuver die to your Strength (Athletics) check. You can take this maneuver twice to get either Charge Iron Hold or Sink Your Claws In. You can take this maneuver three times to be able to get both, although you can only use one of those options at a time.
* Iron Hold: Your grappled target has disadvantage on attempts to escape your grapple.
* Sink Your Claws In: If you have a natural weapon such as claws or a bite attack, at the start of each of your turns, you can inflict your natural weapon damage on your grappled target.

Ignore The Pain: If a creature scores a critical hit against you, you can use your reaction to expend a maneuver die and turn the attack into a normal hit. Add the maneuver die to the damage roll.

Improved Help: You can use the Help action as a bonus action, and you use the Help action, you can expend a maneuver die and add it to your ally’s roll. You can take this maneuver twice to get Help From Afar.
* Help From Afar: You can use the Help action on an ally you can see within 30 feet.

Knock Off-Balance: When you hit with a melee weapon attack, you can expend a maneuver die and force the creature to make a Reflexes save. On a failure, it is knocked off-balance. Until the end of your next turn, the creature’s Speed is halved and it has disadvantage on ability checks and Dexterity saving throws.

Lunge: On your turn, when you make a melee weapon attack, you can expend a maneuver die to increase your reach by 5 feet. If you hit, add the maneuver die to your damage roll. You may take this maneuver twice to increase your reach by 10 feet instead.

Magebreaker: If you successfully attack a creature that is casting a spell, you can expend a maneuver die and force that creature to make its concentration saving throw at disadvantage. If it fails its roll, it takes force damage equal to the maneuver die.

Make Them Fall: If you provoke an attack of opportunity and your opponent misses you with a melee attack, you can expend a maneuver die to force them to make a Reflexes saving throw or fall prone. If they fall prone, you can immediately use your reaction to attack that creature, and you can add your maneuver die to the damage roll.

Mighty Blow: When you hit a creature with a weapon attack, you can expend a maneuver die. Add the maneuver die to the damage roll, and your target must make a Fortitude saving throw. On a failed save, its speed is reduced to 0 until the end of your next turn. You can take this maneuver twice to get Knock The Wind Out.
* Knock The Wind Out: If the target fails its saving throw, it also has disadvantage on attack rolls made until the end of your next roll.

Numbing Blow: When you hit with a melee weapon attack, you can expend a maneuver die to force your target to make a Fortitude save. On a failure, the creature is blinded, deafened, or unable to speak (your choice) until the end of its next turn. Constructs, undead, and creatures that can’t feel pain are immune.
If you score a critical hit and the target fails their Fortitude saving throw, their hand is disabled for 1 minute. They may attempt a new save at the end of each of their turns, ending the effect on themselves on a success.
You can take this maneuver twice to affect two senses at once, and you can also choose from blindsight and tremorsense.

Offensive Defense: When you use the Dodge action, you can spend a maneuver die to make your defense into an offense. As long as you are wielding a weapon, you are hit while Dodging, you can roll the maneuver die and inflict that damage to the attacker. You can take this maneuver twice to get Shield Dodge
* Shield Dodge: If you are wielding a shield when you take the Dodge action and you inflict damage to the attacker, you can push that creature back 5 feet.

Opportunistic Blow: When you would make an opportunity attack, you can choose to expend a maneuver die. If you hit, add the maneuver die to the damage roll.

Overwhelm: Choose a target within the 5 feet of you. If this target doesn’t attack you or cast a spell on you during their turn, you can spend a maneuver die to gain advantage on your first attack against them and add the maneuver die to your damage.

Parry: When another creature inflicts damage to you with a melee attack, use your reaction and expend a maneuver die to reduce the damage you take by a number equal to the amount you rolled on the maneuver die + your proficiency bonus + your either your Strength or Dexterity modifier, chosen when you take this maneuver. You can take this maneuver twice to get Parrying Counter.
* Parrying Counter: If your parry reduces the damage you take to 0, you can use your reaction to make an attack against the attacker.

Pin: If your target is within 5 feet of a wall or other vertical surface and you succeed on a ranged attack against it while within normal range, you can expend a maneuver die to force the creature to make a Reflexes saving throw. On a failure, it is pinned to the wall by your missile or thrown weapon and is restrained. You can take this maneuver twice to get Pinned Down.
If the creature is wearing clothing of some sort, you can choose to pin it through its clothes. It takes no damage but has disadvantage on its Reflexes saving throw.
* Pinned Down: The target doesn’t need to be within 5 feet of a wall; instead, if it fails its save, it is knocked prone and pinned to the ground.

Powerful Shove: When you hit a creature that is no more than one size larger than you with a weapon attack, you can expend a maneuver die. Add the maneuver die to the damage roll, and your target must make a Fortitude saving throw. On a failure, it is either pushed 15 feet away from you or falls prone (your choice). A creature that is a smaller size than you have disadvantage on its saving throw, and one that is larger than you has advantage.
You can take this maneuver twice. If you do so, the target is both pushed 10 away and falls prone.

Push Away: If a creature makes a successful melee attack roll against you, you can use your reaction to expend a maneuver die to force the creature to make a Reflexes saving throw. On a failure, it is pushed 5 feet away. You can then make an opportunity attack against it.

Quickfire: When you take this maneuver, choose either ranged weapons or thrown weapons. Use your bonus action to expend a maneuver die and make an attack with a weapon of that type. If you hit, add the maneuver die to the damage roll. You can draw the weapon and ammo as part of the this action.
You can take this maneuver twice to be able to use it on both ranged and thrown weapons.

Rally The Troops: You can use your reaction to expend a maneuver die and speak encouraging words. All allies within 30 feet gain advantage on the next Will saving throw to avoid being frightened they make before the end of your next turn. You can take this maneuver twice to get Courage!.
* Courage!: Any ally within 30 feet who failed their save to avoid being charmed or frightened or who is currently charmed or frightened may make a new saving throw, ending the effect on a success.

Ranged Opportunity Attack: If a creature within 30 feet of you would provoke an opportunity attack, you can expend a maneuver die to make a ranged attack against that creature. You can add the maneuver die to the damage roll.

Redirect Attack: When you are hit with a melee weapon attack, you can expend a maneuver die to use your reaction and force your attacker to make a Will saving throw. On a failure, you direct the attacker’s blow to target another creature within 5 feet of you instead. You can take this maneuver twice to get Reflect Attack.
* Reflect Attack: Instead of directing the attack to target another creature, you turn the attacker’s weapon back on itself, causing it to target itself.

Rend: If you are wielding two weapons and hit your target with both of them, you can expend a maneuver die to add the die to your damage.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend a maneuver die to make a melee attack against that creature. If you hit, add the maneuver die to the damage roll. You can take this maneuver twice to get Retribution.
* Retribution: If you hit a creature with your Riposte, it has disadvantage on attack rolls made against you until the beginning of your next turn.

Roll Away: When a creature misses you with a melee weapon attack, you can expend a maneuver die to use your reaction to move 15 feet away in a straight line without provoking opportunity attacks. You can take this maneuver twice to get Roll and Attack.
* Roll and Attack: If the movement from Roll Away ends with you within 5 feet of another creature, you can make an attack against that creature as part of the same reaction.

Shield Wall: If you and at least one ally within 5 feet of you are wielding a shield, you can expend a maneuver die and add half the number rolled to your AC and to the AC of each ally that is wielding a shield. This bonus lasts until the start of your next turn. You can take this maneuver twice to get Lock Step.
* Lock Step: You and each ally that has gained a bonus to their AC can use their reaction to move straight forward up to 15 feet without provoking opportunity attacks.

Skillful Feint: Use your bonus action to expend a maneuver die and make a feint against one creature in your reach. You have advantage on your next attack roll against this creature this turn. If you hit, add the maneuver die to the damage roll.

Sniper: If you use your action to make a Dexterity (Stealth) check and succeed, you can use your bonus action to expend a maneuver die and make a ranged weapon attack against a creature that is at least 30 feet away. You can add the maneuver die to the damage roll. You can’t use this ability if you have moved during this turn, and your speed becomes 0 for the rest of the turn.

Sunder: You can expend a maneuver die to make an attack with a slashing or bludgeoning weapon against an opponent’s weapon or shield, and you can add your maneuver die to the damage. Your opponent takes no damage, but if you inflict at least 15 damage to the weapon or armor, it breaks. If you inflict less than 15 damage, you don’t break the weapon but you do knock it out of balance, and your opponent’s next attack is made at disadvantage.

Surrounded: When two or more opponents are within your reach and at least one of them has successfully attacked you since your last turn, you can expend a maneuver die and add half the number rolled on the die to your AC.

Tactical Orders: You can use your bonus action to expend a maneuver die and direct an ally who can see or hear you to attack. The ally can immediately use its reaction to make one weapon attack and can add the maneuver die to their damage roll.

Target Enemy: When you take this maneuver, choose a type of creature from the following list: aberration, beast, celestial, elemental, giant, fey, fiend, monstrosity, plant, or undead. You can expend a maneuver die to add the number rolled to your attack roll when targeting a creature of that type. You can take this maneuver twice to also add the maneuver die to the damage inflicted to a creature of that type.
Optionally, you can take this maneuver multiple times, choosing a different type of creature each time. Each time you do so, you must take the maneuver twice if you wish to add your maneuver die to both the attack and damage rolls.

Throw Object: You can expend a maneuver die to throw any object that weighs 10 pounds or less as if it had the Thrown property with a range of 30/90 feet and inflicts 1d6 bludgeoning, piercing, or slashing damage (whichever is most appropriate), and you can add your maneuver die to the damage roll.
You can take this maneuver twice to get Boomerang.
* Boomerang: If the object will return to your hand, either curving around in the air or ricocheting off a solid object; you must use your reaction to catch it. Otherwise, the object will land within 10 feet of you.

Tire Them Out: If you have fought a single target for at least three rounds, you can expend a maneuver die and force them to make a Fortitude saving throw. On a failure, the target takes a level of exhaustion and has disadvantage on all ability checks until it completes a short or long rest.

Trick Shot: When you attack a creature that has half-cover or three-quarters cover using a missile or thrown weapon, you can expend a maneuver die to ignore the cover. Add the maneuver die to the damage roll.

Weapon Whirlwind: You can use your bonus action to whirl your weapon around you in a bewildering pattern. Expend a maneuver die to add half the number rolled to your AC. This bonus lasts until the start of your next turn. You can take this maneuver twice to get either Improved Whirlwind or Whirlwind Attack. You can take this maneuver three times to be able to get both, although you can only use one of those options at a time.
* Improved Whirlwind: You can add the full maneuver die to your AC.
* Whirlwind Attack: During the turn your Weapon Whirlwind is active, you can use your action to make an attack against up to two creatures within 5 feet of you and add half your maneuver die to the damage rolls of both attacks.

Weaving Run: When you move, you can expend a maneuver die to increase your speed by 10 feet and add the number rolled to your AC. This bonus lasts until you stop moving. If you are mounted, you can choose that both you and your mount gain an AC bonus equal to half the number rolled.

Wildstrike: If you successfully hit with all the attacks you normally can on make your turn against the same target, you can expend a maneuver die to make one additional attack against that target. This attack is made with disadvantage, but you can add your maneuver die to the damage roll.

Work Together: Use your reaction and expend a maneuver die to choose a creature within your reach. The next ally that makes a melee weapon attack against it can add your maneuver die to their damage roll.

Wrest Away: You can use your bonus action to expend a maneuver die and attempt grab your opponent’s weapon or shield away, adding the maneuver die to your Strength (Athletics) check.
 

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Faolyn

(she/her)
Warrior Archetypes
The first level of your Warrior career is considered a time of training; you haven’t yet chosen what sort of warrior you want to be yet—or if you have, you haven’t yet been accepted into the ranks. At 2nd level, you choose your archetype.

Archer
While many warriors learn how to use ranged weapons, only archers are their true masters. Whether they specialize in the bow, as most do, or choose other weapons such as slings or crossbows, archers are deadliest at a distance.

2nd Level: Bonus Skill
You are proficient in Perception.

2nd Level: Aim
When you take this archetype at 2nd level, your skill with a bow becomes deadly. When you make a ranged attack at a target within normal range, you can choose to gain a +1 to the attack or inflict an additional 1d4 damage. You can do this a number of times equal to your Wisdom modifier, and regain all expended uses when you complete a long rest. You can’t use this ability if you have moved during this turn, and your speed becomes 0 for the rest of the turn.

At 7th level, and every 5 levels after that, you can choose to gain an additional +1 to hit or inflict an additional 2d4 damage (+2 to hit or +3d4 damage at 7th level, +3 to hit or +5d4 damage at 12th level, etc., to a maximum of +6 to hit and +11d4 damage.

2nd Level: Sharpshooter
you don’t have disadvantage on ranged weapon attack rolls made against targets at long range, and your ranged weapon attacks ignore half cover and three-quarters cover.

2nd Level: Versatile Weaponry
When you pick this archetype at 2nd level, when you make an attack with a ranged weapon, you can use your choice of either your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

7th Level: Called Shots
When you reach 7th level, your ability to aim becomes surpassed by none. When you use your Aim ability, you can choose to make a called shot. On a hit, the target takes the additional damage from Aim and must make a Fortitude saving throw or suffer an additional effect:
  • Eyes: The target is Blinded.
  • Leg or Wing: The target’s walking or flying speed is halved.
  • Arm: The target can’t hold weapons in that hand and drops whatever it was holding.
  • Vitals: The target is knocked prone and is stunned.
The target may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. This saving throw is made at disadvantage if you rolled a critical success on your attack roll. Any amount of healing magic will also end the effect.

Additionally, you have advantage on attack rolls made against inanimate objects.

10th Level: All-Seeing Eyes
At 10th level, you can take the Search action as a bonus action.

10th Level: Point-Blank Shot
You fight better at a distance, but by 10th level, you have learned how to deal with enemies who are close to you. You don’t have disadvantage on attack rolls made against targets that are within 5 feet of you, and if you hit a creature within 5 feet of you with a ranged attack, that creature can’t take reactions until the beginning of your next turn.

15th Level: Dodge
At 15th level, you gain a bonus to your AC equal to your Wisdom modifier against ranged attacks.


Brawler
While most warriors use weapons, some prefer to fight bare-handed, letting their fists and muscles do the work normally left up to steel and iron.

2nd Level: Bonus Skill
You are proficient in Athletics.

2nd Level: Muscle Mass
You’ve honed your punches well, allowing you to do tremendous amounts of damage. When making unarmed attacks, you inflict an additional 1d4 bludgeoning damage. This die increases to a d6 at 8th level, a d8 at 14th level, and a d10 at 20th level. Additionally, you can expend a number of maneuver dice up to half your level and add them to your unarmed damage.

2nd Level: Power Blows
At 2nd level, you can use any maneuver that would let you add your maneuver die to the damage inflicted by a melee weapon when making an unarmed attack

7th Level: Break Through
When you reach 7th level, your unarmed attacks count as magical for the purposes of overcoming resistance to nonmagical weapons.

7th Level: Tough As Nails
At 7th level, whenever you complete a short or long rest, you gain a number of temporary hit points equal to twice your Strength modifier.

10th Level: Basher
When you reach 10th level, you can apply the extra damage from your level 2 ability, Muscle Mass, to any attack made with a bludgeoning weapon.

10th Level: Extra Style
At 10th level, you can choose an additional fighting style. You can choose a third fighting style at 20th level, and every 10 levels after that.

15th Level: Shrug It Off
At 15th level, you have advantage on saving throws to avoid being grappled, incapacitated, paralyzed, restrained, stunned, knocked prone, or knocked unconscious.


Fighter
From war-trained soldiers to self-taught thugs, fighters are the most common type of warrior. They lack the specialized knowledge, sheer brutality, and often magical abilities of other types of warriors but more than make up for it in sheer versatility.

2nd Level: Bonus Skill
You are proficient in Athletics.

2nd Level: Recovery
When you take this archetype at 2nd level, you gain the ability to push yourself past your limits. You can use a bonus action to regain a number of hit points equal to 1d10 + your Warrior level. Once you use this feature, you can’t use it again until you complete a short or long rest.

2nd Level: Fast Action
Also at 2nd level, you can force yourself to move faster than normal. On your turn, you can take an additional action. Once you use this feature, you can’t use it again until you complete a short or long rest.

7th Level: Extra Style
At 7th level, you can choose an additional fighting style. You can choose a third fighting style at 17th level, and every 10 levels after that.

7th Level: Maneuver Dice
Also at 7th level, you gain an additional two maneuver dice.

10th Level: Maneuver Expert
At 10th level, your maneuver die becomes a d10, and it becomes a d12 at 18th level. You also gain an additional two maneuvers of your choice.

15th Level: Brute Force
At 15th level, you can fully put your strength into your attacks. Once per rest, you can spend a number of maneuver dice up to half your proficiency bonus (rounded up) to add to your damage roll. You can do this even if you have used a maneuver this turn.

15th Level: Reserves
Also at 15th level, when you roll initiative, if you have no maneuver dice left, you regain 1 maneuver die.


Holy Warrior
Chosen by the gods and beings of similar power, holy warriors have a single purpose in life: to fulfill the orders of their patrons. Although their name evokes images of chivalric knights in shining armor who perform good deeds across the land, in truth, most gods have their holy warriors, not just the good ones, and even the good deities demand that their servants perform violent deeds in their name.

Choose what god or otherworldly being you are following. Some of the holy warrior’s abilities allow for you to choose an option appropriate for your god (vow, chosen enemy, smite damage type, and channel divinity). If your god is fully detailed and lists the most appropriate options for each choice, consider limiting your choice to those options. Otherwise, work with your GM to determine which of the options are the most thematic for your character and their patron.

2nd Level: Bonus Skill
You are proficient in Religion.

2nd Level: Oath
At 2nd level, you swear an oath of fealty to your god. Work with your GM to determine the exact nature of this oath, but it should consist of at least four different elements you are required to follow. Example elements include:
  • Always be honest, but be kind in your honesty
  • Show compassion and protect the weak and helpless
  • Maintain strict discipline over your body and mind and allow yourself no temporal failings.
  • Show no mercy or kindness, and expect none from others
  • Violence is a means of last resort; diplomacy should always be used first
  • Encourage beauty and love wherever you go; allow no ugliness or cruelty to exist
  • Follow all orders given by your god, temple, or commanders, no matter what you must do to complete them.
  • Be ever-vigilant to threats of incursion from beings from beyond (your country/homeland/plane of existence).
  • Do not allow magic to pollute your body; accept no spells cast upon you
Should you knowingly break your vow, your god will punish you by removing one or all of your holy warrior abilities, until you have properly atoned for your acts. In particularly egregious acts of vow-breaking (GM’s discretion), this loss will be permanent. You lose all holy warrior abilities and gain no abilities from any archetype as you increase in level.

2nd Level: Lay on Hands
At 2nd level, you gain the ability heal wounds and cure diseases with your touch. You have a pool of healing power that consists of a number of hit points equal to your Warrior level × 5. This pool is refilled when you complete a long rest.

As an action, you can touch a creature and heal it, drawing power from that pool to restore that number of hit points. Alternatively, you can expend 5 hit points to neutralize one disease or poison. Constructs and undead can’t benefit from this ability.

Additionally, you have advantage on saving throws to avoid being poisoned or to contract a disease.

2nd Level: Smite
Also at 2nd level, choose the damage type best associated with your god: force, necrotic, or radiant; some deities may allow for different damage types. Once per short or long rest, you can add 2d8 damage of that type to your damage roll. After you have used this ability once, you can choose to use it again by expending a number of maneuver dice up to half your level and add them to your smite damage.

At sixth level, and every four levels after that, your base smite damage increases by 2d8 (4d8 at 6th level, 6d8 at 10th level, etc.).

7th Level: Slayer of Adversaries
Your god has declared that certain creatures are their enemies. At 2nd level, choose two of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. Optionally, choose two types of humanoids. As an action, you can extend your senses, and until the next turn, you know the location of any creature of that type that is within 60 feet of you, provided that it is not behind total cover. You will also get a sense that there are creatures of that type that are completely hidden, although you won’t be able to determine where they are. You will also be able to detect if there are places or objects in that area that have been consecrated or desecrated.

You can use this feature a number of times equal to your Charisma modifier +1, and regain all expended uses upon completing a long rest.

7th Level: Spellcasting
At 7th level, you gain the ability to cast spells, chosen from the Divine spell list.

Level
Cantrip
Known
Spells Known
1st
2nd
3rd
4th
7th​
2​
3​
2​
—​
—​
—​
8th​
2​
4​
3​
—​
—​
—​
9th​
2​
4​
3​
—​
—​
—​
10th​
2​
5​
3​
2​
—​
—​
11th​
3​
6​
4​
3​
—​
—​
12th​
3​
6​
4​
3​
—​
—​
13th​
3​
7​
4​
3​
2​
—​
14th​
3​
8​
4​
4​
3​
—​
15th​
4​
8​
4​
4​
3​
—​

Spell Progression: Holy warriors get one new cantrip every four levels, to a maximum of 6 cantrips. They get new spells known at a progression of 1 new spell for one level, then one new spell for two levels (a 9th spell at 16th level, a 10th spell at 17th and 18th level, an 11th spell at 19th level, a 12th spell at 20th and 21st level, etc., to a maximum of 15 spells known). They gain the ability to cast one 4th-level spell at 16th level, and gain additional spell slots as per the 1st level progression, to a maximum of four spell slots per level.

Spells Known: When you gain this ability, you choose three first-level spells and two cantrips. You know additional spells when you increase in level, and when you gain a level in this class, you can choose one of the spells or cantrips you know and replace it with another spell from the Divine spell list, which must be for a level in which you have spell slots.

Spellcasting Ability: Your spellcasting ability is Charisma, since channeling divine will requires your faith and convictions to be strong. [[Actual calculations to come later]]

Spellcasting Focus:
Your spellcasting focus is your holy symbol.

10th Level: Aegis
At 10th level, you are surrounded by an invisible aura of godly energy that extends 10 feet around you. This aura remains as long as you are conscious and not incapacitated. The aegis’ range increases by 5 feet every four levels (15 feet at 15th level, 20 feet at 20th level, etc.).

You and all friendly creatures in the aura gain a bonus to all saving throws equal to your Charisma modifier (minimum +1). In addition, choose one of the following:
  • Creatures in the aura have advantage on saving throws against being charmed.
  • Creatures in the aura have advantage on saving throws against being frightened.
  • Creatures in the aura have their walking speed increased by 10 feet.
  • Creatures in the aura gain a bonus to their initiative rolls equal to your Charisma modifier.
15th Level: Channel Divinity
At 15th level, your god grants you the ability to channel their diving power, gaining powerful abilities. You gain two of these abilities that are appropriate to your god. You can use your Channel Divinity twice between rests, and gain another use every six levels (21st level, 27th level, etc.). When you finish a short or long rest, you regain all expended uses.

Bolster Allies: As a bonus action, each creature of your choice that is within 30 feet of you that is bloodied regains a number of hit points equal to 2d6 + your Charisma modifier.

Consume Life: Immediately after you deal damage to a creature with a Smite, you can use your bonus action to gain a number of temporary hit points equal to the amount of damage you inflicted with your Smite. Optionally, you can choose to divide those temporary hit points among as many friendly creatures you like that are within 30 feet.

Divine Guidance: When you or one ally you can see within 30 feet of you makes an ability check or attack roll, you can call upon your deity for help and gain a +10 bonus to that roll. You can make this choice after you see the roll but before you know whether you were successful or not.

Monstrous Presence: You can exude a terrifying aura. As an action, you can force each creature of your choice within 60 feet of you to make a Wisdom saving throw. On a failure, it is frightened of you for 1 minute. A frightened creature may make a new saving throw at the end of each of its turns, ending the effect on a success.

Rebuke Attacker: Immediately after you see a creature within 60 feet deal damage to another creature other than yourself, you can use your reaction to force the attacker to make a Will saving throw. The creature takes radiant damage equal to the damage it just dealt on a failed save, or half as much on a successful one.


Rager
These warriors are known for their ability to fly into berserk rages, during which they are agents of near-mindless destruction. They are both feared and revered for these rages.

2nd Level: Bonus Skill
You are proficient in Survival.

2nd Level: Rage
You can use your bonus action to fall into a rage. The rage lasts for 1 minute, until you fall unconscious, or if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn. You can rage a number of times equal to your proficiency bonus. You can also choose to use a bonus action to end your rage. While raging, the following are in effect:
  • You have advantage on Strength ability checks and Strength saving throws.
  • You gain a bonus to the damage you inflict equal to your proficiency bonus.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can attack recklessly. While doing so, you have advantage on melee weapon attacks that rely on Strength, but attack rolls made against you are made at advantage as well.
  • You can’t cast or concentrate on spells
Additionally, choose one of the following options:

Armored Attacker: You can rage while wearing medium or heavy armor, and armor doesn’t count towards your encumbrance levels.

Unarmored Attacker: You can rage only while not wearing armor, but while unarmored, your AC includes both your Dexterity and Constitution modifier. You can use a shield and still gain these benefits. Your speed is also increased by10 feet.

2nd Level: Quick Reflexes
Your body reacts before your mind registers the danger. As long as you aren’t blinded, deafened, or incapacitated, you have advantage on Dexterity saving throws against effects that you can see.

7th Level: Relentless
At 7th level, whenever you complete a short or long rest, you gain a number of temporary hit points equal to twice your Strength modifier.

7th Level: Wild Instincts
Also at 7th level, your reflexes become even more honed. You have advantage on initiative rolls, and even if you are surprised when combat begins, you can still enter a rage. When you rage, you can move up to half your speed, as long as you are moving towards a target.

10th Level: Relentless
At 10th level, if you drop to 0 hit points while raging, you can make a Fortitude saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature, you gain a -2 penalty to your roll. The difficulty resets to normal when you complete a long or short rest.

10th Level: Vicious Attacks
At 7th level, when you roll a critical hit, you can roll one additional damage die. You gain an additional damage die every 5 levels (12th level, 17th level, etc.)

15th Level: Unending Rage
At 15th level, your rage doesn’t stop until you choose to end it.

15th Level: Matter over Mind
Also at 15th level, if you would have to make an Intelligence, Wisdom, or Charisma saving throw against an effect that deals damage, you can make a Constitution saving throw instead.
 

Lanefan

Victoria Rules
Wow - you put a lot of thought and work into this!

Eaerly thoughts: There's room for maybe six classes within the Fighter/Warrior sphere. Three (Ftr-Pal-Bar) is too few, but all those archetypes - which are in effect subclasses by a different name - are too many. Fighter-Knight-Berserker-Swashbuckler-Archer-(Paladin?) is probably all you need; and there's a case to be made for dropping Paladin and splitting its niche between Knight and (War) Cleric.

WAY too many maneuvers! That's analysis paralysis waiting to happen. Can some of those be combined?

In my view, Fighter should be a simple wind-'em-up-and-let-'em-go class where the player doesn't have to worry about remebering maneuvers, abilities, and so forth (in contrast with a rogue-type or any caster). When playing any warrior-types in 3e my biggest headache was remembering all the maneuvers (feats in 3e) that I had at my disposal; this annoyed me to no end as the game was balanced on the assumption the warriors would use their feats where as player all I wanted to do was wade in and swing my weapon on the assumption that's what the game expected.

The baked-in (sub)class features look good in general, except for Archer. Sharpshooter comes online too early and point-blank too late; maybe tone down point-blank a bit and switch their places in the sequence? Also, allowing called shots for archers opens the door to allowing it for everyone (reasonable player argument: "if my archer can call a missile shot, his fighter ought to be able to call his shot when swinging in melee"), which may or may not be desirable; I've no real opinion either way. And, "versatile" is bad in that allowing strength for damage on non-thrown missile weapons bakes in an assumption that the character has a bow that can deliver that punch; yet "strength bows" are usually expensive and specialized pieces of equipment.
 

Faolyn

(she/her)
Wow - you put a lot of thought and work into this!
Thanks!

Eaerly thoughts: There's room for maybe six classes within the Fighter/Warrior sphere. Three (Ftr-Pal-Bar) is too few, but all those archetypes - which are in effect subclasses by a different name - are too many. Fighter-Knight-Berserker-Swashbuckler-Archer-(Paladin?) is probably all you need; and there's a case to be made for dropping Paladin and splitting its niche between Knight and (War) Cleric.
Heh--if there's one thing 5e gamers like, it's lots of archetypes. I was mostly going for basic ones. It doesn't have to be these; these were just the easiest ones to make. I'd have included the warlord, but I'm not really up on the 4e version (4e isn't very easy for me to grok at times, especially since I'm limited to wikis for the info), and don't want to just copypaste the LU Marshal. I can see moving the holy warrior into the cleric niche, but I'm not sure they should be full casters.

Of course, I could just make a more militant cleric. When I do the cleric poll, we'll figure out how fighter-y we want them to be. Currently, 5e has cleric archetypes where you go by godly domain, while Level Up has their archetypes based mostly on their role in the religion. Both options have merit to them, and there would certainly be room for a warrior-cleric archetype there.

I'm not 100% on what a knight should be, exactly, other than very courtly/political in nature.

WAY too many maneuvers! That's analysis paralysis waiting to happen. Can some of those be combined?
Yeah, I was thinking that, too. I'm sure a bunch can be combined or removed entirely. I just don't know which ones yet.

In my view, Fighter should be a simple wind-'em-up-and-let-'em-go class where the player doesn't have to worry about remebering maneuvers, abilities, and so forth (in contrast with a rogue-type or any caster). When playing any warrior-types in 3e my biggest headache was remembering all the maneuvers (feats in 3e) that I had at my disposal; this annoyed me to no end as the game was balanced on the assumption the warriors would use their feats where as player all I wanted to do was wade in and swing my weapon on the assumption that's what the game expected.
Problem is, while a lot of people don't want complexity or can't remember what even a slightly complex character can do, a lot of people really do want that complexity. Or at the very least, to have a character where you can do more than just make the same old attack rolls each time, without variation.

But yeah, fewer maneuvers is the way to go. Not too few, but fewer.

The baked-in (sub)class features look good in general, except for Archer. Sharpshooter comes online too early and point-blank too late; maybe tone down point-blank a bit and switch their places in the sequence?
This might be good. Sharpshooter was taken mostly from the feat of the same name, which could be available as early as 1st level, in a game where you get feats at first level. I see your point about called shots, though. Maybe the game should just have a called shot system, or it could be a feat or something.

Also, allowing called shots for archers opens the door to allowing it for everyone (reasonable player argument: "if my archer can call a missile shot, his fighter ought to be able to call his shot when swinging in melee"), which may or may not be desirable; I've no real opinion either way. And, "versatile" is bad in that allowing strength for damage on non-thrown missile weapons bakes in an assumption that the character has a bow that can deliver that punch; yet "strength bows" are usually expensive and specialized pieces of equipment.
True, but throughout D&D's history, bows have been Dex weapons. We're turning them into Strength weapons for damage purposes, which is accurate, but I feel that letting archers, and only archers, choose Dex instead, you both get a nice ability nobody else has and allows you to create an agile, fast-moving skirmisher. Plus, it's still just an option, and plenty of archers are still going to stick with Strength because every other weapon will use it, which will keep them from being too MAD.
 

Lanefan

Victoria Rules
Heh--if there's one thing 5e gamers like, it's lots of archetypes. I was mostly going for basic ones. It doesn't have to be these; these were just the easiest ones to make. I'd have included the warlord, but I'm not really up on the 4e version (4e isn't very easy for me to grok at times, especially since I'm limited to wikis for the info), and don't want to just copypaste the LU Marshal. I can see moving the holy warrior into the cleric niche, but I'm not sure they should be full casters.

Of course, I could just make a more militant cleric. When I do the cleric poll, we'll figure out how fighter-y we want them to be. Currently, 5e has cleric archetypes where you go by godly domain, while Level Up has their archetypes based mostly on their role in the religion. Both options have merit to them, and there would certainly be room for a warrior-cleric archetype there.
I think it might end up with there being a militant Cleric (or War Cleric) class or subclass that's really only a half-caster...and could still be called Paladin, for all that.
I'm not 100% on what a knight should be, exactly, other than very courtly/political in nature.
Think Cavalier; or Paladin without the religious trappings. Heavy (and shiny!) armour, mounted combat, trends a bit Lawful (but doesn't have to be), proficient in lance, sword, and rider's mace. Not so much courtly/political in themselves, they instead fight for and-or defend those who are in politics or a court. "Fearless" could be a class feature.
Problem is, while a lot of people don't want complexity or can't remember what even a slightly complex character can do, a lot of people really do want that complexity. Or at the very least, to have a character where you can do more than just make the same old attack rolls each time, without variation.

But yeah, fewer maneuvers is the way to go. Not too few, but fewer.
Tough to design to account for both those who want complexity and those who don't. :)
This might be good. Sharpshooter was taken mostly from the feat of the same name, which could be available as early as 1st level, in a game where you get feats at first level. I see your point about called shots, though. Maybe the game should just have a called shot system, or it could be a feat or something.
Not sure it should be a feat; given that even a peasant can specifically try to swing for someone's knees in hopes of preventing their running away,, I'd just include it for everyone at a flat to-hit penalty. Maybe a few specific classes (e.g. archer, swashbuckler, assassin) can have a baked-in class feature that reduces and eventually eliminates that penalty. For example, if the called-shot penalty* for everyone is -4 to hit, those classes could start at -3 instead and reduce that minus by a further point every two levels until by 7th level it reaches 0 and goes away. (so, -3 at 1st-2nd, -2 at 3rd-4th, -1 at 5th-6th, 0 at 7th and higher)

* - assuming a roll-high to-hit system here as it's most familiar to all.
True, but throughout D&D's history, bows have been Dex weapons. We're turning them into Strength weapons for damage purposes, which is accurate, but I feel that letting archers, and only archers, choose Dex instead, you both get a nice ability nobody else has and allows you to create an agile, fast-moving skirmisher. Plus, it's still just an option, and plenty of archers are still going to stick with Strength because every other weapon will use it, which will keep them from being too MAD.
My experience with specialized archers is they go all Dex all the time, relying on hitting their target every shot (or close) and whittling them down a few hit points at a time, unless at point blank where damage goes up sharply. The tradeoff is their Strength is often not so good, which hammers their melee effectiveness a bit.

I don't at all mind Dex to hit with a missile weapon; but IMO Dex should never affect damage (with any weapon; I don't like finesse either) and Strength should only affect damage if a) the missile is hand-thrown or b) special equipment (e.g. a strength-matched bow) is used.

=======
Oh, and something else that occurs to me: to discourage multiclassing, some of these various class abilities (maybe the ones with the little three-star symbol?) should only be available to single-class characters.
 


CreamCloud0

One day, I hope to actually play DnD.
@Faolyn there's so much here, might need to filter my thoughts through several posts as they come to me,

the initial fighter class doesn't seem to of been touched to my eyes so any thoughts i had about that remain the same, there are more maneuvres which are just way too many, i thought the original list was pushing it, quite a few could probably just be class features for some classes/subclasses

these archetypes seem to of been designed as part of the fighter class rather than universally applicable subclasses, like the mentions of superiority dice throughout without mention what would happen if you don't have any from your base class and the lack of any specific prerequisites to take the class (archer, prerequsite: you need to be proficient in at least two different kinds of ranged weapons; bow, crossbow, sling, thrown weapon)

as previously mentioned i probably would've made a generic 'magic' subclass that could be applied to a divine arcane or primal spell list, though i think the paladin archetype would be one that can stand on it's own and there could be a 'divine magic fighter' that works separately in which case i would probably remove the cantrips maybe,
the oath feature seems like exclusively a negative feature in it's implementation there's no reason this couldn't just be a line of fluff in the description without the worry of loosing abilites which has far since lost it's need to exist as a shackle for the overpowered paladin in earlier editions

the rager i would rename beserker, rager just sounds...wrong to me
unending rage ends at the end of battle rather than 'never ends' that's just looking for exploitation, but maybe you can add something that says if you spend less than half the initial minute of rage before it ends the use isn't consumed

would add a 'if you are already proficient gain expertise' clause on all the level 2 skills

yeah i can see the ranger as a rogue subclass, halfway between 'wilderness rogue' and 'martial druid'

base classes i could see fighter(power), rogue(skill), monk(speed), druid(primal), sorcerer(arcane), cleric(divine) and warlock(alt mechanics caster/floating magic power source)

standardised saves, no, at least, not the part about 'higher level abilities naturally have more difficult saves', just, use the ability score of the person to determine the difficulty
 
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Faolyn

(she/her)
@Faolyn there's so much here, might need to filter my thoughts through several posts as they come to me,

the initial fighter class doesn't seem to of been touched to my eyes so any thoughts i had about that remain the same, there are more maneuvres which are just way too many, i thought the original list was pushing it, quite a few could probably just be class features for some classes/subclasses
I hadn't gotten that much criticism about the basic class--or if there was criticism, I honestly missed it.

these archetypes seem to of been designed as part of the fighter class rather than universally applicable subclasses, like the mentions of superiority dice throughout without mention what would happen if you don't have any from your base class and the lack of any specific prerequisites to take the class (archer, prerequsite: you need to be proficient in at least two different kinds of ranged weapons; bow, crossbow, sling, thrown weapon)
These archetypes were built with the idea that there is only a Warrior class, not multiple martial classes. So everyone is going to have maneuver dice.

If it turns out that people hate the idea of only have Warriors and want there to be multiple martial classes, the Holy Warrior and Rager will go away. But honestly, I hope that this isn't the case... making classes is hard!

as previously mentioned i probably would've made a generic 'magic' subclass that could be applied to a divine arcane or primal spell list, though i think the paladin archetype would be one that can stand on it's own and there could be a 'divine magic fighter' that works separately in which case i would probably remove the cantrips maybe,
That would be my ideal as well, but I don't think that most people are into that. Next poll, I'll go into that.

the oath feature seems like exclusively a negative feature in it's implementation there's no reason this couldn't just be a line of fluff in the description without the worry of loosing abilites which has far since lost it's need to exist as a shackle for the overpowered paladin in earlier editions
Maybe so. It's part of the standard 5e paladin and I do kind of like it, though; without that sort of dedication, they're fighters with a ton of abilities and not much flavor. My idea was to have something similar for clerics and warlocks (whether they're their own classes or just archetypes).

the rager i would rename beserker, rager just sounds...wrong to me
Fair enough. Naming things isn't my strong suit.

unending rage ends at the end of battle rather than 'never ends' that's just looking for exploitation, but maybe you can add something that says if you spend less than half the initial minute of rage before it ends the use isn't consumed

would add a 'if you are already proficient gain expertise' clause on all the level 2 skills
Good points.

yeah i can see the ranger as a rogue subclass, halfway between 'wilderness rogue' and 'martial druid'

base classes i could see fighter(power), rogue(skill), monk(speed), druid(primal), sorcerer(arcane), cleric(divine) and warlock(alt mechanics caster/floating magic power source)

standardised saves, no, at least, not the part about 'higher level abilities naturally have more difficult saves', just, use the ability score of the person to determine the difficulty
As I see it, if your save is roll under your stat, then it's going to be pretty easy to save against most things, especially if you start with a high stat. It doesn't matter if you're saving against a cantrip cast by a 1st-level caster or by something super-powerful cast by a 20th-level caster.

So either saves still have to be based on the caster, in which case your save DC gets lower as you go up in level (a possibility), or each spell/maneuver/magic item/whatever could list a bonus or penalty to the save, or each class gets their own Fort/Ref/Will save table (modified by your stats), much the same way that they did back in AD&D. This last one might be the easiest way to go about it.
 

CreamCloud0

One day, I hope to actually play DnD.
These archetypes were built with the idea that there is only a Warrior class, not multiple martial classes. So everyone is going to have maneuver dice.
i had gotten the impression from previous conversations that the style this was going for was any archetype would be compatible with any base class that met it's prerequisites? that you could put a paladin archetype on a fighter or a rogue or a cleric to get three different results for example.
 

Quickleaf

Legend
Wow! Nice work so far @Faolyn - you definitely have the tenacity needed for this sort of class design.

While I'm not part of the Vote-Up endeavor, I can offer my feedback on the core Warrior class that you are developing, with a focus on big picture / conceptual things.

I think you have a couple things working really well. I want to first call those out, and perhaps suggest ways you might intensify those aspects of design (if you're so inclined)...
  • Origin as class feature – While I don't know how this would interact with Multiclassing (if that's a thing), it's wonderful flavor. If you want this to also have a mechanical impact on the character, that could be neat (Beyond the Wall's playbooks do this), e.g. skill proficiencies, certain default class info, starting gear – these could be influenced by rolls/choices on the Origin tables. That would be a very distinctive design direction differentiating what you're doing from 5e / 5e-alikes.
  • Fighting Styles with additional bonuses – This works nicely to deepen an early character choice. I have two thoughts: First, would be nice to see a dedicated Versatile weapon fighting style letting you use the weapon as a shield or somesuch. Second, bonuses to AC or Attack are valued higher in 5e than bonuses to damage – i.e. it's not a +1 AC or Attack = +1 Damage ratio. 1: 2 is probably more fair, and even that is not quite true at mid to higher levels.
  • Warrior Learnings – A nice bit of flavor! It does play oddly if, say, you have proficiency in History and Courtly Leanings... are you then applying 2x proficiency bonus? Narratively, it's also a bit confusing if, say, levels 1-3 deal with a borderlands scenario and the player decides to choose Courtly Leanings at 3rd level... what does that mean? But the idea of the warrior's story continuing to develop (and being reflected mechanically) beyond 1st level / archetype level is something I think would be worth exploring as a design choice.
  • Reputation – A great thing to include IMO, showcasing that skilled warriors in your system always have reputations - that's good implicit worldbuilding. Mechanically (1/rest advantage Charisma check) it kind of sucks, but conceptually I think it has lots of potential.
  • Inner Fire – The "Legendary Resistance" aspect of this feels right for a warrior. Just watch this feature's Check/Attack aspect in light of other Classes you design... e.g. I could see a Rogue / Expert feature that involves auto-succeeding on a check fighting for the same niche as Inner Fire.
Those are all strengths of the draft, from my perspective, and I think they're worth leaning into. OK, now I'll get into the stuff that I think may be problematic or need further thought...
  • Maneuvers, so many maneuvers – You're not at LevelUp degree of maneuvers, but it's definitely a lot. This isn't necessarily a problem, but it does beg a question "Is this system intended to be more complex / involve more player character creation choices compared to a 5e baseline? Or is it intended to be less complex?" I'm not clear from this design, but I think you're aiming for a slight increase in complexity?
  • Weapon Specialization – This exists in an ecosystem. If that ecosystem involves a player finding one or two magic weapons and being able to consistently rely on those in most scenes to bypass most monster resistances, Weapon Specialization is a perfect fit. However... if you're deviating from that assumption with a different ecosystem (e.g. wildly hacking monster resistances or magic weapons), then you may want to reconsider Weapon Specialization...for example "Bonded Weapon" can work similarly without requiring defining a type of weapon and simply being a specific weapon they've acquired.
  • Weapon Mastery – This relates to my point below about giving new things to warriors, but I wonder if the fantasy drawing people to continue playing a high level warrior who has mastered a weapon is "roll better damage dice"? Or is it more nuanced than that? There's nothing poorly designed here – it works totally fine and it's simple – but I think it's a good question to ask: Is this feature fulfilling the player fantasy we are trying to fulfill?
  • Lack of new things at high levels – The weight of the NEW things (not improved existing things) a warrior can do after 9th level are really defined by your Martial Archetype. In this way, I see it repeating one of the flaws of the 5e Fighter class. Now, if you don't see that as a flaw, then you're totally fine, nothing to see here. If you do see that as a concern, however, it's worth interrogating whether you want all of the NEW stuff for high level warriors to be consolidated in Martial Archetypes AND whether your Martial Archetypes are actually giving NEW stuff.
 

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