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The Warrior
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<blockquote data-quote="Quickleaf" data-source="post: 7064772" data-attributes="member: 20323"><p><strong>Martial Archetyes</strong></p><p></p><p><strong><span style="font-size: 15px">Martial Archetypes</span></strong></p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Borderlands Guard</span></span></p><p>Standing strong against all monsters or tyrants, these heroes do not balk at facing impossibles odds. In fact, they relish it. Often they are heroes of fate, propelled from humble beginnings by war and death into events that will shake the foundation of the world. Whether or not destiny is truly on the hero’s side, they are willing to delve into the bloody breach, hold the mountain pass, and make the sacrifices that others are not. Most, though not all, are of good alignment. They favor fighting with weapon and shield, or a weapon and a free hand.</p><p></p><p><strong>Bonus Camp Talent</strong></p><p><strong></strong>At 3rd level, gain a bonus camp talent of your choice.</p><p></p><p><strong>Overwatch</strong></p><p><strong></strong>At 3rd level, you can carry twice the normal load for your Strength without becoming encumbered, your Constitution saving throws to resist exhaustion (e.g. forced marching) are advantaged, you can go without sleep for 3 days without risking exhaustion, and you never suffer any penalty from sleeping in armor.</p><p></p><p><strong>Campaigning</strong></p><p><strong></strong>At 7th level, you can appraise military units, encampments, and fortifications. This requires anywhere from 1 minute to 1 hour of observation or interaction, as determined by your DM. You can determine at least one of these details of your choice:</p><ul> <li data-xf-list-type="ul">Name of the unit and its history.</li> <li data-xf-list-type="ul">Name of the commanding officer and his or her reputation.</li> <li data-xf-list-type="ul">Number of soldiers and siege equipment.</li> <li data-xf-list-type="ul">Morale of the unit or camp.</li> <li data-xf-list-type="ul">Overall weather and terrain readiness.</li> <li data-xf-list-type="ul">Presence of elite fighting forces.</li> <li data-xf-list-type="ul">Status of any supply lines/caravans.</li> </ul><p></p><p><strong>Combat#</strong></p><p><strong></strong>At 10th level,</p><p></p><p><strong>Legendary Endurance</strong></p><p><strong></strong>At 15th level, you can expend hit points to remove exhaustion from yourself as a bonus action. Each 1d6 hit points expended removes one level of exhaustion.</p><p></p><p><strong>Combat#</strong></p><p><strong></strong>At 18th level,</p><p></p><p>[SECTION]The Borderlands Guard is a heavily exploration focused take on the warrior. It's inspired by the Dúnedain of LotR and other non-magical ranger types like those found in The Black Company. Still heavily designing this one.[/SECTION]</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Cavalier</span></span></p><p>Servants of monarchs, noble houses, or knightly orders, cavaliers uphold the ideals of chivalry. Mounted warriors par excellence, they are the knights-in-shining-armor of legend. Most, though not all, cavaliers are of good alignment and belong to the aristocracy. They favor swords, lances, and horsemen’s weapons like flails, maces, and picks.</p><p></p><p><strong>Bonded Mount</strong></p><p>At 3rd level, you acquire a warhorse or other mount of CR 1/2 or less if you don’t have one already. This mount becomes your “bonded mount.” Your bounded mount cannot be killed outright while you are alive; it can only be knocked unconscious and rendered dying. Additionally:</p><ul> <li data-xf-list-type="ul">If it dies or you wish to change bonded mounts, a week of training is required with a new animal to make it your bonded mount.</li> <li data-xf-list-type="ul">You apply your proficiency bonus to all checks involving your bonded mount.</li> <li data-xf-list-type="ul">You have advantage on your saving throws to avoid being knocked off your bonded mount. </li> <li data-xf-list-type="ul">Your bonded mount’s speed increases by +10.</li> <li data-xf-list-type="ul">It gains a bonus hit die at every even level.</li> <li data-xf-list-type="ul">Mounting or dismounting your bonded mount only costs you 5 feet of speed.</li> </ul><p></p><p><strong>Heraldic Renown</strong></p><p>At 3rd level, while you adhere to the code of chivalry and present your personal coat of arms, your renown in a faction of choice is treated as being 5 points higher, and your Charisma checks to convince others of your honesty and word of honor are advantaged. In addition, noble and royal houses that are not enemies of your faction will provide you with free lodging and stabling.</p><p></p><p><strong>Issue Challenge</strong></p><p>At 7th level, as a bonus action you can issue a challenge to an enemy within 60 feet that can hear you (though you need not speak the same language) to engage you in melee combat. The enemy must make a Wisdom saving throw against a Difficulty equal to 8 + your proficiency bonus + your Charisma modifier. If the enemy fails, then if it must move its full speed toward you or make an attack against you (and only you) on its next turn.</p><p> You may only challenge one enemy at a time, and while you remain engaged in melee combat with that enemy you may re-roll all 1’s on your attack and damage rolls against it. However, your attacks against other targets are disadvantaged while maintaining the challenge.</p><p> Your challenge ends if you or your enemy is reduced to 0 hit points or surrenders, if you move out of melee range of your enemy, or you end a round without attacking your challenged enemy.</p><p></p><p><strong>Aura of Courage</strong></p><p>At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.</p><p>At 18th level, the range of this aura increases to 30 feet.</p><p></p><p><strong>Mounted Prestige</strong></p><p>At 15th level, you gain an additional mark of prestige of your choice. In addition, you may choose a new and improved mount like a griffon, pegasus, or any mount of CR 2 or less. Other special mounts may be available in your DM’s campaign world.</p><p></p><p>[SECTION]Cavalier is inspired by the AD&D class of the same name from Gary's original Unearthed Arcana.[/SECTION]</p><p></p><p><strong>Last Stand</strong></p><p>At 18th level, you cannot die from damage while your challenged enemy remains undefeated. This includes dying from taking massive damage, but not effects that kill without dealing damage, such as the Power Word Kill spell. If your challenged enemy dies or falls unconscious, or you end a round without having attacked your challenged enemy, this effect ends and you begin to die as normal.</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Destined Hero</span></span></p><p>Whether peasant hero or noble knight, some warriors follow a calling that transcends all cultures: The strong should protect the weak. Standing strong against all monsters or tyrants, these heroes do not balk at facing impossibles odds. In fact, they relish it. Often they are heroes of fate, propelled from humble beginnings by war and death into events that will shake the foundation of the world. Whether or not destiny is truly on the hero’s side, they are willing to delve into the bloody breach, hold the mountain pass, and make the sacrifices that others are not. Most, though not all, are of good alignment. They favor fighting with weapon and shield, or a weapon and a free hand.</p><p></p><p><strong>Guardian’s Mark</strong></p><p>At 3rd level, anytime you attack an enemy (hit or miss) you mark them until the end of your next turn. Your opportunity attacks against marked enemies have advantage and do not expend your reaction. Marked enemies within 5 feet of you have disadvantage to attack your allies.</p><p></p><p><strong>Destined</strong></p><p>At 3rd level, divinations reveal you are destined to leave a lasting mark on the world, though the exact nature of your future is always unclear. Among those who know of your destiny, your Charisma checks to convince them you are the hero they’ve been hoping for are advantaged. Choose one of the following destinies, or create your own with your DM:</p><ul> <li data-xf-list-type="ul">Chosen One:</li> <li data-xf-list-type="ul">King Slayer:</li> <li data-xf-list-type="ul">Once and Future Sovereign:</li> <li data-xf-list-type="ul">Tragic Hero:</li> <li data-xf-list-type="ul">The Seeker:</li> </ul><p></p><p><strong>Hold the Line</strong></p><p>At 7th level, when you hit a creature with an opportunity attack, its speed is immediately reduced to 0 until the start of its next turn. In addition, any spaces within 5 feet of you become difficult terrain for your enemies while you are not incapacitated.</p><p></p><p><strong>Uphold the Meek</strong></p><p>At 10th level, when an enemy within 5 feet of you attacks one of your allies (without attacking you), you may make an opportunity attack against them, adding your proficiency bonus as extra damage if you hit.</p><p></p><p><strong>Unbreakable</strong></p><p>At 15th level, you are immune to forced movement and being knocked prone. In addition, you can never be charmed or magically coerced into acting directly against your allies, harming those you’re committed to defending, or otherwise violating your bonds of loyalty.</p><p></p><p><strong>The Sacrifice</strong></p><p>At 18th level, you can switch places with an ally within 5 feet as a reaction to something befalling them, becoming the target of whatever threat you’ve spared them from. This includes changing position in combat, changing marching order to help an ally avoid a trap, convincing a hag to target you with her bestow curse instead, or any number of situations.</p><p></p><p>[SECTION] The Destined Hero archetype is inspired by young adult literature and is designed to be both simpler and more responsive to player creativity than the other archetypes. It’s a good fit for kids! It also draws on aspects of the 4e fighter as a defender.[/SECTION]</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Monster Slayer</span></span></p><p>Some fighters are driven by a thirst for revenge, some by a desire for gold and glory, and some by ambitions to prove themselves greater than the most dangerous of beasts. These slayers take to the inhospitable regions of the world armed only with their wits, their will, and a trusty blade to hunt down monsters that plague the land. Single-minded in their bloody pursuit, slayers are given a wide berth by common folk who are both eager to take their gold and hear their tales, yet remain concerned the slayer may be cursed or bring a dragon’s wrath down upon their village. Most slayers lean toward neutral or chaotic alignments. They favor heavy weapons.</p><p></p><p><strong>Bonded Weapon</strong></p><p>At 3rd level, you form a bond with a weapon you possess. You always know where to find your bonded weapon. Soaked in the blood of your foes, this weapon absorbs some of their magic, acting as a +1 magic weapon which advances as you gain levels. You may roll on the tables on DMG pages 142-143 to give it character. At 11th level it gains a +2 bonus, and at 17th level a +3 bonus.</p><p> If your weapon is destroyed or lost, you may spend a week forming a bond with a new weapon, which you must use as your primary weapon in any combats during that week and train with when you make camp.</p><p></p><p><strong>Favored Foe</strong></p><p>At 3rd level, you choose a favored foe from this list: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (select 2 specific races like orcs and goblins), monstrosities, oozes, plants, and undead. If your favored foe has a particular language associated with it, you learn that language. Against your favored foe you have advantage on your damage rolls, Intelligence checks to recall lore about them, and Intelligence (Investigation) and Wisdom (Perception) checks to find them. You also know any vulnerabilities of your favored foe as well as their ecology and preferred lairs. If you slay a legendary monster of your favored foe type, you may spend downtime to select a new type of favored foe with your DM’s permission.</p><p></p><p><strong>Evaluate Combatant</strong></p><p>At 7th level, you can gauge how much of a threat an enemy poses to you. After observing or interacting with a creature for 1 minute, you can determine its Challenge (CR) and whether it is a legendary monster. In addition, you also learn one of the following details of your choice: </p><ul> <li data-xf-list-type="ul">Any tags that the creature has.</li> <li data-xf-list-type="ul">The creature’s current hit points.</li> <li data-xf-list-type="ul">The creature’s lowest ability score.</li> <li data-xf-list-type="ul">Which saving throw one of its attacks that you’re aware of targets.</li> <li data-xf-list-type="ul">Any vulnerabilities the creature has.</li> </ul><p></p><p><strong>Imbued Weapon</strong></p><p>At 10th level, your weapon gains the property of any rare or very rare magic weapon in the DMG of your choice, though its enchantment bonus follows the guidelines under Bonded Weapon.</p><p> At your DM’s discretion, your weapon may gain additional properties while adventuring if you perform special quests or slay legendary monsters.</p><p></p><p>[SECTION]Dancing Sword (very rare)</p><p>Defender (very rare)</p><p>Dragon Slayer (rare)</p><p>Flame Tongue (rare)</p><p>Frost Brand (very rare)</p><p>Giant Slayer (rare)</p><p>Mace of Disruption (rare)</p><p>Mace of Smiting (rare)</p><p>Mace of Terror (rare)</p><p>Nine Lives Stealer (very rare)</p><p>Oathbow (very rare) </p><p>Scimitar of Speed (very rare)</p><p>Sunblade (rare)</p><p>Sword of Sharpness (very rare)</p><p>Sword of Wounding (rare)</p><p>Vicious Weapon (rare)[/SECTION]</p><p></p><p><strong>Trophy</strong></p><p>At 15th level, when you take and keep a trophy from a foe, you can make Charisma (Intimidation) checks against creatures of a similar type to frighten them. For example, a white dragon’s head could be used to intimidate a green dragon, provided their Challenge (CR) wasn’t drastically different. Any creature against whom your check succeeds becomes frightened. In combat this lasts until the end of your next turn. Out of combat, it lasts 1 minute (or as long as your DM determines). </p><p> You may only carry one trophy at a time, though you may keep as many as you like back in your stronghold or base of operations.</p><p></p><p><strong>Inspire Dread</strong></p><p>At 18th level, you can cause despair and fear in opponents with above animal intelligence when any of the following conditions occur:</p><ul> <li data-xf-list-type="ul">You score a critical hit.</li> <li data-xf-list-type="ul">You avoid taking any damage in one round.</li> <li data-xf-list-type="ul">You kill any enemy who the DM deems was a serious threat.</li> <li data-xf-list-type="ul">Situations the DM deems inspire despair.</li> </ul><p></p><p> Inspire Dread affects a number of hit dice worth of creatures equal to your fighter level. These creatures are compelled to make a morale check (see DMG), and if they fail they either try to flee or surrender. Inspire Dread only can take effect once per short rest.</p><p></p><p>[SECTION]The Monster Slayer derives from a lot of video game archetypes ranging from Castlevania to Witcher. It also is inspired from modern fantasy roots of "man and his magic sword" stories like Elric of Melniboné, using an adaptation of legacy magic items (maybe that was 3e? can't remember edition).[/SECTION]</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Swashbuckler</span></span></p><p>##</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Veteran</span></span></p><p>Veterans run the gamut of professional soldiers: grim embittered mercenaries, colorful condottieres, tough as nails expeditionaries, survivors drowning sorrow or guilt with ale, and accomplished men- or ladies-at-arms. These fighters know what it takes to lay siege to a castle or keep an army supplied, how to repel an orcish army with pikemen, and they know that nothing kills morale like a forced march in winter. When it comes to common sense and on-the-ground experience, there’s no fighter that compares with a veteran. They are often, though not always, of neutral or lawful alignments. Rather than focus on one particular weapon or fighting style, veterans tend to use multiple weapons as the situation necessitates.</p><p></p><p><strong>Veteran Defense</strong></p><p>Starting at 3rd level, when a creature able to make multiple attacks hits you, any subsequent attacks it makes against you until the start of its next turn have disadvantage.</p><p></p><p><strong>Bonus General Talent</strong></p><p>At 7th level, gain a bonus general fighting talent.</p><p></p><p><strong>Fearless</strong></p><p>At 10th level, you can’t be frightened. If your group uses the morale rules in the DMG, then anyone under your command gains advantage on morale saves. If you don’t use morale rules, then you have advantage to saving throws against all fear-based magic and effects (e.g. phantasmal killer, weird).</p><p></p><p><strong>Bonus General Talent</strong></p><p>At 15th level, gain a bonus general fighting talent.</p><p></p><p><strong>Intimidating Presence</strong></p><p>At 18th level, you can sacrifice one of your attacks on your turn to terrify opponents of CR 2 or less within 30 feet of you. Each opponent of CR 2 or less must make a Wisdom saving throw against a Difficulty equal to you warrior level. On a failed check, they are frightened of you for 1 minute and, at the DM’s discretion, may flee or surrender if they are able.</p><p></p><p>[SECTION]The veteran is an adaptation of the original fighting-man found in Chainmail and the “little brown books” of OD&D. Inspired by early fantasy wargaming, its efficacy can be seen equally pitted against hordes or against a lone dragon.[/SECTION]</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Warlord</span></span></p><p>Warlords see the battle from above, the long tide of strategic moves and countermoves playing out before them. Masters of military tactics, leaders of men, and frontline commanders, these fighters leave their mark on the political landscape of the world. Almost inevitably, they find themselves at the head of armies and in the company of kings and queens. Many warlords, though not all, are of lawful alignment. They favor no weapons in particular, viewing their companions as the greatest weapons in their arsenal.</p><p></p><p><strong>Commanding Aura</strong></p><p>At 3rd level, when you or an ally within 10 feet of you spends Inspiration, they add your Charisma modifier to their attack roll, saving throw, or ability check.</p><p> At 18th level, the range of this aura increases to 30 feet.</p><p></p><p><strong>War Horn</strong></p><p>At 3rd level, you gain a mighty horn which you can blow to emit a sound audible to all within a mile. Your war horn has a distinctive sound and appearance which marks it as belonging to you. Blowing it grants advantage to the morale checks of allies and disadvantage to the morale checks of enemies. While you possess your war horn, your Charisma checks to command and inspire others have advantage.</p><p></p><p><strong>Rallying Word</strong></p><p>At 7th level, you can take an action to issue a rallying word to an ally who can hear you within your aura. That ally rises from prone, can make a saving throw against any ongoing effects they’re suffering from, and gains temporary hit points equal to 1d10 + your Charisma modifier. You may use Rallying Word once per each companion in your party. Once you have used Rallying Word on a given companion you must take a long rest before you can use it on them again.</p><p> At 15th level your Rallying Word grants temporary hit points equal to 2d10 + your Charisma modifier.</p><p></p><p><strong>Warlord Followers</strong></p><p>At 10th level, you gain followers and - if you wish - a stronghold. Use the Fighter Follower tables to generate your followers, rolling once for the leader, an elite unit, and your troops. If you select Fighter Followers as an option again, you gain additional forces. In addition, choose or roll for a banner standard that grants your followers a special benefit, and roll for a unit of special bannermen.</p><p></p><p>Banner Standard (1d6)</p><p>#</p><p></p><p>Bannermen (1d100)</p><p>#</p><p></p><p><strong>Warlord’s Surge</strong></p><p>At 15th level, when you use Action Surge, you may choose to sacrifice any number of your attacks in order to bolster your allies. For each attack you sacrifice, you confer one of the following benefits of your choice on all allies within your aura:</p><ul> <li data-xf-list-type="ul">Allies can Dash or Disengage for free.</li> <li data-xf-list-type="ul">Allies can take the Dodge action for free.</li> <li data-xf-list-type="ul">Allies gain advantage on their next single attack against one target you designate (as if you used the Help action).</li> </ul><p></p><p><strong>Eve of Battle</strong></p><p>At 18th level, #</p><p></p><p>[SECTION]The Warlord combines aspects of the 4e Warlord and 3e Marshal with the OD&D/AD&D followers and strongholds style of play, offering a more holistic adaptation of the concept.[/SECTION]</p><p></p><p><span style="font-size: 12px"><span style="color: #800000">Weapons Master</span></span></p><p>Sword saints, blade dancers, itinerant knights, renowned duelists, and royal fencing-masters all fit the weapons master archetype. Displaying an intuitive bond with their weapon, thanks to uncommon training beyond other warriors, the weapons master is equally at home confronting a rival one-on-one and he or she is displaying fighting techniques at court with bravado and bluster.</p><p></p><p><strong>Bonus Feat</strong></p><p>At 3rd level, gain a bonus feat.</p><p></p><p><strong>Weapon Bond</strong></p><p>At 3rd level, choose a weapon type with which you have formed a close connection with (e.g. longsword or battle axe). This determines which benefits you gain at 7th and 15th levels. It also enables you to apply your proficiency bonus to any ability checks made with your weapon, such as hewing a door with an axe, performing a scimitar dance, or spear-hunting fish.</p><p></p><p><strong>Weapon Expertise</strong></p><p>At 7th level #</p><p></p><p><strong>Bonus Feat</strong></p><p>At 10th level, gain a bonus feat.</p><p></p><p><strong>Weapon Mastery</strong></p><p>At 15th level #</p><p></p><p><strong>Bonus Feat</strong></p><p>At 18th level, gain a bonus feat.</p><p></p><p><strong>Grit#</strong></p><p>At 15th level, you gain the ability to shake off conditions temporarily. When you are affected by a condition, you may use True Grit as a reaction to delay yourself from suffering the effects of that condition for a number of rounds equal to your Constitution modifier (minimum 1). After the time has elapsed, you suffer from the condition as normal. You must take a short or a long rest before using True Grit again.</p><p></p><p><strong>Survivor#</strong></p><p>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.</p><p></p><p>[SECTION]The Weaponmaster merges the 3e feat-based customizable fighter with an adaptation of the old Weapon Specialization rules from AD&D/BD&D. Still figuring the design of this one out.[/SECTION]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7064772, member: 20323"] [b]Martial Archetyes[/b] [B][SIZE=4]Martial Archetypes[/SIZE][/B] [SIZE=3][COLOR="#800000"]Borderlands Guard[/COLOR][/SIZE] Standing strong against all monsters or tyrants, these heroes do not balk at facing impossibles odds. In fact, they relish it. Often they are heroes of fate, propelled from humble beginnings by war and death into events that will shake the foundation of the world. Whether or not destiny is truly on the hero’s side, they are willing to delve into the bloody breach, hold the mountain pass, and make the sacrifices that others are not. Most, though not all, are of good alignment. They favor fighting with weapon and shield, or a weapon and a free hand. [B]Bonus Camp Talent [/B]At 3rd level, gain a bonus camp talent of your choice. [B]Overwatch [/B]At 3rd level, you can carry twice the normal load for your Strength without becoming encumbered, your Constitution saving throws to resist exhaustion (e.g. forced marching) are advantaged, you can go without sleep for 3 days without risking exhaustion, and you never suffer any penalty from sleeping in armor. [B]Campaigning [/B]At 7th level, you can appraise military units, encampments, and fortifications. This requires anywhere from 1 minute to 1 hour of observation or interaction, as determined by your DM. You can determine at least one of these details of your choice: [list][*]Name of the unit and its history. [*]Name of the commanding officer and his or her reputation. [*]Number of soldiers and siege equipment. [*]Morale of the unit or camp. [*]Overall weather and terrain readiness. [*]Presence of elite fighting forces. [*]Status of any supply lines/caravans.[/list] [B]Combat# [/B]At 10th level, [B]Legendary Endurance [/B]At 15th level, you can expend hit points to remove exhaustion from yourself as a bonus action. Each 1d6 hit points expended removes one level of exhaustion. [B]Combat# [/B]At 18th level, [SECTION]The Borderlands Guard is a heavily exploration focused take on the warrior. It's inspired by the Dúnedain of LotR and other non-magical ranger types like those found in The Black Company. Still heavily designing this one.[/SECTION] [SIZE=3][COLOR="#800000"]Cavalier[/COLOR][/SIZE] Servants of monarchs, noble houses, or knightly orders, cavaliers uphold the ideals of chivalry. Mounted warriors par excellence, they are the knights-in-shining-armor of legend. Most, though not all, cavaliers are of good alignment and belong to the aristocracy. They favor swords, lances, and horsemen’s weapons like flails, maces, and picks. [B]Bonded Mount[/B] At 3rd level, you acquire a warhorse or other mount of CR 1/2 or less if you don’t have one already. This mount becomes your “bonded mount.” Your bounded mount cannot be killed outright while you are alive; it can only be knocked unconscious and rendered dying. Additionally: [list][*]If it dies or you wish to change bonded mounts, a week of training is required with a new animal to make it your bonded mount. [*]You apply your proficiency bonus to all checks involving your bonded mount. [*]You have advantage on your saving throws to avoid being knocked off your bonded mount. [*]Your bonded mount’s speed increases by +10. [*]It gains a bonus hit die at every even level. [*]Mounting or dismounting your bonded mount only costs you 5 feet of speed.[/list] [B]Heraldic Renown[/B] At 3rd level, while you adhere to the code of chivalry and present your personal coat of arms, your renown in a faction of choice is treated as being 5 points higher, and your Charisma checks to convince others of your honesty and word of honor are advantaged. In addition, noble and royal houses that are not enemies of your faction will provide you with free lodging and stabling. [B]Issue Challenge[/B] At 7th level, as a bonus action you can issue a challenge to an enemy within 60 feet that can hear you (though you need not speak the same language) to engage you in melee combat. The enemy must make a Wisdom saving throw against a Difficulty equal to 8 + your proficiency bonus + your Charisma modifier. If the enemy fails, then if it must move its full speed toward you or make an attack against you (and only you) on its next turn. You may only challenge one enemy at a time, and while you remain engaged in melee combat with that enemy you may re-roll all 1’s on your attack and damage rolls against it. However, your attacks against other targets are disadvantaged while maintaining the challenge. Your challenge ends if you or your enemy is reduced to 0 hit points or surrenders, if you move out of melee range of your enemy, or you end a round without attacking your challenged enemy. [B]Aura of Courage[/B] At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. [B]Mounted Prestige[/B] At 15th level, you gain an additional mark of prestige of your choice. In addition, you may choose a new and improved mount like a griffon, pegasus, or any mount of CR 2 or less. Other special mounts may be available in your DM’s campaign world. [SECTION]Cavalier is inspired by the AD&D class of the same name from Gary's original Unearthed Arcana.[/SECTION] [B]Last Stand[/B] At 18th level, you cannot die from damage while your challenged enemy remains undefeated. This includes dying from taking massive damage, but not effects that kill without dealing damage, such as the Power Word Kill spell. If your challenged enemy dies or falls unconscious, or you end a round without having attacked your challenged enemy, this effect ends and you begin to die as normal. [SIZE=3][COLOR="#800000"]Destined Hero[/COLOR][/SIZE] Whether peasant hero or noble knight, some warriors follow a calling that transcends all cultures: The strong should protect the weak. Standing strong against all monsters or tyrants, these heroes do not balk at facing impossibles odds. In fact, they relish it. Often they are heroes of fate, propelled from humble beginnings by war and death into events that will shake the foundation of the world. Whether or not destiny is truly on the hero’s side, they are willing to delve into the bloody breach, hold the mountain pass, and make the sacrifices that others are not. Most, though not all, are of good alignment. They favor fighting with weapon and shield, or a weapon and a free hand. [B]Guardian’s Mark[/B] At 3rd level, anytime you attack an enemy (hit or miss) you mark them until the end of your next turn. Your opportunity attacks against marked enemies have advantage and do not expend your reaction. Marked enemies within 5 feet of you have disadvantage to attack your allies. [B]Destined[/B] At 3rd level, divinations reveal you are destined to leave a lasting mark on the world, though the exact nature of your future is always unclear. Among those who know of your destiny, your Charisma checks to convince them you are the hero they’ve been hoping for are advantaged. Choose one of the following destinies, or create your own with your DM: [list][*]Chosen One: [*]King Slayer: [*]Once and Future Sovereign: [*]Tragic Hero: [*]The Seeker: [/list] [B]Hold the Line[/B] At 7th level, when you hit a creature with an opportunity attack, its speed is immediately reduced to 0 until the start of its next turn. In addition, any spaces within 5 feet of you become difficult terrain for your enemies while you are not incapacitated. [B]Uphold the Meek[/B] At 10th level, when an enemy within 5 feet of you attacks one of your allies (without attacking you), you may make an opportunity attack against them, adding your proficiency bonus as extra damage if you hit. [B]Unbreakable[/B] At 15th level, you are immune to forced movement and being knocked prone. In addition, you can never be charmed or magically coerced into acting directly against your allies, harming those you’re committed to defending, or otherwise violating your bonds of loyalty. [B]The Sacrifice[/B] At 18th level, you can switch places with an ally within 5 feet as a reaction to something befalling them, becoming the target of whatever threat you’ve spared them from. This includes changing position in combat, changing marching order to help an ally avoid a trap, convincing a hag to target you with her bestow curse instead, or any number of situations. [SECTION] The Destined Hero archetype is inspired by young adult literature and is designed to be both simpler and more responsive to player creativity than the other archetypes. It’s a good fit for kids! It also draws on aspects of the 4e fighter as a defender.[/SECTION] [SIZE=3][COLOR="#800000"]Monster Slayer[/COLOR][/SIZE] Some fighters are driven by a thirst for revenge, some by a desire for gold and glory, and some by ambitions to prove themselves greater than the most dangerous of beasts. These slayers take to the inhospitable regions of the world armed only with their wits, their will, and a trusty blade to hunt down monsters that plague the land. Single-minded in their bloody pursuit, slayers are given a wide berth by common folk who are both eager to take their gold and hear their tales, yet remain concerned the slayer may be cursed or bring a dragon’s wrath down upon their village. Most slayers lean toward neutral or chaotic alignments. They favor heavy weapons. [B]Bonded Weapon[/B] At 3rd level, you form a bond with a weapon you possess. You always know where to find your bonded weapon. Soaked in the blood of your foes, this weapon absorbs some of their magic, acting as a +1 magic weapon which advances as you gain levels. You may roll on the tables on DMG pages 142-143 to give it character. At 11th level it gains a +2 bonus, and at 17th level a +3 bonus. If your weapon is destroyed or lost, you may spend a week forming a bond with a new weapon, which you must use as your primary weapon in any combats during that week and train with when you make camp. [B]Favored Foe[/B] At 3rd level, you choose a favored foe from this list: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (select 2 specific races like orcs and goblins), monstrosities, oozes, plants, and undead. If your favored foe has a particular language associated with it, you learn that language. Against your favored foe you have advantage on your damage rolls, Intelligence checks to recall lore about them, and Intelligence (Investigation) and Wisdom (Perception) checks to find them. You also know any vulnerabilities of your favored foe as well as their ecology and preferred lairs. If you slay a legendary monster of your favored foe type, you may spend downtime to select a new type of favored foe with your DM’s permission. [B]Evaluate Combatant[/B] At 7th level, you can gauge how much of a threat an enemy poses to you. After observing or interacting with a creature for 1 minute, you can determine its Challenge (CR) and whether it is a legendary monster. In addition, you also learn one of the following details of your choice: [list][*]Any tags that the creature has. [*]The creature’s current hit points. [*]The creature’s lowest ability score. [*]Which saving throw one of its attacks that you’re aware of targets. [*]Any vulnerabilities the creature has.[/list] [B]Imbued Weapon[/B] At 10th level, your weapon gains the property of any rare or very rare magic weapon in the DMG of your choice, though its enchantment bonus follows the guidelines under Bonded Weapon. At your DM’s discretion, your weapon may gain additional properties while adventuring if you perform special quests or slay legendary monsters. [SECTION]Dancing Sword (very rare) Defender (very rare) Dragon Slayer (rare) Flame Tongue (rare) Frost Brand (very rare) Giant Slayer (rare) Mace of Disruption (rare) Mace of Smiting (rare) Mace of Terror (rare) Nine Lives Stealer (very rare) Oathbow (very rare) Scimitar of Speed (very rare) Sunblade (rare) Sword of Sharpness (very rare) Sword of Wounding (rare) Vicious Weapon (rare)[/SECTION] [B]Trophy[/B] At 15th level, when you take and keep a trophy from a foe, you can make Charisma (Intimidation) checks against creatures of a similar type to frighten them. For example, a white dragon’s head could be used to intimidate a green dragon, provided their Challenge (CR) wasn’t drastically different. Any creature against whom your check succeeds becomes frightened. In combat this lasts until the end of your next turn. Out of combat, it lasts 1 minute (or as long as your DM determines). You may only carry one trophy at a time, though you may keep as many as you like back in your stronghold or base of operations. [B]Inspire Dread[/B] At 18th level, you can cause despair and fear in opponents with above animal intelligence when any of the following conditions occur: [list][*]You score a critical hit. [*]You avoid taking any damage in one round. [*]You kill any enemy who the DM deems was a serious threat. [*]Situations the DM deems inspire despair.[/list] Inspire Dread affects a number of hit dice worth of creatures equal to your fighter level. These creatures are compelled to make a morale check (see DMG), and if they fail they either try to flee or surrender. Inspire Dread only can take effect once per short rest. [SECTION]The Monster Slayer derives from a lot of video game archetypes ranging from Castlevania to Witcher. It also is inspired from modern fantasy roots of "man and his magic sword" stories like Elric of Melniboné, using an adaptation of legacy magic items (maybe that was 3e? can't remember edition).[/SECTION] [SIZE=3][COLOR="#800000"]Swashbuckler[/COLOR][/SIZE] ## [SIZE=3][COLOR="#800000"]Veteran[/COLOR][/SIZE] Veterans run the gamut of professional soldiers: grim embittered mercenaries, colorful condottieres, tough as nails expeditionaries, survivors drowning sorrow or guilt with ale, and accomplished men- or ladies-at-arms. These fighters know what it takes to lay siege to a castle or keep an army supplied, how to repel an orcish army with pikemen, and they know that nothing kills morale like a forced march in winter. When it comes to common sense and on-the-ground experience, there’s no fighter that compares with a veteran. They are often, though not always, of neutral or lawful alignments. Rather than focus on one particular weapon or fighting style, veterans tend to use multiple weapons as the situation necessitates. [B]Veteran Defense[/B] Starting at 3rd level, when a creature able to make multiple attacks hits you, any subsequent attacks it makes against you until the start of its next turn have disadvantage. [B]Bonus General Talent[/B] At 7th level, gain a bonus general fighting talent. [B]Fearless[/B] At 10th level, you can’t be frightened. If your group uses the morale rules in the DMG, then anyone under your command gains advantage on morale saves. If you don’t use morale rules, then you have advantage to saving throws against all fear-based magic and effects (e.g. phantasmal killer, weird). [B]Bonus General Talent[/B] At 15th level, gain a bonus general fighting talent. [B]Intimidating Presence[/B] At 18th level, you can sacrifice one of your attacks on your turn to terrify opponents of CR 2 or less within 30 feet of you. Each opponent of CR 2 or less must make a Wisdom saving throw against a Difficulty equal to you warrior level. On a failed check, they are frightened of you for 1 minute and, at the DM’s discretion, may flee or surrender if they are able. [SECTION]The veteran is an adaptation of the original fighting-man found in Chainmail and the “little brown books” of OD&D. Inspired by early fantasy wargaming, its efficacy can be seen equally pitted against hordes or against a lone dragon.[/SECTION] [SIZE=3][COLOR="#800000"]Warlord[/COLOR][/SIZE] Warlords see the battle from above, the long tide of strategic moves and countermoves playing out before them. Masters of military tactics, leaders of men, and frontline commanders, these fighters leave their mark on the political landscape of the world. Almost inevitably, they find themselves at the head of armies and in the company of kings and queens. Many warlords, though not all, are of lawful alignment. They favor no weapons in particular, viewing their companions as the greatest weapons in their arsenal. [B]Commanding Aura[/B] At 3rd level, when you or an ally within 10 feet of you spends Inspiration, they add your Charisma modifier to their attack roll, saving throw, or ability check. At 18th level, the range of this aura increases to 30 feet. [B]War Horn[/B] At 3rd level, you gain a mighty horn which you can blow to emit a sound audible to all within a mile. Your war horn has a distinctive sound and appearance which marks it as belonging to you. Blowing it grants advantage to the morale checks of allies and disadvantage to the morale checks of enemies. While you possess your war horn, your Charisma checks to command and inspire others have advantage. [B]Rallying Word[/B] At 7th level, you can take an action to issue a rallying word to an ally who can hear you within your aura. That ally rises from prone, can make a saving throw against any ongoing effects they’re suffering from, and gains temporary hit points equal to 1d10 + your Charisma modifier. You may use Rallying Word once per each companion in your party. Once you have used Rallying Word on a given companion you must take a long rest before you can use it on them again. At 15th level your Rallying Word grants temporary hit points equal to 2d10 + your Charisma modifier. [B]Warlord Followers[/B] At 10th level, you gain followers and - if you wish - a stronghold. Use the Fighter Follower tables to generate your followers, rolling once for the leader, an elite unit, and your troops. If you select Fighter Followers as an option again, you gain additional forces. In addition, choose or roll for a banner standard that grants your followers a special benefit, and roll for a unit of special bannermen. Banner Standard (1d6) # Bannermen (1d100) # [B]Warlord’s Surge[/B] At 15th level, when you use Action Surge, you may choose to sacrifice any number of your attacks in order to bolster your allies. For each attack you sacrifice, you confer one of the following benefits of your choice on all allies within your aura: [list][*]Allies can Dash or Disengage for free. [*]Allies can take the Dodge action for free. [*]Allies gain advantage on their next single attack against one target you designate (as if you used the Help action).[/list] [B]Eve of Battle[/B] At 18th level, # [SECTION]The Warlord combines aspects of the 4e Warlord and 3e Marshal with the OD&D/AD&D followers and strongholds style of play, offering a more holistic adaptation of the concept.[/SECTION] [SIZE=3][COLOR="#800000"]Weapons Master[/COLOR][/SIZE] Sword saints, blade dancers, itinerant knights, renowned duelists, and royal fencing-masters all fit the weapons master archetype. Displaying an intuitive bond with their weapon, thanks to uncommon training beyond other warriors, the weapons master is equally at home confronting a rival one-on-one and he or she is displaying fighting techniques at court with bravado and bluster. [B]Bonus Feat[/B] At 3rd level, gain a bonus feat. [B]Weapon Bond[/B] At 3rd level, choose a weapon type with which you have formed a close connection with (e.g. longsword or battle axe). This determines which benefits you gain at 7th and 15th levels. It also enables you to apply your proficiency bonus to any ability checks made with your weapon, such as hewing a door with an axe, performing a scimitar dance, or spear-hunting fish. [B]Weapon Expertise[/B] At 7th level # [B]Bonus Feat[/B] At 10th level, gain a bonus feat. [B]Weapon Mastery[/B] At 15th level # [B]Bonus Feat[/B] At 18th level, gain a bonus feat. [B]Grit#[/B] At 15th level, you gain the ability to shake off conditions temporarily. When you are affected by a condition, you may use True Grit as a reaction to delay yourself from suffering the effects of that condition for a number of rounds equal to your Constitution modifier (minimum 1). After the time has elapsed, you suffer from the condition as normal. You must take a short or a long rest before using True Grit again. [B]Survivor#[/B] 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. [SECTION]The Weaponmaster merges the 3e feat-based customizable fighter with an adaptation of the old Weapon Specialization rules from AD&D/BD&D. Still figuring the design of this one out.[/SECTION] [/QUOTE]
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