Fighter Martial Archetypes (5e)

## BONE KNIGHT

A bone knight, or an osteoth, is a warrior that has undergone an agonizing transmutation ritual, granting them the ability to fully control their bones. Naturally, this power is hideous and disfiguring, but allows them to grow bone protrusions for weapons and armor, changing their skeleton’s size and shape at will. Mastering this ability is a feat of endurance and creativity, but results in a fighter whose most powerful weapon is not sheathed at their side, but sheathed within their flesh.

Many fighters believe the osteoth ritual is a mere myth, a flight of fancy traded around campfires, but the process is indeed real, preserved among moldering tomes and in the minds of deranged wizards. With some resourcefulness, the procedure can be replicated with the contents of any alchemist’s lab, with a generous fatality rate of nearly half.

### Adamant Ivory

Starting when you choose this archetype at 3rd level, you can sprout plates of bone from your skin. While you are not wearing any armor, your Armor Class 17. You can use a shield and still gain this benefit. At higher levels, your Armor Class increases as shown in the Adamant Ivory table.

Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to shield yourself from the damage. Expend a Hit Die, roll it, and decrease the damage taken by the number rolled.

 5th
 10th
 15th
 18th

### Bone Blades

At 3rd level, you have total control over your skeletal structure, allowing you to sprout blades of jagged bone from each of your palms or wrists as you would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can’t be disarmed of these weapons. You can retract these weapons as you would sheathe a weapon.

Starting at 7th level, your blades count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once per turn when you hit a creature with a bone weapon, you can expend a Hit Die to extend the bone into the target. Add the Hit Die and your Constitution modifier to the weapon’s damage roll.

### Hardy Constitution

By 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain your total number of hit dice when you finish a long rest.

### Restructure

Starting at 10th level, you can shift your skeletal structure as an action to transform your appearance. When you do so, you determine the specifics of the changes, including adjusting your height and weight, the shape of your face, the presence or absence of your teeth, your posture, and so on. You can even change your size from Medium to Small or vice versa. The extent of these changes only extends to your bone structure: you can’t change your skin color, hair length, or clothing using this ability.

### Improved Ivory

By 15th level, your bones are as hard as steel and as plastic as copper. When you expend a Hit Die to use your Adamant Ivory feature to reduce damage or use your Bone Blades feature to deal additional damage, you can expend two Hit Dice at once. You subtract the total from the bludgeoning, piercing, or slashing damage you take, or add the total and your Constitution modifier to the weapon’s damage roll, respectively.

### Master Osteoth

Starting at 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 Hit Dice. Additionally, on your turn, you can expend 3 Hit Dice to regain a use of your Second Wind feature, or expend 8 Hit Dice to regain a use of your Action Surge feature (no action required).

## FACELESS GOON

As a faceless goon, it is your job to do whatever your evil master demands, assisting them in their crimes and serving as their guards and soldiers whenever required. As such, you are an expert in all-around violence, including but not limited to smashing, bashing, shanking, clobbering, blowing things up and mowing people down.

### Dumb Muscle

If strength of arm is the most important aspect of goonhood, not asking questions is the second most important. When you adopt this archetype, your Strength score increases by 2 (to a maximum of 20), but your Intelligence score decreases by 2 (to a minimum of 3).

### Grunt Work

Also at 3rd level, the many hours of grunt work you have to put in make you an expert in the mundane tasks of villainy: destroying evidence, guarding prisoners, hiding bodies, carrying loot, repairing rooms trashed by your boss in fits of rage, and so forth. You have advantage on Wisdom (Perception) checks made while patrolling a location you are familiar with, and you can complete mundane tasks such as unloading trucks or cleaning up crime scenes twice as quickly as an ordinary person.

### Looming Menacingly

At 7th level, your presence is inherently scary, even when you're not trying to intimidate someone. You can use your Strength score instead of Charisma on any Charisma check or saving throw that you are required to make.

### Gang Up

When you reach 10th level, you know how to make best use of a numerical advantage in combat. Once on each of your turns, you can gain advantage on an attack roll against any target that is within 5 feet of one of your allies, as long as that ally is not incapacitated.

### Brutal Whacking

At 15th level, you develop a ruthless efficiency for hatchet jobs. If you score a critical hit against a humanoid, you can force it to make a Constitution saving throw or be immediately reduced to 0 hit points. The DC for this save equals  8 + your Strength modifier + your proficiency bonus.

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

### Trusted Lieutenant

By 18th level, you have become one of your evil boss' most reliable servants, and even have your own squad of lower-ranking mooks that you can boss around. As a bonus action on your turn, you can summon up 6 goons, who appear in unoccupied spaces within 30 feet of you. These goons use the statistics for bandits, cultists, guards, scouts, or thugs in any combination of your choice; the DM has their statistics. They obey your orders without question (no action required) for 1 hour, after which they must return to their regular duties. If any of your goons die within this duration, you can use a bonus action to call up enough reinforcements to bring the squad back up to six. As before, the reinforcements appear in unoccupied spaces within 30 feet of you.

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

## FANATIC

The Fanatic wishes nothing more than to take part in glorious battle. The only thing that matters to them is the adrenaline that comes from an awesome fight, surrounded shoulder-to-shoulder with other ferocious adversaries. Both their mind and body have been honed for the thrill of battle, and are at their fiercest when backed into a corner or on the verge of death. To them, the battlefield is the only world that matters.

### Fervid Strikes

*3rd-level Fanatic feature*

You thrive when pushed to the absolute limit of your physical endurance. When you are at a quarter of your maximum hit points or lower, you can make your weapon attack rolls with advantage.

### Brutal Blow

*3rd-level Fanatic feature*

Once on your turn, when you hit a creature with a weapon you’re proficient in, you can add extra damage equal to your proficiency bonus.

### Physical Might

*3rd-level Fanatic feature*

Your body has been honed for the rigors of the battlefield. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can treat a d20 roll of 7 or lower as an 8.

### Unrelenting Endurance

*7th-level Fanatic feature*

You are not easily downed. When you are reduced to 0 hit points but not killed outright, you can use a reaction to drop to 1d10 + your fighter level hit points instead. You can't use this feature if the attack is a critical hit.

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

### Multiattack

*10th-level Fanatic feature*

You are able to strike down against multiple enemies at once in the heat of battle. Once on your turn, when you take the Attack action, you can replace one of your attacks with one of the following features below:

**Volley.** You make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

**Whirlwind Attack.** You make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

You can attack in this way a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### Frenzied Push

*15th-level Fanatic feature*

You can use the Shove action as a bonus action. Additionally, when you succeed, you can choose to push the target up to 10 feet away from you.

### Supernatural Resistance

*18th-level Fanatic feature*

Your fanaticism is the ultimate demonstration of mind over body. When you take damage from an attack or spell, you can use your reaction to become immune to only that instance of damage, but not from any other effects that might accompany the damage.

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

## GHOST OPERATIVE

The Ghost Operative is a fighter that excels in covert operations, possessing exceptional abilities of espionage and subterfuge. Masters of stealth, these fighters are usually deployed as part of clandestine operations where institutions can exercise plausible deniability. In events of alleged kidnappings and assassinations, the involvement of a Ghost Operative is always suspected, but can never be fully proven.

### Discreet Step

*3rd-level Ghost Operative feature*

You never let yourself out of the shadows. You can use the Hide action as a bonus action if you are wearing no armor or only wearing light armor. You also gain proficiency in the Stealth skill.

### Precise Blow

*3rd-level Ghost Operative feature*

Your choice of lightweight weapons allow you to accurately strike at weak points. Once per turn, when you hit a creature with a weapon that has the light property or with an unarmed strike, you can roll an additional damage die.

### Silent Maneuvers

*7th-level Ghost Operative feature*

You conduct your missions under the veil of silence, gaining the following benefits.

***Gagging Order.*** You capture key persons of interest as part of your missions. While you’re grappling a creature, you can move up to your full speed. You can also use a bonus action to silence a creature that is grappled by you using a free hand. You must use a bonus action on subsequent turns to keep the creature silenced.

***Ambush Retaliation.*** You strike quickly when found. When you’re hidden and a creature finds you, you can use your reaction to make one weapon attack against it, with advantage if the weapon has the light property or if you make an unarmed strike. If this attack reduces the creature’s hit points to 0, you are still considered hidden.

### Lurker

*10th-level Ghost Operative feature*

You are used to being in clandestine missions and fight accordingly. When you are hidden from a creature and you miss it with a weapon attack roll, making the attack doesn’t reveal your position so long as you are still in an obscured space and the attack was made with a weapon that has the light property or if it was an unarmed strike. This benefit also applies if you fail a contested ability check to grapple a target, or if you hit a target with a weapon that has the aforementioned properties and reduce its hit points to 0 with that attack.

### Target Extraction

*15th-level Ghost Operative feature*

You can effectively subdue a target you’ve captured. A creature that is grappled by you has disadvantage on its attack rolls. You can also use an action to force a creature you’re grappling to succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or fall unconscious for 1 minute or until it takes any damage.

In addition, you can attempt to hide while grappling a creature. However, if the creature can still speak or isn’t unconscious, you make this roll with disadvantage. Wisdom (Perception) checks made to find you also have advantage while you’re hiding in this way.

### Execution

*18th-level Ghost Operative feature*

Your kills are clean and leave little mess. While you’re grappling a creature and you hit it with a melee weapon attack using a weapon that has the light property or an unarmed strike, you can force it to make a Constitution saving throw. The DC is the attack roll used to hit the creature. On a failed save, the creature dies if it has a number of hit points no higher than ten times your Strength modifier. If it has more hit points than this limit, it instead takes bludgeoning damage equal to your Strength score and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the paralysis on a success.

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

## HEARTBREAKER

The Heartbreaker is a cold and ruthless fighter that seeks to end its foes in the most cruel way possible, even if devising such an end would objectively be more difficult to pull off than a simple kill or incapacitation. This fighter derives pleasure in breaking down the sanity of others, ensuring their final moments in life are that of despair.

### Deeds of Insanity

*3rd-level Heartbreaker feature*

You have devised multiple ways to prolong the suffering of your enemies. These techniques are represented by your Insanity dice, which are each d6. You have a number of these dice equal to twice your Charisma modifier (minimum of 2 dice), and they fuel various insanity techniques you have, which are detailed below.

Some of your techniques expend the Insanity die they use, as specified in a techniques's description, and you can't use a technique if it requires you to use a die when your dice are all expended. You regain all of your expended Insanity dice when you finish a short or long rest.

When you reach certain levels in this class, the size of your Insanity dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Some of your techniques and features require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

**Insanity save DC** = 8 + your proficiency bonus + your charisma modifier

The techniques below use your Insanity dice.

***Fearful Strike.*** When you hit a creature with a weapon attack, you can expend one Insanity die and force it to make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. While the target is frightened in this way, you can roll an Insanity die and deal bonus damage equal to the number rolled whenever you hit it with a weapon attack, which can take this bonus damage only once per turn. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

***Unsettling Presence.*** Your very presence is able to trip others up. As an action, you can expend an Insanity die and choose one creature you can see within 60 feet of you to make a Wisdom saving throw. If the target fails its saving throw, it must roll an Insanity die whenever it makes an attack roll or saving throw and subtract the number rolled from its attack roll or saving throw. This effect lasts for 1 minute (as if you were concentrating on a spell).

***Prey’s Scent.*** You are able to keep track of your quarry. As a bonus action, you can choose a creature you can see and force it to make a Dexterity saving throw. On a failed save, the creature can’t hide from you and doesn’t gain any benefits from being hidden or invisible for 1 minute. You also always sense the direction to the creature’s location, and are aware of the direction of its movement as long as it is within 120 feet of you. The creature can use an action to repeat the saving throw, ending the effect on a success. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend an Insanity die to take it again.

### Psychopathic Menace

*3rd-level Heartbreaker feature*

Your very words can twist what others think of you. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

In addition, when you make an ability check using one of the above skills, you can expend an Insanity die to reroll the d20, taking the higher roll. You then roll the Insanity die and add the number rolled to the ability check.

### Unhinged Mind

*7th-level Heartbreaker feature*

Your unstable mental state make you numb to all sorts of horrors. You are immune to being frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being frightened, you can use your reaction to expend an Insanity die and force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your Insanity save DC. If the save fails, the target is frightened of you for 1 minute. If a creature frightened in this way ends its turn in a location where it doesn't have line of sight to you, it can repeat the saving throw, ending the effect on itself on a success.

### Eroding Composure

*10th-level Heartbreaker feature*

You trigger a bout of primal fear when approaching others. Whenever a creature that has a number of hit points up to five times your Charisma modifier makes a saving throw against your Insanity save DC, it makes the saving throw with disadvantage.

### Sadistic Glee

*15th-level Heartbreaker feature*

You feel the exhilaration from a satisfying kill. When you reduce a creature’s hit points to 0 with a weapon attack, you gain one Insanity die. You can’t have more Insanity dice than twice your Charisma modifier, as normal.

In addition, whenever a creature succeeds on its saving throw against a feature that uses your Insanity save DC, you can use your reaction to deal psychic damage to it equal to your fighter level.

### Gaze of Horror

*18th-level Heartbreaker feature*

You are able to terrify an individual simply by looking at them. You can cast the *eyebite* spell without expending a spell slot, and the DC for this spell is your Insanity save DC. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

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

## HOMESTEAD

The Homestead fighter is a homely warrior, one that fights to defend the people that they hold most dear. Those that join an adventuring party often do so because of the desire to protect their loved ones. A Homestead fighter is also always accompanied by a trusty companion, one that usually has grown up alongside them.

Folk heroes, city guards, and village militias are often archetypal Homestead fighters. You can look at the Homestead Origins table to see a suggested list of backgrounds and motivations for what they fight for.

### Homely Companion

*3rd-level Homestead feature*

You’ve grown attached to a faithful creature known as a homely companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the homely companion stat block, which uses your proficiency bonus (PB) in several places. When you choose your companion, you choose its Creature Type, which determines certain traits in its stat block.

In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If you use your Second Wind feature, the companion can regain hit points equal to 1d10 + your fighter level. If the companion is reduced to 0 hit points and not killed outright, it automatically becomes stable if it is within 60 feet of you. If the companion has died in the last hour, you can use an action and spend three Hit Dice to revive it, provided you are within 5 feet of it. The companion returns to life after 1 minute with all its hit points restored.

If your companion is dead when you finish a long rest, you can spend three Hit Dice to bring it back to life, drawing from your own life essence to revive it. You must choose the same Creature Type as when you first received the companion.

**Homely Companion**

*Small Beast, Celestial, or Fey*

* Armor Class 13 + PB (natural armour)
* Hit Points 5 + five times your fighter level (the companion has a number of Hit Dice [d10s] equal to your fighter level)
* Speed 30 ft.

* Condition Immunities charmed (Celestial and Fey only)
* Senses darkvision 60ft., passive Perception 12
* Languages understands the languages you speak
* Challenge —      Proficiency Bonus equals your bonus

*Unbreakable Bond.* You can add your proficiency bonus to any ability check or saving throw that the companion makes.

*Keen Hearing and Smell (Beast Only).* The companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

### Actions

*Slam.* *Melee Weapon Attack:* +3 + PB to hit, reach 5 ft., one target you can see. *Hit:* 1d4 + PB bludgeoning damage.

### Trained From Young

*3rd-level Homestead feature*

As you travel with your companion, you train it in new skills and tricks. You can pick a combination of two traits, or actions or reactions of your choice listed under the Companion Tricks section below. Some abilities are only available to a certain Creature Type. When you reach 7th, 10th, and 15th level in this class, you can pick a new trait from the list. You can also replace an existing trait the companion has with a different one.

Some tricks require a saving throw. The Companion Trick DC equals 8 + your proficiency bonus + your Charisma modifier.

### Expert Trainer

*7th-level Homestead feature*

You’ve honed skills of your own while being around your trusty companion. You gain proficiency in one of the following skills based on the Creature Type of the companion: Animal Handling for Beast, Religion for Celestial, and Deception for Fey. If you already have proficiency in this skill, you can choose another skill to be proficient in.

At 15th level in this class, you gain proficiency in another skill, depending on the Creature Type of the companion: Survival for Beast, Medicine for Celestial, and Performance for Fey.

### Adrenaline Surge

*10th-level Homestead feature*

Your companion is able to keep pace with you. When you use your Action Surge feature, the companion also gains an extra action.

### Trained Coordination

*15th-level Homestead feature*

You and your companion fight as one cohesive unit. You gain the following benefits:

* When an attacker that you can see hits your companion with an attack, you can call out a warning. If the companion can hear you, it can use its reaction to halve the attack's damage against it.
* When you use your Indomitable feature, you can also have the companion reroll its saving throw, if it also made one before as well.

### Multiattack

*18th-level Homestead feature*

Your companion becomes more protective of you. When the companion takes the Attack action, it can attack twice instead of once.

### Companion Tricks

#### Actions or Reactions

Your companion can adopt the following actions and reactions:

***Deflect Attack.*** The companion uses its reaction to impose disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than itself.

***Encouraging Presence.*** During combat, the companion can use an action to choose one creature it can see within 5 feet of it and give a d4. The creature can add this d4 to one ability check, attack roll, or saving throw it makes before the start of your next turn. A creature can only have one die from this action at a time. At 15th level in this class, the die becomes a d6.

***Friendly Jump (Fey Only).*** The companion can use its action to teleport itself and one willing creature within 5 feet of it up to 15 feet to an unoccupied space you can see.

***Guardian Friend.*** When the companion sees a creature within 5 feet of itself take damage from an attack, it can use its reaction to reduce the damage the creature takes by 1d10 + your fighter level + your Charisma modifier (to a minimum of 0 damage). The companion takes the same amount of damage, and the damage can’t be reduced in any way.

***Halo Beam (Celestial Only).*** The companion can use its action to shoot a beam of concentrated light 5 feet wide and 30 feet long. Each creature in the line must succeed on a Dexterity saving throw or take 2d4 radiant damage. At 15th level in this class, a creature takes 3d4 radiant damage on a failed save.

***Intimidating Glare.*** The companion can use an action to choose one creature it can see within 30 feet of itself to make on a Wisdom saving throw. The creature must also be able to see the companion. On a failed save, the creature is frightened of you and the companion until the start of your next turn. While frightened in this way, the creature can only use the Dash action to move as far away from you and the companion as possible.

***Rally Cry.*** The companion uses an action to spur the morale of its allies. You choose a number of creatures within 30 feet of the companion that can hear it up to your Charisma modifier (minimum of one creature). The companion and the chosen creatures gain a number of temporary hit points equal to your proficiency bonus + your Charisma modifier.

***Tag Team.*** If the companion is within 30 feet of a creature it can see, and the creature is hit by an attack roll, the companion can use its reaction to move up to its speed and make an attack roll against the same creature. At 15th level in this class, if the companion’s attack hits, you have advantage on your next weapon attack against the target.

#### Traits

Your companion can adopt the following traits:

***Adorableness.*** While the companion is within 5 feet of you, you have advantage on Charisma (Performance) and Charisma (Persuasion) checks.

***Alert (Beast Only).*** While the companion is within 30 feet of you and neither of you are incapacitated, both you and the companion can’t be surprised, and you have advantage on initiative rolls.

***Dazzling Aura (Fey Only).*** Creatures of your choice within 10 feet of the companion have advantage on saving throws against being charmed. At 18th level in this class, the aura becomes 30 feet.

***Fearless Attitude.*** The companion has advantage on saving throws against being frightened. At 15th level in this class, it becomes immune to becoming frightened.

***Grappler (Beast Only).*** When the companion hits a creature with an attack, it can attempt to grapple the creature. At 15th level in this class, a creature grappled by the companion is also restrained.

***Radiant Strikes (Celestial Only).*** The companion’s Slam attack deals radiant damage on a hit, instead of bludgeoning damage. At 15th level in this class, its Slam attack deals an extra 1d4 radiant damage on a hit.

***Speedy.*** The companion's walking speed is now 35 feet.

***Tough.*** The companion’s hit point maximum is now six times your fighter level.

## ISLANDER

The Islander is a sturdily built fighter that lives by the oceans. Their close ties to the various islands they call home has shaped them to be resourceful and physically resilient, whilst also giving them an appreciation for nature. An Islander often hops around from island to island by either swimming or constructing rafts, given the nature of where they live.

An Islander is, in fact, so attuned to the natural world that they can draw magic from it, thereby creating an even more intimate relationship with the natural environment around it. As such, an Islander is also considered the protector of an island or a group of islands in the island communities they live in.

### Spellcasting

*3rd-level Islander feature*

Your attunement to nature has allowed you to cast spells, shaping the forces of nature to your will. See chapter 10 of the *Player’s Handbook* for the general rules of spellcasting and chapter 11 for the druid spell list.

**Cantrips.** You know two cantrips of your choice from the druid spell list, of which one must be *shillelagh*. You learn an additional druid cantrip of your choice at 10th level, and again at 18th level.

**Preparing and Casting Spells.** The Islander Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your fighter level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level Islander, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells (three from your Wisdom modifier and three from your fighter level rounded down) of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

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

**Spell Save DC** = 8 + your proficiency bonus + your wisdom modifier

**Spell attack modifier** = your proficiency bonus +your wisdom modifier
**Ritual Casting.** You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your druid spells

**Multiclassing.** If you multiclass into a druid, the number of spells you can prepare becomes your Wisdom modifier + half your fighter level or your full druid level (whichever is higher). In addition, when determining the number of spell slots you have, you add a third of your fighter level, as described in “Multiclassing” in chapter 6 of the *Player’s Handbook*.

### Island Spirit

*3rd-level Islander feature*

You gain a swimming speed equal to your movement speed, and you gain proficiency in one of carpenter’s tools, cook’s utensils, or woodcarver’s tools. Also, when you cast a spell with the ritual tag, you can cast it in the normal duration time.

In addition, once on you turn, when you use your Extra Attack at 5th level, you can cast one of your cantrips in place of one of those attacks.

### Nature's Healing

*7th-level Islander feature*

You can draw upon the soothing magic of nature to bolster your own healing. When a spell you cast heals a creature, you regain one use of your Second Wind if you have none remaining. Once you use this feature, you can't use it again until the end of a short or long rest.

### Elemental Strength

*10th-level Islander feature*

You choose one of the following damage types: acid, cold, fire, lightning, or thunder. Attacks you make that deal the chosen damage type ignore resistances, and you also gain resistance to that damage type. At 18th level, you choose another damage type from the above list.

### Guardian Atoll

*15th-level Islander feature*

You are a true protector of the islands, allowing nothing to harm your island home or your people. If a druid spell has a casting time of one action, you can choose to cast it as a bonus action. When you use this feature, you can't cast spells other than cantrips until the end of your next turn, and you can’t cast this way again until the end of a long rest.

In addition, once during your turn, when you hit a creature with a weapon under the effect of *shillelagh*, you can choose to reroll the damage dice, and you must use the new roll.

### Island Secrets

*18th-level Islander feature*

You can call upon your close attachment to your island home and borrow from its power. Choose a 5th level spell from the druid spell list. You can cast this spell once without expending a spell slot or having the spell prepared. You must finish a long rest before you can do so again.

## MAGITECH SAVANT

The archetypal Magitech Savant is a warrior who possesses a sophisticated suit of magical armor which can be upgraded and modified, making them extremely versatile and dangerous combatants. Some upgrades make the Hero a towering machine of war, others a craven shadow on the wall, and others still a flying mechanical wonder, capable of firing beams of energy from his eyes and palms. No matter the configuration, Magitech Savants are a formidable force.

### Magitech Armor

At 3rd level you gain a suit of magic armor from your church (or family, clan, king, or other organization as appropriate for your character). You may choose any type of armor that you are proficient with. It is of masterwork quality, but is otherwise typical of armor of that type. At any time you may return to any church of your order, and they will provide you with the facilities needed for you to repair, improve, or enchant it, though you must still pay for materials and other associated costs.

     Magitech Armor is more powerful than a regular magic item. Only an antimagic field and areas of "dead magic" suppress it's abilities, rendering it mundane masterwork armor until the magic suppression ends. When suppressed by an Anti-Magic Field or similar effect, you also lose any abilities gained from Magitech Upgrades.

### Magitech Upgrade

At 3rd level, you may select any two Magitech Upgrades for which you meet the prerequisites. You may not use one of the Upgrades selected at 3rd level as a prerequisite for the other. You may select an additional upgrade at 7th, 10th, 15th, and 18th level.

     Magitech Upgrades apply only while you wear your Magitech Armor. Upgrades that cast a spell require no verbal or somatic components. If an Upgrade calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. Your magitech level is equal to your fighter level.

## MULTIVERSAL

The Multiversal is a clairvoyant fighter of quick wits. Their ability to peer into the near future and select the best outcome during battles make them almost untouchable to all but the most unpredictable and reckless of combatants.

### Disciplined Mind

*3rd-level Multiversal feature*

Your efforts to train your mind have allowed you to better harness your knowledge. You can add half your proficiency bonus to any ability check that requires Intelligence, as long as it doesn't already include your proficiency bonus.

### Alter Outcome

*3rd-level Multiversal feature*

You quickly look into the future to select the best result for yourself. When you make an ability check or attack roll, you can choose to reroll the dice and must use the second roll. Once you use this feature, you can't use it again until you finish a short or long rest.

At 11th level, you can use this feature twice between a short or long rest.

### Guiding Fortune

*7th-level Multiversal feature*

Your ability to see into multiple futures allows you aid your allies. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to roll an additional d20 and have the creature choose which of the d20s to use.

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

### Clairvoyant Dodge

*10th-level Multiversal feature*

You can see where an enemy will strike and react accordingly. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. If the attack still hits, you take half damage from the attack.

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

### Lethal Strike

*15th-level Multiversal feature*

You can use your future vision ability to land deadly strikes on your opponent. When you hit a creature with a weapon attack, you can forgo rolling the weapon's damage dice and deal maximum damage. Your weapon attacks ignore resistances when you use this feature.

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

### Time Surge

*18th-level Multiversal feature*

You can manipulate the near future to such a fine degree that you can compress more actions in a set point in time. You gain an extra use of Action Surge. As normal, you can only use one instance on each of your turns.

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

## OUTLANDER

The Outlander is a fighter of the wilds, having spent the majority of their life living in rugged conditions. Sharing the space with other strong bestial predators, they fight brutishly, often bordering on feral. Outside of fights, an Outlander shows adept knowledge in the natural world and how to live off the land.

### Savage Power

*3rd-level Outlander feature*

You display feats of savage strength from brawling with bestial predators. These feats are represented by your Savagery dice, which are each d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel your supernatural feats of strength, which are detailed below.

Some of your powers expend the Savagery die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Savagery dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Savagery die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Savagery dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The techniques below use your Savagery dice.

***Calloused Body.*** Your body is accustomed to weathering attacks. When you are forced to make a saving throw against a spell or harmful effect that deals damage, you can use your reaction to expend and roll one Savagery die, adding the number rolled to your saving throw. Whether you succeed or fail, you also reduce the damage taken by an amount equal to the number rolled.

***Ground Slam.*** You’re able to violently disorient your opponent. As an action, you can expend one Savagery die and make a grapple check against a creature within your reach. If you succeed, you roll a Savagery die and the creature takes bludgeoning damage equal to the number rolled plus your Strength modifier. It also falls prone until the grapple ends. You must have two free hands to use this action.

***Darting Punch.*** You’re able to follow up attacks with your fists. When you miss with a weapon attack, you can immediately use a bonus action to expend one Savagery die and make an unarmed strike against a target within your reach. If you hit, you add the Savagery die to the attack’s damage roll.

### Wild Knowledge

*3rd-level Outlander feature*

You possess innate knowledge of the wilderness. You gain proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, Survival. When you reach 10th level in this class, you can choose to gain proficiency in another skill of your choice from the list above.

### Bushwalker

*7th-level Outlander feature*

You have picked up ways to survive out in the wilderness, gaining new ways to use your savage instincts.

***Natural Foraging.*** You are able to live off the land. When you are in a natural environment, you can use an action to cast *goodberry*. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Savagery die to take it again.

***Call of the Pack.*** Your primal strength can rouse others. As an action, you can expend a Savagery die and choose a number of creatures within 60 feet of you that can hear you, including yourself, up to your Charisma modifier (minimum of one creature). You roll the die, and each creature gains a number of temporary hit points equal to the number rolled. These temporary hit points last until the creature finishes a short or long rest.

### Athlete's Arm

*10th-level Outlander feature*

Your strength not only allows you to deal deadly blows, but also throw tremendous distances. You gain new powers that use your Savagery dice.

***Herculean Throw.*** Your sheer strength allows you to throw with monumental force. As an action, you can expend one Savagery die and force a creature that is grappled by you to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), with advantage if it is at least one size category larger than you, or be thrown a number of feet equal to your Strength score. For every 10 feet it travels, you roll a Savagery die, and the creature takes bludgeoning damage equal to the number rolled. If the thrown creature hits another creature or object, it also takes damage equal to one Savagery die. You must have two free hands to use this action.

***Forceful Toss.*** You can launch projectiles over very long distances. When you make a ranged attack with a melee weapon that has the thrown property, you can expend a Savagery die to quadruple the weapon’s normal and long range. If you hit, you add the Savagery die to the attack’s damage roll, and you can push the target 5 feet away from you. This attack ignores half and three-quarters cover.

### Apex Predator

*15th-level Outlander feature*

In the wild, you are the predator above all others. You can cast the *dominate beast* spell, and your spellcasting ability for the spell is Charisma. Whenever the target has to make a saving throw against the spell, you can expend and roll one Savagery die, subtracting the rolled number from the target’s saving throw. Additionally, on each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can't do so again until you finish a short or long rest, unless you expend a Savagery die to cast it again.

### Honed Senses

*18th-level Outlander feature*

Your time in the wilderness has sharpened your senses to a supernatural degree. You gain blindsight out to a range of 30 feet while you’re not deafened.

Within this range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

## RELENTLESS

These fighters are known for the way they throw themselves at an enemy, giving them no chance to get their bearings or escape the attacks the fighter is doling out.

### Futile Retreat

At 3rd level, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

### Quick Reactions

At 7th level, when you make an opportunity attack, you may make two attacks instead of one against the provoking creature. Additionally, if you are able to make an attack as a bonus action (such as from wielding two weapons or the Polearm Master feat), you may make two attacks instead of one with that bonus action.

### Action Surge

At 10th level, you may use action surge twice before a rest, and at 17th level you may use it 3 times before a rest.

### Shield of Blades

At 15th level, when you make at least two attacks on your turn against the same target, that creature has disadvantage on attack rolls against you until the start of your next turn.

### Whirlwind

At 18th level, you may spend an action to make two attacks against every creature within your reach. Once you use this feature, you may not use it again until you finish a long rest.

## SHIELD EXPERT

The longest-lived know all too well the value of a shield. An aegis to the weapons of men and a bulwark to the claws and teeth of monsters, a shield is your first and most important defense. Experts in its use are often legendary warriors in their own right, surviving where others would fall and using their shield itself as a weapon when all other options fail.

### Fighting Style

Beginning when you select this archetype at 3rd level, you gain the following fighting style:

***Shield Fighting*.** You can bash enemies with your shield. If you hold a shield, you can treat it as a light melee weapon dealing 1d6 bludgeoning damage on a hit. You are proficient in using your shield as a weapon.

### Shield Throw

Starting at 3rd level, you can hurl your shield at nearby enemies. If you choose to do so, your shield acts as a thrown melee weapon with a range of 15/30 feet, dealing 1d6 bludgeoning damage on a hit. At 7th level, you throw your shield with such force that it ricochets off of its target and returns to you if you strike a target within 15 feet of you.

### Sled

At 7th level, once per turn, you can slide downhill, even across stairs and other rough terrain, atop your shield, up to half your movement speed, without expending movement.

### Tower Shield

At 10th level, you are proficient in the use of tower shields. Tower shields grant a +3 bonus to AC and grant you three-quarters cover from ranged attacks. When used to make an attack or thrown, a tower shield deals 1d8 damage.

### Ironclad Defense

At 15th level, when you take damage from an attack or spell that you can see while you are holding a shield, you can use your reaction to halve the attack or spell's damage against you.

### Dual Shields

Starting at 18th level, you can hold two shields at one time and gain the Armor Class benefits of each.