Alternative classes

Due to the absence of magic, some classes from the core rules have been either removed or changed. The cleric, paladin, warlock, druid, sorceror and wizard have all been removed, as well as the arcane archetypes for the rogue and fighter. This page will go into detail about the changes made to other classes, as well as adding a couple classes and archetypes specific to the Annwin setting.

## Armsmaster - Fighter archetype

Those who follow the path of the
armsmaster have devoted their entire life to a single type of combat,
focusing their skill into a favoured weapon. Though familiar with all
kinds of weapons like every professional fighter, the armsmaster
shines when focusing on his weapon of choice.

**Weapon focus**

When you choose this archetype at 3rd
level, you pick one weapon of choice (for example mace, longsword,
battleaxe). Whenever you use a weapon of this type you gain a bonus
of half your proficiency rounded up added to attack rolls.

**Weapon expertise**

Starting at 7th level the
armsmaster has become an expert on wielding his weapon of choice.
Whenever you make an attack with a favoured weapon you can add double
your proficiency bonus on attack rolls.

**Precise strike**

At 10th level the armsmaster
can learn to focus all his skill into making a killing blow. Once per
round you can choose to discard all your attack bonuses
(proficiencies and abilities) on one attack. If this attack hits, you
add all the discarded bonuses into damage on the target.

**Weapon mastery**

Starting at 15th level you
become a true master with your chosen weapon, gaining a +3 bonus to
all damage rolls whenever you strike someone.

**True strike**

At 18th level you become the
scourge of the battlefield, knowing just how to deliver death to
those standing against you. Whenever you make a critical hit with
your favoured weapon, double whatever damage dealt.

## Ranger - edited

The rangers of Angleadd differ from the
core version in some ways. Because of the lack of magic they
logically have no spellcasting abilities. They do however have some
added powers and abilities to make them viable with these
restrictions.

**Ability score improvement**

At 10th and 14th
level the ranger gets a bonus ability score improvement

**Extra attack**

At 13th level the ranger
gains a third attack

**Beastmaster**

The level 15 ability of the beastmaster
to share spells is removed. It instead gains the ability to train and
befriend animals up to CR 1, instead of 1/4

**Favored enemy**

The favored enemy skill is removed.
Instead, the ranger gets the Stalker trait. This gives you the
following bonuses

1st level: Tracking. You
have advantage on all checks to track enemies or prey through
wilderness.

6th level: Ambush. When you
surprise an enemy in the wilderness and make an attack, you have
double the normal chance of a critical hit (19-20 on standard
weapons). If the kind of terrain you're in is one of your favoured
terrains, the first attack made is an automatic crit if it hits.

14th level: Called shots.
Once per round you can choose to target a specific bodypart on your
enemy. The attack roll is made with a -5 penalty, but if it hits you
gain bonuses depending on the area you have targeted. Hits to arms
imposes a disadvantage on all attacks for two rounds. Hits to the
legs makes the target lose all movement on their next turn. Headshots
deal double damage, even the extra damage from a critical hit.

## Bard - edited

Bards in Angleadd are very different
from the core rules. Bards in this setting are loremasters,
entertainers and master of oration, holding special privilege through
the realm. The following rules details how bards function.

**Bardic Privilege**

Bards hold an exalted
position throughout the realm. This feature gives you certain bonuses
as your fame and skill grows

1st level: You gain
advantage on all skillchecks attempting to persuade, deceive or
otherwise socially interact with nobles and citizens of higher
standing. Bards are thought to be blessed by the gods, so most people
of position are easily swayed by them.

5th level: You are now
deemed a proper bard and you get special protection from the law.
Noone can draw a weapon on you inside a city or castle unless you
drew first, and you gain the right to publically denounce people of
wrong-doings without fear of retribution. Note that a bard who abuses
this by spreading either lies or slander, might be judged unfit for
this privilege.

14th level: At this level
you gain the right to bear witness to any formal proceeding being
held throughout the kingdom. A master bard is welcome in any court or
great hall. You will also have the right to speak out in any legal
dispute, even if you are not directly linked to either party
involved.

**Loremaster**

All bards hoard knowledge.
Whenever you try to identify ancient texts, artifacts or similar, you
gain advantage on the skillcheck.

The 6th level Lore college
trait Additional magical secrets have been removed. Instead, the bard
gets the Linguist trait. This gives you the ability to decipher texts
written in languages unknown to you, gleaming at least the basic
meaning of a document. A successful intelligence check will reveal
additional information, and also reveal if the document is written in
code or ciphers.

The 14th level Valor college
trait Battle magic has been removed. Instead the bard gets the trait
Legendary valor. This gives you the ability to use your bardic
inspiration die to save an ally from death. If anyone gets hit and
reduced to 0 hitpoints and you are within range, roll the bardic
inspiration die. Add the number rolled to the character's hitpoints.

## Priest - new class

Priests are the servants of the gods,
guides for the people and scourge of the unfaithful. Those who choose
to live their lives in service of the temples are a varied lot,
ranging from the humble friar tending a small chapel in a farming
village, to the hierarchs ruling the grand temples in Caer Angleadd.
Others take on a more martial approach to their faith, marching along
warbands to help keep their spirits high and their souls safe, or
wandering the realm as a witch-hunter, tracking down reported wizards
and sinister plots that might hurt the kingdom. However they choose
to serve priests hold an important position in the kingdom, being
viewed with both respect and fear by the commoners of the realm.

As a priest you get these basic
features

Hit dice: You get 1d8 per priest level

Hitpoints at 1st level: 8 +
constitution bonus

Hitpoints at higher levels : 1d8 (5) +
constitution bonus

Proficiencies

Armor: Light armor and shields

Weapons: All simple weapons and the
favoured weapon of your god

Tools: Healer's kit or herbalism kit

Saving throws: Wisdom, Charisma

Skills: Choose two from Insight,
History, Medicine, Persuasion, Witchlore, Religion

**Starting equipment**

A mace, quarterstaff or favoured weapon

A leather armor or reinforced robes

A shield and a holy symbol

Priest's pack or explorer's pack

**Conviction**

A priest is secure in his belief that
his god will always support him. Whenever you make a skillcheck or
attack, you can choose to add your wisdom modifier to the roll. The
number of times you can do this depends on your level. Expended uses
are restored after a long rest.

**Condemn**

Starting at 2nd level,
whenever you enter combat you can declare a human opponent as an
enemy of the kingdom, the gods and so forth. All attacks made by you
or your allies against this one target are made with advantage until
the enemy is killed. If the marked target dies before the end of
combat, you can not condemn any other opponents.

At 11th level your righteous
fury empowers your allies further, letting them add your charisma
modifier to their attack rolls against the condemned target.

**Saviour**

Starting at 3rd level,
whenever one of your allies are downed in combat you can use a bonus
action to chant a prayer. As long as you are within 10ft of the
injured character and continue to chant, that ally will not fail any
death saving throw. If you continue chanting for 3 rounds, the downed
character will stabilize. You can only pray for one character at a
time, so if multiple people are incapacitated you will have to choose
which one to save.

At 12th level your zeal and
piety grows, letting you instantly stabilize one downed ally

**Blessing**

At 7th level you get the
ability to bless a character. This ability allows you to bless a
character as he is about to perform a task, giving him advantage on
the next skill or ability check he has to take. You can use this
ability a number of times equalling 1+your wisdom modifier. All
expended uses are restored after a long rest.

When you reach 16th level
your force of personality inspires your allies further, letting them
add your charisma bonus to the skill or ability roll.

**Righteous knowledge**

Your long hours of study and servitude
to the gods gives you great insights. At 10th level you
can pick any two skills to become proficient in.

**Righteous power**

At 14th level your sense of
religious conviction grows, granting you a feeling of
invulnerability. Once per battle if you are reduced to 0 hitpoints
you can call upon your faith, fighting through the pain and retaining
a single hitpoint.

**Perfect faith**

At 20th level your faith in
the higher powers grow so strong that you can will yourself through
situations that would kill a lesser person. You add your wisdom
modifier to every savingthrow you make, as well as gaining total
immunity to fear and any attempt to influence your mind by either
persuasion or intimidation.

### Chaplain – Priest Archetype

The chaplain is a spiritual leader and
caretaker for warriors across the realm. Most larger armies always
have at least one chaplain following them on campaigns, and even
lesser lords will strive to include one amongst their servitors.
Chaplains does not serve in monastaries or temples, but instead
spread the word of the gods to the people.

When choosing the chaplain path at 2nd
level, a character gains the following bonus features

**Preacher**

The chaplain is a master
orator. He becomes proficient in the religion skill if not already
known, and whenever he tries to sway people by the way of religious
sermons he adds his charisma modifier to on top of any other bonuses
to his religion skill.

**Master healer**

The chaplain has learned
to make basic healing supplies with great skill. Whenever you
herbalism kit to make salves, potions or restoratives you gain
advantage on the skillcheck. In addition, anytime you treat injuries
on other characters you heal d6+wisdom modifer hitpoints.

**Hardy Constitution**

At 5th level you gain
advantage on all saving throws for resisting disease and poison. Days
and weeks spent tending infections and the like have toughened you
up, and what would kill or weaken others are a mere nuisance.

**Chirurgeon**

Starting at 9th level you
become an expert at diagnosing wounds and ailments. You can
automatically identify diseases, infected wounds and the like, and
you can use the medicine skill to perform surgery on injured
characters. A succesful skillcheck will restore 2d10+wisdom modifier
hitpoints. The character in question can only be treated once per
long rest.

**Learned scholar**

At 15th level you gain an
automatic +2 to your wisdom score. This bonus can increase the
ability above the normal limit. The time spent learning, studying and
tending to your duties have expanded your horizon.

**Preacher**

At 17th level you gain the
ability to soothe and calm masses of people. Unless your target
audience is directly hostile, you can as an action persuade even an
enraged mob to calm down and disperse. This skill can also be used to
encourage behaviour in others, like making a troop of soldiers
protect a village from harm even if it's not directly their duty, or
make a wealthy noble or merchant offer monetary aid to your cause.
Make a skill check with proficiency as well as both charisma and
wisdom bonuses added. Note that this ability can not be used to make
people go against their code of honor.

### Witch hunter – Priest archetype

The witch hunter is often viewed with
both respect and fear, as everyone knows they are constantly hunting
for those who practice forbidden crafts or harbouring dangerous
secrets. They are the ones who investigate when strange happening
occur or interrogate those suspected of witchcraft. A witch hunter is
often a lone wolf, but even if despised by some they are viewed as a
neccesary part of keeping the kingdom safe.

When choosing this path at 2nd
level you gain the following bonus features

**Medium armor proficiency**

Witch hunters
often find themselves closer to danger than other priests. For this
reason they have extensive training in keeping themselves safe from
harm.

**Intimidating investigator**

You become
proficient in intimidation and investigation. You will know the
truth, and noone can hide it from you.

**Trained fighter**

At 5th level you gain an
extra attack.

**Defense of the faithful**

Starting at 9th level you
can no longer be flanked unless completely surrounded. Some call it
paranoia, but every witch hunter knows that they might risk facing
bad odds.

**Agitator**

At 15th level you gain the
ability to fuel the anger or fear of people, setting them on a path
of destruction against a person, group or target. This ability lets
you command a mob of people, and lets you lead them against whoever
or whatever you have deemed dangerous to the realm. A succesful
charisma check is needed in order for this ability to work.

**Hunter's senses**

At 17th level you can no
longer be surprised by an enemy unless asleep or unconcious. Your
long path of service has left you seeing enemies around every corner,
and noone will get the drop on you. In addition you gain +2 on both
passive perception and initiative.

## Templar - new class

There are many martially minded gods in
Angleadd, and there are some who take a more direct approach to their
devotion. Some of these become templars, warriors trained to use
their mind as a weapon, to learn how to navigate the battlefield and
how to strike the enemy where it hurts. While not all templars are
devout followers of a god, most of them are respectful of the higher
powers and do their best to live good lives. For others however, the
path of the templar was simply chosen since no lord offered them
service in a warband.

As a justicar you get these basic
features

Hit dice: You get 1d10 per templar
level

Hitpoints at 1st level: 10 +
constitution bonus

Hitpoints at higher levels : 1d10 (6) +
constitution bonus

Proficiencies

Armor: All armor and shields

Weapons: All simple weapons and martial
weapons

Tools: None

Saving throws: Intelligence,
Constitution

Skills: Choose three from Athletics,
Lore, Religion, History, Perception, Investigation and Insight

Starting equipment

A martial weapon

A chain shirt or brigandine armor

A round shield

Dungeoneer's pack or explorer's pack

**Sixth sense**

All templars are taught to be on the
lookout for danger and deception. If you use one round to concentrate
on the surroundings or situation at hand you can sense if something
is «off». Gives advantage on insight, perception and investigation
if you pick up anything. You can use this ability a number of times
equalling 1+your intelligence bonus.

**Fighting style**

At 2nd level you can choose
a fighting style. You can only choose a style once, even if you later
on get to choose a fighting style again.

Defense: While wearing armour, you gain
a +1 bonus to AC

Dueling: When you are wielding a melee
weapon in one hand and no other weapons, you gain +2 bonus to damage
rolls with that weapon

Great Weapon Fighting: When you roll a
1 or 2 on a damage die for an attack you make with a melee weapon you
are wielding with two hands, you can reroll the die and must use the
next roll. The weapon must have the two-handed or versatile property
for you to gain this benefit.

Protection: When a creature you can see
attacks a target other than you that is within 5 feet of you, you can
use your reaction to impose disadvantage on the attack roll. You must
be wielding a shield.

**Read enemies**

At 2nd level the templar
becomes adept at reading enemies' behaviour and analyzing situations.
You gain the ability to strike where it hurts the most, using your
logic and reasoning to see through an enemy's defense. Add your
intelligence modifier to attack rolls.

**Extra attack**

When reaching 5th level a
templar can make an extra attack whenever you take the attack action.
At 10th level you gain a third attack.

**Judgement**

A templar knows where to hit in order
to do the most damage. At 6th level you gain the ability
to make a judgement strike, calling on your patron god to guide your
hand. Once per round you can add 1d8 to the damage you deal with a
succesful hit.

**Ignore pain**

When reaching 9th level the
templar becomes completely focused on the task at hand, gaining the
ability to ignore wounds, pain and discomfort. Whenever you use this
ability you take half damage for the next two rounds. Usable once per
day.

**Cleave**

At 11th level the templar
has learned to put the every bit of strength into a killing blow.
Whenever you drop an enemy you can make an attack against an adjacent
enemy as a bonus action. Upon reaching 17th level you can
strike two enemies with this action.

**Divine charge**

At 20th level the templar
has fully embraced his position as a chosen warrior. You can dash as
a bonus action, charging into battle towards an enemy within range.
You ignore any attacks of opportunity if you pass any other enemies
between you and the target. You deal 1d8 damage on impact for every
5feet of distance covered. The dash must be made in a straight line.
Usable once per day.

**Templar Orders**

Upon reaching 3rd level the
templar chooses wich order he wants to be accepted into.

### Order of the blade - Templar Archetype

Templars of the blade focus on
defeating their enemies, using their mind and body in perfect
combination to deliver the most damage to the foes they face.

When choosing this path you gain the
following benefit

**Precision strikes**

Drawing on the extensive knowledge of
both battle. tactics and anatomy the templar finds the smallest gaps
in an enemy's defenses. You add your intelligence modifier to all
damage rolls.

**Distract**

At 4th level the templar
gains the ability to distract enemies, using a combination of
insults, threats and taunts. The keen mind of the templar quickly
picks up just what annoys the enemy most, and your target must
succeed an intelligence saving throw against your intelligence rating
(10+intelligence modifier+proficiency) or lose their next round.
Usable a number of times equalling 1+ your intelligence modifier per
day.

**Assault**

At 7th level you gain the
ability to move confidently through a battlefield, predicting threats
and dangers along the way. Whenever you suffer an attack of
opportunity from passing an enemy you add your intelligence modifier
to your AC

**Bladestorm**

Upon reaching 12th level the
templar gains the ability to make a special attack during first
contact in any battle. If charging into an enemy you can make a bonus
attack against any enemy adjacent to your target.

**Frightening presence**

At 15th level the templar
has become a thing that keeps enemies awake at night, the signs of
countless enemies slain clearly present on his visage. Your mere
presence on the battlefield unsettles enemies, and any enemy facing
you has to make a wisdom saving throw against a DC equalling your
level+proficiency. If it fails the enemy will become shaken, giving
you advantage on all attacks against the opponent. The enemy can
reroll the save every round, suffering disadvantage if you did damage
to it the last round. This ability only works on humans.

**Overwhelm**

When reaching 18th level the
templar has learn to put all his energy into a single, lethal strike.
You can sacrifice any extra attacks you have to put more power into
your attack. For every attack you forfeit add 4d6 damage.

### Order of the shield - Templar Archetype

Templars of the shield focus their
training on battlefield tactics and keeping their allies safe.
Standing out amongst the sometimes savage warriors of Angleadd,
templars of the shield are highly sought after by those who lack the
proper knowledge of tactics and leadership themselves.

When choosing this path you gain the
following benefit

**Tactical approach**

The templar can read the battlefield,
planning his every action in advance and gaining an advantage against
his opponent. Add your intelligence modifier to your initiative roll.

**Incapacitate**

At 4th level the templar
gains the ability to incapacitate enemies. Sometimes an enemy should
be taken alive, and you know just where and how to hit in order to
manage that. Once per battle you can make a special attack against an
enemy, forcing the opponent to make a constitution saving throw
against the damage done or become incapacitated for five rounds.

**Strengthening presence**

At 7th level the templar can
use his resolve and knowledge to steel his allies for a coming
battle. You and your allies gain 1d10+ your intelligence modifier in
temporary hitpoints. Usable once per day.

**Tactical advantage**

Upon reaching 12th level the
templar can perfect battleplans and prepare his allies for the worst.
All allies gain the effect of tactical approach unless surprised.

**Called shot**

At 15th level the templar's
skill as a battlefield commander reaches it's peak, deducting where
and how to hit in order to do the most damage. Once per round you can
direct one ally, adding your intelligence modifier to both attack and
damage rolls for one attack that ally does against an enemy that's
within 20 feet of you. Usable a number of times equalling 1+ your
intelligence modifier

**Battlefield defender**

At 18th level the templar
has become a master at keeping his allies safe. As a reaction you can
grant an ally your intelligence modifier as a bonus to his AC when
they get attacked. You have to decide to use this ability before a
hit is confirmed. If the attack misses, the ally gets a free
counterattack.