Title of Your Document
To be used with Class Revisions
Fighters
Battlemaster
To be used with the Fighters with Maneuvers rework explicitly.
Champion
A buff to Champion by using the UA Brute Fighter archetype.
Purple Dragon Knight
A reimagining of a dreadfully underpowered Fighter archetype.
Ranger
Hunter Conclave
A slightly modified Hunter to round it out and make some features less awkward. To be used with Re-Revised Ranger explicity.
Bounty Hunter
A homebrewed archetype for Ranger that focuses on utility and grit to get the job done.
Rogue
Assassin
A partial rework of a finicky and bland Rogue archetype.
Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Archetype Maneuvers
As a Battlemaster you can learn any Combat Maneuver of your choice.
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Master of Battle
In addition at 3rd level, your Superiority Dice become a d8, and you gain two additional Superiority Dice.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
In addition, you learn 1 extra Maneuver.
Improved Combat Superiority
At 10th level, your Superiority Dice become a d10.
Relentless
Beginning at 15th level, when you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.
In addition, you learn 1 extra maneuver.
Masterful Combat Superiority
Starting at 18th level, you have Advantage on rolls with your Superiority Dice, and your Superiority Dice become a d12.
In addition, you learn 1 extra maneuver.

CHAMPION
Archetype Maneuvers
As a Champion you can learn the Feinting Attack, Lunging Attack, Parry, Pushing Attack, Second Wind, Sweeping Attack, Agressive Attack, Precision Attack, Riposte, and Trip Attack Combat Maneuvers.
Champion Strikes
Starting at 3rd level, your weapon attacks strike with greater ferocity and precision than others among your peers. Your damage rolls with your weapon increase by the amount listed in the table below:
Champion Strikes
| Fighter Level | Damage Increase |
|---|---|
| 3rd | 1d4 |
| 10th | 1d6 |
| 18th | 1d8 |
| 20th | 1d10 |
Remarkable Athlete
Starting at 7th level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice:
- Acrobatics, Insight, Perception.
Your proficiency bonus is doubled for any ability check you make that uses Athletics.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style feature.
Devastating Critical
Starting at 15th level, when you score a critical hit with a weapon attack, you deal additional damage added to the total damage result equal to your level in this class.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, if are below half your maximum hit points, you regain hit points equal to 5 + your Constitution modifier (minimum of 1). You don’t gain this benefit if you have 0 hit points.


Purple Dragon Knight
A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. Your words and commands carry a magic all their own, and the mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. While a lone knight might be a skilled warrior, a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
Archetype Maneuvers
As a Purple Dragon Knight you can learn the Feinting Attack, Lunging Attack, Parry, Pushing Attack, Second Wind, Sweeping Attack, Commander's Strike, Disarming Attack, Goading Strike, and Rally Combat Maneuvers.
Battle Cry
Starting at 3rd level when you choose this archetype you gain Battle Cry. As an action, you can affect a number of allied creatures of choice equal to your proficiency bonus + your Charisma modifier that can hear you within 60ft. Those creatures (which can include yourself) gain a +2 bonus to all damage rolls with weapons and can gain 5 temporary hit points for 1 minute or until they fall unconscious. The damage and temporary hit points increase as you gain levels in this class.
You regain your usage of Battle Cry on a short or long rest.
| Level | Damage Bonus | THP |
|---|---|---|
| 3rd | +2 | 5 |
| 11th | +3 | 10 |
| 20th | +4 | 15 |
Born to the Saddle
Also starting at 3rd level, your mastery as a rider becomes apparent. Mounting or dismounting a creature costs you only 5 feet of movement, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Royal Envoy
Starting at 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can affect a number of friendly creatures equal to your Charisma modifier (minimum 2) within 60ft feet of you that can hear you. Each of those allies can use their reaction to move up to their move speed and take the Attack action.
Bulwark
Starting at 15th level when friendly creatures within 30ft of you are subject to a saving throw, you can use your reaction to grant them advantage on the saving throw. You can affect a number of creatures equal to your Charisma modifier (minimum 1). If a creature would take damage from the effect, they only take half damage on a failed save, or no damage if they succeed on the saving throw. Once you use this feature you cannot use it again until you finish a long rest.
Marshall
Starting at 18th level you are a leader from the front lines, inspiring your allies to continue the fight. You regain your usage of Battle Cry after 10 minutes.
Additionally, as long as you are not incapacitated or otherwise unconscious, you and allies within 60ft of you that can see you have Advantage on any saving throws to avoid being Frightened.

Bounty Hunter
Ranger Archetype
Bounty Hunters work on the edge of the law to bring criminals and offenders to justice. Through their own cunning, effective use of tools and weapons, as well as a bit of dirty work, they always get their mark. By taking up this archetype you take up the role of a dogged and determined fighter who excels at isolating and neutralizing their prey. Remember, it does say Dead or Alive.
Tools of the Trade
Beginning at 3rd level when you choose this archetype you become proficient with using and creating common tools used to get the drop on your foes. You gain proficiency with Thieve's Tools, and by making simple modifications to your boots, gloves, and using sturdy iron hooks your climbing speed becomes equal to your walking speed. Should you ever lose your climbing equipment you can replace it for 20gp worth of materials.
You also have your reliable Knuckledusters to help subdue the most stubborn targets. Your unarmed strikes increase to 1d4 bludgeoning damage and once on each of your turns when you make a weapon attack, you can make another attack with an unarmed strike as part of the same action.
Bounty's Mark
Also starting at 3rd level, as an Action you can mark a creature you can see or that you know what they specifically look like. You can Mark a number of creatures equal to your Wisdom modifier (minimum 1), and regain all expended uses when you finish a long rest.
While a creature is Marked you have Advantage on Perception checks to spot that creature, and as long as you can see your Mark you can use your reaction to move up to your speed towards that creature on each of your turns. This effect lasts for 12 hours, or until the creature dies or you choose a new Mark.
Seasoned Hunter
Starting at 7th level, you are ever alert, more than used to turncoats and ambushes in your line of work. You gain proficiency in one of Perception, Insight, or Survival. When you roll initiative you can use your Reaction take the Dodge action until the start of your turn.
In addition, you've learned that the most obvious or rational explanation is not always the correct way to solve a problem. You can use Wisdom for Investigation checks and whenever you use your Thieve's Tools.
Underground Contacts
Also starting at 7th level, you are a well established part of an information network. Whenever you are in a large city you have not yet visited you can spend 1d4 hours to establish contact with it, or 1 hour to re-establish contact with a city you have already contacted.
These contacts will help you in finding any creature or area of interest, as well as alert you to possible leads of criminals with bounties in the area. When you make contact roll a d20 and consult the table below.
| Contact | Result |
|---|---|
| 20 | Snitch. You learn the exact location of who or what you're looking for. |
| 14-19 | Strong Lead. You have a +5 to your next Investigation (Wisdom) roll. |
| 3-13 | Weak Lead. You establish contact but fail to make any headway on your target. |
| 1-2 | Ratted out. You have Disadvantage on your next Investigation roll as your target lays low. |
Shock and Awe
Starting at 11th level, you can add your Wisdom modifier to your Initiative rolls.
Whenever you take the attack action on your turn you can draw and make an extra ranged weapon attack with a weapon that has the light and thrown properties as part of the same action against a creature that has not yet acted in the round.
Smarter than you Look
Starting at 15th level, you're always alert for threats from any angle, magical or mundane. You add half your Wisdom modifier to your AC rounded down (minimum 1), and when you are subject to an Intelligence or Charisma saving throw, you can use your Wisdom modifier instead. (You still apply any negative modifiers from your Intelligence or Charisma scores, and are not considered Proficient in the saves unless you were already.)

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Assassin
Bonus Proficiencies
Starting at 3rd level when you choose this archetype, you gain proficiency in the Disquise Kit and can choose it as a target of Expertise.
Surprising Strike
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You can add your proficiency bonus to your initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not acted yet.
In addition, any hit you score against a creature that is Surprised is a critical hit. A creature that did not expect you to attack them is considered Surprised until the end of your turn.
Poison Master
Starting at 9th level, you have intricate knowledge of poisons and how to make them. You can proficiency with the Poisoner's Kit and can use it to create natural poisons in your downtime. You can create poisons in your downtime or during a long rest as long as you have the necessary funds or ingredients respectively.
Additionally, you can determine whether or not a food is poisoned and have advantage on determining what kind of poison a creature is poisoned by, as well as how to neutralize it using common ingredients.
Imposter
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. You do not have to make any Charisma (Deception) or Charisma (Performance) checks to pass yourself off as this person, and can only be revealed if others are given an obvious reason to stop believing you.
Silent Assassin
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is Surprised, double the damage of the attack. If the damage exceeds half its maximum hit point value it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it is instantly killed or knocked unconscious and stable (your choice).

