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If you are using feats, provided here is an optional feat to replace Martial Adept.
You have martial training that allows you to perform special combat maneuvers. Choose a single maneuver from the list of optional features available to the Fighter. You can't take the same maneuver option more than once, even if you get to choose again. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Whenever you use a maneuver, you can choose to trigger its superiority option which is described in the maneuver. You can do this once, and must complete a short or long rest before you can do so again.
Variant Fighter (v1.6 2019-04-17)
This document contains the Fighter class variant by Vorpal Dice Press.
You can reach Vorpal Dice Press in the following ways:
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Some artwork © Dean Spencer, used with permission. All rights reserved.
Some artwork © Daniel Comerci – hounworks.it, used with permission. All rights reserved.
The Variant Fighter by Vorpal Dice Press acts as a bridge for groups who love the flavorful combat options of battlemaster maneuvers but don’t want to always be a battlemaster on every character they play. Presented here are a variety of battlemaster maneuvers, and new maneuvers, reformatted and balanced to work as a base class feature for the Fighter class.
In addition to these base class maneuvers, there are subclass specific maneuvers for many fighter archetypes, and a Tactician subclass to replace the lost Battlemaster.
For those worried that this adds too much power to the Fighter without taking anything away, check out the Fighting Maneuvers document at DriveThruRPG to see a variant I created later to address these concerns.
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt a spellcasting martial archetype. Second, choose the soldier background.
As a fighter, you gain the following class features
- Hit Dice: 1d10 per fighter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two hand axes
- (a) a dungeoneer's pack or (b) an explorer's pack
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|1st||+2||Fighting Style, Second Wind|
|2nd||+2||Action Surge, Maneuvers|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|7th||+3||Martial Archetype feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Indomitable (one use)|
|10th||+4||Martial Archetype feature|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|13th||+5||Indomitable (two uses)|
|14th||+5||Ability Score Improvement|
|15th||+5||Martial Archetype feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (two uses), Indomitable (three uses)|
|18th||+6||Martial Archetype feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +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 that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Also starting at 2nd level, you’ve learned several martial maneuvers. You learn two maneuvers of your choice. Your maneuver options are detailed at the end of the class description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 3rd, 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
Whenever you use a maneuver, you can choose to trigger its superiority option which is described in the maneuver. You can do this twice. You regain all expended uses after completing a short or long rest.
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At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Tactician, or one of the additional subclasses in this supplement, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
When you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Also starting at 3rd level, your overwhelming presence and the unrefined nature of your maneuvers allows you to impose yourself against your targets. You can have a creature who has been affected by one of your maneuvers take damage equal to your Strength or Dexterity modifier (your choice) as well. A creature can only be affected by this feature once until the start of your next turn.
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18—20.
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.
Those who emulate the archetypal Tactician employ a studied knowledge of combat and battlefield leadership. To a Tactician, combat is an academic field, sometimes including subjects beyond battle such as weapon-smithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactician archetype, but those who do are well-rounded fighters of great skill and knowledge.
When you choose this archetype at 3rd level, you learn additional maneuvers and are able to use your maneuver superiority to issue commands among the battlefield.
You learn one additional maneuver of your choice. Your maneuver options are detailed at the end of the class description. You learn one additional maneuver of your choice at 7th, 10th, 15th, and 18th level.
When using the superiority option of a maneuver you can instruct an ally to take an action in addition as well. Choose one friendly creature that can see or hear you. That creature can immediately use its reaction to make one weapon attack, or move up to half its movement.
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
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:
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- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
At 10th level, your inspiring presence on the battlefield helps your companions push past their maladies and return to the fray. When you use the superiority option of a maneuver, you can choose one friendly creature that can see or hear you. That creature can immediately end one condition affecting it. If you use this feature, you cannot have a creature benefit from your Battlefield Superiority feature.
At 15th level, your ability to push the limits of your maneuvers has exceeded that of most other fighters. You can use the superiority option for maneuvers an additional two times, regaining all expended uses after taking a short or long rest.
Display of Tactics
Starting at 18th level, when you use the superiority option of a maneuver, you can choose one friendly creature that can see or hear you. That creature can use its reaction to use the original maneuver you used. Your maneuver DC is used for any saving throws. If you use this feature, you cannot have a creature benefit from your Battlefield Superiority feature.
If a maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites.
When a creature within the normal range of a weapon you’re wielding moves, you can use a reaction to attempt to arrest that creature's movement. It must make a Strength saving throw. On a failed save, it’s remaining movement becomes halved until the end of its turn.
Superiority. If the creature fails this saving throw, it is knocked prone as well.
Prerequisite: Tactician archetype
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Superiority. This attack is made with advantage.
When you take the Attack action on your turn, you can forgo one of your attacks to attempt to disarm a creature within range of a weapon you’re wielding, forcing it to drop one item of your choice that it’s holding. Instead of an attack roll, the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Superiority. You can make a weapon attack against the target as part of this maneuver.
When you take the Attack action on your turn, you can forgo one of your attacks to creating an opening against a creature within range of a weapon you’re wielding. You flourish, distract the target, or in some other way team up to make your ally's attack more effective. If an ally attacks the target before your next turn, the first attack roll is made with advantage.
Superiority. You can make a weapon attack against the target as part of this maneuver.
Prerequisite: Eldritch Knight archetype
When you make an attack with your bonded weapon on your turn, you convert the edge of the weapon into eldritch energy. This attack deals force damage instead of its regular type.
Superiority. You can teleport up to 10 feet to an unoccupied space you can see.
When you take the Attack action on your turn, you can forgo one of your attacks and attempt to feint, creating an opening for yourself to strike. Choose one creature within 5 feet of you as your target. You have advantage on the next attack roll against that creature.
Superiority. In addition, the target cannot take any reactions until the end of your next turn.
When you take the Attack action on your turn, you can forgo one of your attacks and attempt to goad a creature within range of a weapon you’re wielding into attacking you. That creature must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Superiority. You can make a melee weapon attack against the target as part of this maneuver.
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Prerequisite: Eldritch Knight archetype
After casting a spell of 1st-level or higher that deals damage, your next weapon attack made with your bonded weapon before the end of your next turn that hits deals an additional 1d6 damage of the same type as the spell.
Superiority. When making an attack that has been infused by this maneuver, you deal the additional damage to all creatures of your choice within 10 feet of the target of your attack.
When you take the Attack action on your turn, you can forgo one of your attacks to make a lunging strike. You attack in a line 5 feet wide and as long as your reach. Any creature effected must make a Dexterity saving throw or suffer your normal weapon damage.
Superiority. Your reach for this attack increases by 10 feet.
Prerequisites: Tactician archetype
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to reposition themselves. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to move up to half its speed.
Superiority. That creature can use its reaction to move up to its full movement and does not provoke opportunity attacks while doing so.
Prerequisite: Champion archetype
When you hit a creature with a weapon attack, instead of dealing weapon damage you can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Superiority. All creatures that can see or hear you within 15 feet when you make this attack must also make this Wisdom saving throw or become frightened of you until the end of your next turn.
When a creature damages you with a nonmagical weapon, you can use your reaction to reduce bludgeoning, piercing, and slashing damage by an amount equal to your Dexterity modifier.
Superiority. You reduce the damage taken by half instead.
Prerequisite: Champion archetype
When you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Large or smaller, you can push the target up to 5 feet away from you.
Superiority. The target you push can be Huge or smaller. If the target is smaller than you, it is pushed 20 feet instead.
Prerequisites: Tactician archetype
You can use the Dash action as a bonus action.
Superiority. You gain the benefit of the disengage action as well.
Prerequisites: Tactician archetype
On your turn, you can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature that can see or hear you. That creature gains temporary hit points equal to your Charisma modifier (a minimum of 1).
Superiority. All creatures of your choice within 30 feet of you that can see or hear you gain temporary hit points equal to twice your Charisma modifier (a minimum of 1).
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature with disadvantage.
Superiority. You can use your reaction to make a melee weapon attack with advantage or cast a cantrip that targets a single creature.
Prerequisite: Champion archetype
When you hit a creature with a melee weapon attack you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.
Superiority. You can choose an additional creature within 5 feet of the original target or secondary target that is within your reach.
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Arcane Marksman (Revised)
The archetypal Arcane Marksman has spent a significant amount of time off the battlefield, in rigorous study of eldritch texts and spellcasting manuals. They have not eschewed their martial talents entirely and have chosen instead to augment that talent with magical power delivered at a distance.
At 3rd level, you've learnt a unique set of arcane maneuvers. You have access to all the Spell Shots listed, but must spend time to prepare them. Spell Shot maneuvers that are prepared can be used in the same way as any other maneuver.
During a short or long rest, you can prepare up to two Spell Shot maneuvers this way. You can prepare an additional Spell Shot maneuver at 7th, 10th, 15th, and 18th level.
The saving throw for your Spell Shots maneuvers is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
Also at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, Nature, or Perception.
Starting at 7th level, you can use your arcane magic to imbue your ranged weapon to create an effect. You gain one of the following shots, which can be performed as an action by imbuing a thrown weapon or piece of ammunition with magic that is cast when the projectile hits its target.
Ascension Shot. When this shot impacts a point on a surface within range of the weapon that you can see, it sprouts sinewy tendrils that grip the surface and reinforce the projectile. Once embedded, it can support a weight of up to 300 pounds for a duration of 1 hour, after which the magic fades and it falls to the ground.
Silent Shot. When this shot impacts a surface within 30 feet that you can see, it creates the effect of the minor illusion spell where it impacts. This lasts 1 minute and uses your maneuver save DC.
At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a spell shot maneuver and miss, you can use a bonus action to reroll the attack roll against a different target within 30 feet of the original target that you can see.
Starting at 15th level, you've woven the arcane nature of the lunar cycles into your shots. You gain the following shots, which can be performed as an action by imbuing a thrown weapon or piece of ammunition with magic that is cast when the projectile reaches its target.
Blackout Shot. When this shot is fired, when it impacts a surface or after 60 feet of travel it bursts into a harmless globe of inky black magic, which fills a 30-foot-radius sphere with magical darkness, which lasts 1 minute.
Flare Shot. When this shot is fired, when it impacts a surface or after 60 feet of travel it bursts into a harmless globe of light and sparks, which illuminates a 30-foot radius sphere with bright magical light and sheds dim light for an additional 30 feet. The globe slowly descends and fades after 1 minute.
Starting at 18th level, your marksmanship is always at the ready. When you roll initiative, you regain one use of your superiority feature.
Additionally, your spell shot maneuvers can deliver a more stinging blow. Creatures hit by the attack made as part of the maneuver take an additional 1d8 damage.
Presented here are a selection of maneuvers unique to the Arcane Marksman, representing their prowess with magic and the art of attacking from range.
You can draw a number of thrown weapons up to your Intelligence modifier as a bonus action, causing them to float in the air in front of you. You can draw one of these weapons as part of your attack as long as you are making a ranged weapon attack. At the end of your turn, the magic fades and any weapons still floating drop to the ground at your feet.
Superiority. Instead of fading at the end of your turn, any remaining weapons instead begin to slowly circle you. The first melee attack a creature makes against you causes them to suffer force damage equal to the damage die of one of the weapons. At the end of your next turn, the magic fades and the weapons drop to the ground at your feet.
As an action, you imbue a thrown weapon or piece of ammunition with a burdening transmutation magic. This projectile seeks out a target of your choice within range. That creature must succeed on a Strength saving throw or become laden with the heavy magic. If that creature has a flying speed, it is reduced by half until the end of its next turn. An airborne creature affected by this magic descends at 30 feet per round until it reaches the ground or the effect ends.
Superiority. Instead of lasting until the end of the target's next turn, this effect instead lasts 1 minute, and the creature's walking speed is reduced by half as well.
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Spell Shot Maneuvers
In addition to the maneuvers available to the Arcane Marksman, listed here are the Spell Shots made available by the 3rd level feature. These are all considered known, but must be prepared as described in the feature.
Spell Shot: Banish
When you take the Attack action on your turn, this shot becomes imbued with abjuration magic. On a hit, you create a ward that hinders this creature's attacks. Until the end of its next turn, any nonmagical weapon attacks made by this creature don't add their Strength or Dexterity modifier to their damage.
Superiority. If this shot hits a creature, that creature must succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0 and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space.
Spell Shot: Brute Bane
When you take the Attack action on your turn, this shot becomes imbued with necromantic magic. On a hit, a ghostly energy surrounds the target, preventing it from regaining hit points until the start of its turn.
Superiority. If this shot hits a creature, it takes an additional 1d8 necrotic damage. In addition, that creature must succeed on a Constitution saving throw. On a failed save, the damage of the creature's weapon attacks is halved until the start of your next turn.
Spell Shot: Bursting
When you take the Attack action on your turn, this shot becomes imbued with evocation magic. On a hit, the projectile splinters. Each other creature within 5 feet of the target must make a Dexterity saving throw or take 1d4 piercing damage.
Superiority. If this shot hits a creature, each other creature within 10 feet of it take an additional 1d8 force damage.
Spell Shot: Charming
When you take the Attack action on your turn, this shot becomes imbued with enchantment magic. On a hit, choose an ally within 30 feet of the target. The affected creature has disadvantage on attack rolls against that ally until the end of its next turn.
Superiority. If the shot hits a creature, it deals an additional 1d8 psychic damage. Additionally, choose one of your allies within 30 feet of the target. Your target must succeed on a Wisdom saving throw or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
Spell Shot: Grasping
When you take the Attack action on your turn, this shot becomes imbued with conjuration magic. On a hit, the target must make a Strength saving throw. On a failed save, its movement speed is reduced by half until the end of its next turn.
Superiority. If this shot hits a creature, brambles form and wrap around the target dealing an additional 1d8 slashing damage. Its speed is reduced by an additional 10 feet and it takes 1d8 slashing damage on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your maneuver save DC. Otherwise, the brambles last for 1 minute.
Spell Shot: Ethereal
When you take the Attack action on your turn, this shot becomes imbued with transmutation magic. This attack ignores half cover, and treats three quarters cover as half cover instead.
Superiority. Instead of an attack roll, this shot fires forward in a line that is 1 foot wide and 30 feet long. The shot passes harmlessly through objects, ignoring cover. Each creature in that line must making a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the shot plus an additional 1d8 force damage. On a successful save, a target takes half as much damage.
Spell Shot: Shadow
When you take the Attack action on your turn, this shot becomes imbued with illusion magic. On a hit, the creature suffers from disadvantage on ability checks that rely on sight until the start of its next turn.
Superiority. Instead of an attack roll, choose a target point within normal range of your weapon. On impact, all creatures within 10 feet of this point must make a Wisdom saving throw. Affected creatures that fail this save take 1d8 psychic damage and are unable to see anything father than 5 feet away from itself until the start of your next turn.
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Those who model themselves after the bounty hunter are those who feel as though their skill is worth its weight in gold. They are often contract mercenaries, or at the very least hold a strong grudge against those that sleight them. Either way, they good at both tracking and hunting certain groups of creatures and those they study and do so with great efficacy.
Beginning at 3rd level, you have learned enough about your enemies to begin to put the knowledge to practice in defeating them. Choose either two types of favored enemy from the following list, or one type from the list and two races of humanoid (such as gnolls and orcs): abberations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You have advantage on all Wisdom or Intelligence checks related to your favored enemies, including tracking them, detecting them, intuiting or recalling information about them, and discerning their motives or intentions.
Also at 3rd level, with enough time you can extend your favored enemy to a single individual. Over the duration of a short rest, you can focus intently on a creature you've met and interacted with, or have significant enough information about to understand. This creature also becomes a favored enemy for you until you know its been killed or you choose another prey.
In addition, any maneuver you use that affects a favored enemy also causes it to take 1d6 damage of a damage type a weapon you're wielding can deal as your knowledge allows you to exploit their weaknesses.
Starting at 7th level, your expectations of your favored enemies gives you a preternatural sense to avoid ambush. When determining if creatures are surprised, you cannot be surprised if at least one favored enemy is within 60 feet of you.
In addition, you have advantage on checks to notice and avoid traps set by a favored enemy.
At 10th level, your experience with hunting your favored enemy allows you to announce weaknesses to your allies. As a reaction when an ally within 30 feet of you that you can see makes an attack roll against a favored enemy, you can give that ally advantage on its attack roll.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses after completing a short or long rest.
Starting at 15th level, you gain advantage on nonmagical saving throws and skill contests from attacks from your favored enemies. Additionally, you cannot be charmed, possessed, or frightened by them and have advantage on death saving throws while within 60 feet of a favored enemy that is hostile to you.
If a blow from one of your favored enemies would reduce you to 0 hitpoints without killing you outright, it reduces you to 1 instead. Once you use this feature, you cannot use it again until you complete a long rest.
At 18th level, you become a master at slaying your most hunted foes. Once per turn, when you hit one of your favored enemies with a weapon attack, it takes an additional 3d8 bludgeoning, piercing, or slashing damage (your choice). If it has 30 or less hitpoints, it immediately dies.
Presented here are a selection of maneuvers unique to the Bounty Hunter, to aid them in pursuit of their prey.
When making an attack against a creature, you can attempt a nonlethal blow. If that attack hits, and the damage reduces the creature to 0 hit points, they are knocked unconscious instead of dying outright.
Superiority. The target is knocked unconscious if the creature has any number of hitpoints remaining less than your Fighter level.
When a favored enemy within 60 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see that creature.
Superiority. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack roll, and you have advantage on this attack.
You can use your reaction to make a ranged weapon attack against a creature you can see, within the normal range of your weapon, immediately before it leaves your line of sight using its movement. If this attack hits the creature, instead of rolling damage that creature is restrained until the end of its next turn.
Superiority. The creature is stunned instead of restrained.
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Those who model themselves after the archetypal bully like to throw their size around, so to speak. They have a long history of picking on the little guy and have learned to exploit their size against them. They don’t fare as well against an equal opponent, that’s for sure.
Restriction: Powerful Build racial trait
Only races who have always been larger than others their whole life have enough experience to benefit from throwing their weight around in such a way.
Your DM can lift this restriction but it is highly discouraged. It would be more applicable for your DM to swap a racial trait for Powerful Build instead to accommodate this archetype. Your DM can also open this archetype up to any races that are Large in size if they feel it is appropriate for their setting.
Larger than Life
At 3rd level, you can become an imposing and overbearing figure on the battlefield. On your turn, you can manipulate your stature to seem larger than you are as a bonus action. While enlarged, you gain the following benefits:
- You count as being one size larger, but your physical dimensions remain the same.
- You have advantage on Intimidation checks.
- Maneuvers you use that affect creatures smaller than you deal 1d4 bludgeoning damage for each size category they are smaller than you.
You must concentrate on this feature as though you were concentrating on a spell. This lasts 1 minute. It ends early if you are knocked unconscious, or if you lose concentration. You can also end this feature on your turn as a bonus action.
You can use this feature twice. You regain expended uses after completing a long or short rest.
Also at 3rd level, you gain proficiency in Athletics if you did not already have it. You can add double your proficiency bonus to Athletics checks when grappling, shoving, or tossing a creature smaller than you.
Additionally, you can use your Strength modifier for Intimidation checks instead of your Charisma modifier.
Anything Swung Hard Enough
Starting at 7th level, just about anything has become your weapon. You are proficient with improvised weapons, which deal at least 1d6 + Strength modifier damage for you.
Additionally, when you force a creature smaller than you to move using a Shove attack or by tossing them, they take 1d8 bludgeoning damage if they collide with a surface or other creature before completing that movement.
At 10th level, you’re able to brush off the attacks of those smaller than you as simple nuisances. As a reaction after a creature smaller than you deals damage to you, you can reduce the damage dealt by 1d4 for each size category they are smaller than you.
Starting at 15th level, you are a force of nature, relentless in all things you do. Whenever you score a critical hit against or reduce a creature smaller than you to 0 hit points, you regain a use of your Larger than Life feature.
At 18th level, your size allows you to enter any fray without worry. As an action on your turn, you can leap into a space within 20 feet that is either unoccupied or occupied by a creature smaller than you. Each creature within 15 feet of where you land must make a Strength saving throw against your maneuver save DC. On a failed save they take 1d12 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone. Creatures smaller than you within 5 feet have disadvantage on this saving throw and any creature that is occupying the space you leap to automatically fails.
Presented here are a selection of maneuvers unique to the Colossal Bully, refined from beating on the little guy and one or two bar room brawls.
When you take the Attack action on your turn and grapple a creature that is smaller than you, you can use your bonus action to attempt to grapple another creature smaller than you. If you succeed, as part of the grapple you knock the creatures into one another dealing damage to each as though they were improvised weapons.
Superiority. You have advantage on your bonus action grapple attempt.
When you take the Attack action on your turn, you can forgo an attack to toss a creature that is grappled by you. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you toss the creature up to 25 feet in a direction of your choice. If the creature collides with an object, this movement ends and it lands in an unoccupied space closest to you.
Superiority. You can toss the creature at a space occupied by a creature its size or smaller. If you do, both creatures must make a Dexterity saving throw or be knocked prone. The creature you tossed lands in an unoccupied space nearest to you.
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The archetypal duelist has gained his skill in combat as a product of his upbringing. Sometimes a civilized form of combat, married with an overt arrogance. Other times a crass combination of vicious mockery and infamous legend. Those who model themselves after this archetype combine fencing and bravado to entangle and distract foes, utilizing a final strike to put an end to cowards or punctuate whatever point they were making.
At 3rd level, you know the Finisher maneuver in addition to other maneuvers you know.
Also at 3rd level, you have learned to entangle your foe in a deadly dance of strikes. Once per round after making a weapon attack against a creature, you can taunt them. This taunt lasts until the end of your next turn. When a creature taunted by you makes an attack or casts a spell that doesn't include you as a target, you can use your reaction to cast vicious mockery on that creature. Charisma is your spellcasting ability for this spell.
Starting at 7th level, your gilded tongue can get you out of as many confrontations as it gets you into. When making an Intimidation or Persuasion check against a creature, you add double your proficiency bonus if you are deliberating insulting or threatening that creature, or if that creature is taunted by you.
Starting at 10th level, your training has honed the harmony between your weapon and fighting techniques. If you have successfully hit a creature with a weapon attack this round, that creature has disadvantage on any saving throw from the next maneuver you use against it before the start of its next turn.
Upon reaching 15th level, your confidence inspires fear in your enemies. When you use your Action Surge feature, you can spout a threat to any number of creatures within 20 feet that can see and hear you. Each creature affected must make a Wisdom saving throw against your maneuver save DC. Any creatures that fail this saving throw drop whatever they are holding and become frightened. A taunted creature automatically fails this saving throw.
A creature can repeat this saving throw at the end of any turn where it cannot see you or cannot hear you. On a successful save, they are no longer frightened.
Starting at 18th level, your mastery and flourish leave your opponents open to more punishing strikes. The next attack you make against a creature after you have successfully affected it with a maneuver deals an extra 2d8 + Charisma modifier damage.
Presented here are a selection of maneuvers unique to the Duelist. A dazzling combination of flair and frazzle.
When you take the Attack action and make a melee weapon attack with a light or finesse weapon that you're holding in one hand, you can use a bonus action to make a ranged weapon attack with a light weapon that you're holding in the other hand.
Superiority. The bonus action ranged weapon attack roll hits on any result other than a 1, and is a critical hit on a roll of 19-20.
When a creature misses you with a melee attack, you can use your reaction to attempt to disarm them as long as you have an empty hand to do so. You must make a Strength or Dexterity check, with a DC equal to the creature's attack roll. If you succeed, you disarm them of that weapon, and it falls to the ground at your feet.
Superiority. If you successfully disarm the creature, instead of the weapon dropping to the ground you can instead be wielding the weapon.
When you take the Attack action on your turn, you can forgo one of your attacks to attempt a defensive flourish against a creature within range of a melee weapon you're holding. Instead of an attack roll, the target must make a Dexterity saving throw. On a failed save, that creature has disadvantage on attack rolls against you until the start of your next turn.
Superiority. In addition, that creature cannot willing move away from you until the start of your next turn.
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Those who model themselves after this archetype have developed the skills to persist and flourish in any environment. They have an innate ability to blend in and use their knowledge of the terrain and its denizens to take every advantage and succeed the day.
Ranger of the Wild
Beginning at 3rd level, your time spent in the wilderness has honed your survival skills. You gain your choice of three of the following features:
Forager. When you forage, you find twice as much food as you normally would.
Strider. Moving through nonmagical difficult terrain costs you no extra movement.
Tracker. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Trapper. You add your proficiency bonus to the DC for detecting and avoiding the hunting traps that you place.
Trainer. You have advantage on Wisdom (Animal Handling) checks.
Traveler. You learn one language of your choice.
Also starting at 3rd level, you’ve learned to hone your sights in on a creature and mark it. As a bonus action, you choose a creature you can see within 100 feet and mark it as your quarry. You must concentrate on this mark as if you were concentrating on a spell, and it lasts up to 1 hour.
Until the mark ends, any maneuvers you use that affect this creature also cause it to take damage equal to 1d4 + your Wisdom modifier of a damage type a weapon you’re wielding can deal. In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this mark ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you complete a long rest.
At 7th level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking) you remain alert to danger.
- You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
- Your group can move stealthily at a normal pace.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating natural camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged this way, you gain a +10 bonus to Dexterity (Stealth) checks against creatures while you remain in terrain similar to your natural disguise. Once you move or make an attack, this effect is suppressed until the beginning of your next turn.
Your camouflage lasts 1 hour or until physical conditions otherwise ruin it (such as swimming or rain).
Stand Against the Tide
At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Presented here are a selection of maneuvers unique to the Survivalist. While often unseen, your presence is rarely not felt by your foes.
Choose two creatures within 5 feet of each other that you can see within your weapon’s normal range. You can forgo one of your attacks and make a single volley attack against both creatures. You must have enough ammunition for each target. Make a single attack roll against both creatures. If this attack hits, the targets take your weapon’s normal damage, but you do not add your ability modifier.
Superiority. You can target any number of creatures within 5 feet of a single point that you can see within your weapon’s range. You must have enough ammunition for each target.
Choose any number of creatures within your reach. You can use your action to make a separate melee attack against each of them. You deal damage equal to your attack modifier to each creature you hit.
Superiority. You deal your normal weapon damage to each creature you hit.
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Those who model themselves after the archetypal Templar have dedicated themselves to a singular divine directive. To root out profane magic and uphold the virtues of their deity. Templars receive the divine accent of their power from their devotion to a particular deity who is opposed to arcane magic.
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to produce a magical effect. You start with one such effect: Gift. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. The DC for these spells is 8 + your proficiency bonus + your Charisma modifier.
Beginning at 6th level, you can use your Channel Divinity feature twice between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Gift. As an action, you present a symbol of your faith and speak a prayer calling for assistance from your deity. When you use this feature, you can cast a single divination or enchantment spell from the cleric spell list of 1st-level or lower. Charisma is your spellcasting modifier for this spell.
The highest level spell you can cast with this feature increases to 2nd-level when you reach 7th level, and again to 3rd-level at 13th, and 4th-level at 19th.
Also at 3rd level, you learn the guidance cantrip and gain proficiency in either Religion or History (your choice). You also gain the ability to use a holy symbol as a spellcasting focus for spells you cast granted by your Channel Divinity.
Starting at 7th level, you’ve become adept at predicting the nature of magic and delaying its effect. If a creature you can see or hear within 60 feet casts a spell, you can use your reaction to attempt to stall its effect and potentially end it. If that spell is 3rd level or lower and has a casting time of 1 action or less, that creature must make a contested Charisma check to resist your delaying effect. If you succeed, the creature is forced to concentrate on the spell until it’s next turn, and the creature must cast the spell immediately at the start of it’s turn (no action required). If the target can’t, the spell is wasted.
You can use this feature twice. You regain all expended uses after completing a long rest.
Beginning at 10th level, your experience dealing with magic and its effects has given you a sheen of reflex against it. After taking damage from a spell or magical source, you can use your reaction to gain resistance to that damage type until the end of your next turn. If a single spell or effect deals damage of more than one type, you gain resistances to all types dealt.
Boon of Fervor
At 15th level, your deity has rewarded you for your furious pursuit of your goal. You and any number of creatures within 30 feet that can see or hear you gain temporary hit points equal to your Fighter level when you use Action Surge.
Starting at 18th level, your mastery over fighting spellcasters has allowed you to develop a technique for interrupting their ongoing magical boons. Any maneuver you use that affects a creature forces that creature to make a Constitution saving throw to maintain their concentration. The DC for this is equal to your maneuver save DC. If the maneuver also deals damage to the creature, it must make a separate concentration check for that damage as normal.
Presented here are a selection of maneuvers unique to the Templar. Magic is your enemy, and spellcasters your prey.
You emanate a dampening aura within a radius of 15 feet of you. Whenever a creature casts a spell within this aura, you can use your reaction to attempt to punish them for it. That creature must make a Wisdom saving throw, and takes 1d4 psychic damage per spell level on a failed save.
Superiority. When you take the Attack action on your turn, you can forgo an attack to bolster the effect of this aura. It’s range increases to 30 feet, and if a creature fails the Wisdom saving throw, the damage increases to 3d4 per spell level.
When you hit a creature with a weapon attack, if that creature is forced to make a Constitution saving throw to maintain concentration on a spell and fails, it takes an additional 1d8 psychic damage.
Superiority. You impose disadvantage on any concentration saving throws made as a result of damage from this attack.
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15.COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Variant Fighter Copyright 2019, Vorpal Dice Press; Author Steve Fidler.