Gladiator
Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
Arena Expert
3rd-level Gladiator feature
You gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Insight, Intimidation, or Performance.
Fight to Win
3rd-level Gladiator feature
You have learned to fight up close and personal, finding any opportunity to strike. Once on each of your turns, you can attempt to grapple or shove a creature (no action required).
Spectacle Fighter
7th-level Gladiator feature
You have mastered the use of brawn to awe spectators and to intimidate your foes. Whenever you make a Charisma (Intimidation) or Charisma (Performance) check, you gain a bonus to the check equal to your Strength modifier.
In addition, you gain advantage on saving throws against being frightened.
You're Next
10th-level Gladiator feature
You can make an example out of your victims in order to demoralize your enemies. When you make a melee weapon attack against a creature, if you score a critical hit or reduce the creature to 0 hit points, you can force each creature of your choice within 30 feet of the victim to make a Wisdom saving throw (DC 8 + your Charisma modifer + your proficiency bonus). On a failed save, a creature is frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you must finish a short or long rest before you can use it again.
Cull the Weak
15-level Gladiator feature
You are immune to being frightened, and you have advantage on attack rolls against creatures that are frightened.
Arena Champion
18th-level Gladiator feature
You can grapple and shove creatures that are no more than two sizes larger than you.
Art Credits
Art uploaded by AlphaSystem on Art Abyss: https://art.alphacoders.com/arts/view/49024
Juggernaut
Juggernauts are simple warriors who rely on their own durability to overcome their enemies. Some juggernauts combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.
Adrenaline Rush
3rd-level Juggernaut feature
When you use your Action Surge or Second Wind feature, you experience a surge of energy until the end of your next turn. For the duration, your speed is doubled, your movement is unaffected by difficult terrain, spells and other magical effects can't reduce your speed, and you have advantage on all Strength and Dexterity checks.
Continue Forward
7th-level Juggernaut feature
If you are grappled by one or more creatures that are no more than one size larger than you, your speed is halved, rather than reduced to 0, and the creatures can't forcibly drag or carry you. Instead, you drag these creatures along with you when you move.
Unyielding
7th-level Juggernaut feature
When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.
Brutish Durability
10th-level Juggernaut feature
Your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Indestructible
15th-level Juggernaut feature
You can withstand even the most debilitating effects, such as a green dragon's poisonous breath or a circle of death spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unstoppable
18th-level Juggernaut feature
When you use your Adrenaline Rush feature, you gain the following additional benefits for the duration: you have advantage on all saving throws, and you have resistance to one damage type of your choice.
Art Credits
Drawn by Feng guo on Artstation: https://www.artstation.com/artwork/z1m2q
Dragoon
The dragoon is a master of both ranged and mounted combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who combines extraordinary marksmanship with the superior mobility of a mount.
Bonus Proficiency
3rd-level Dragoon feature
You gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Investigation, Persuasion, or Survival.
Born to the Saddle
3rd-level Dragoon feature
Your mastery as a rider becomes apparent. 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.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Skirmisher
3rd-level Dragoon feature
You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. If you are mounted, you can use your reaction to allow the mount to move up to half its speeed instead.
Careful Eyes
7th-level Dragoon feature
You excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
Rider's Intuition
7th-level Dragoon feature
While you are mounted and aren't incapacitated, your mount gains a bonus to saving throws equal to your proficiency bonus.
Crippling Shot
10th-level Dragoon feature
Your skill as a marksman allows you to land shots that debilitate your foes. Once per turn when you hit a creature with a ranged weapon attack, you can choose to cripple the creature until the end of your next turn. While crippled, the creature can't take reactions and has its speed reduced by 10 feet.
Evasion
15th-level Dragoon feature
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Your mount also gains this benefit while you aren't incapacitated.
Volley
18th-level Dragoon feature
Starting at 18th level, you can use your action to make a ranged attack against any number of creatures within 20 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.
You can apply your Crippling Shot to each creature you hit with this action.
Monster Hunter
As a Monster Hunter fighter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.
Monster Slayer
3rd-level Monster Hunter feature
Whenever you hit a weapon attack with advantage against a creature, you can cause the weapon to deal twice as much damage. This doesn't double any damage from an additional source, such as the Divine Smite paladin feature, the Sneak Attack rogue feature, or the Great Weapon Master and Sharpshooter feats. If this attack was made against an aberration, a fey, a fiend, or an undead, the target's speed is also reduced to 0 until the end of your next turn.
You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Supernatural Expert
3rd-level Monster Hunter feature
You gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, Perception, Religion, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, Deep Speech, Infernal, or Sylvan.
Hunter's Mysticism
7th-level Monster Hunter feature
Your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Supernatural Assault
7th-level Monster Hunter feature
The weapon attacks you make against aberrations, fey, fiends, and undead count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Cripple Monster
10th-level Monster Hunter feature
When you use your Monster Slayer feature on a creature, the target also suffers disadvantage on attack rolls and ability checks until the end of your next turn. Additionally, if the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
Hunter's Resilience
15th-level Monster Hunter feature
You gain proficiency in Intelligence, Wisdom, and Charisma saving throws. When you use your Indomitable feature to reroll one of those saving throws, you have advantage on saving throws of the same type until the end of your next turn.
Final Hour
18th-level Monster Hunter feature
When you roll initiative and have no uses of Monster Slayer remaining, you regain one use of it. Additionally, when you use Monster Slayer to deal damage to an aberration, fey, fiend, or undead, the target also suffers disadvantage on all saving throws until the end of your next turn.
Tactician
Tacticians are accomplished and competent battle leaders. They stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Tacticians know how to rally a team to win a fight.
Warlord Class
This subclass is an old attempt of mine to invoke the theme of a Warlord in 5e, and no longer receives any content updates or changes. Consider using my newer Warlord Class instead.
Tactical Maneuver
3rd-level Tactician feature
Your tactical acumen allows you to provide direction to your allies that can tilt a battle in your favor. As a bonus action, you can choose one ally within 60 feet of you who can hear or see you. That ally can use its reaction to move up to half its speed.
Tactical Command
3rd-level Tactician feature
Your tactical cunning allows you to seize the moment in battle.
Tactics. You learn two tactics of your choice, which are listed under "Tactics" below. You gain an additional tactic at 7th and 15th level.
Uses. When you use your Tactical Maneuver feature, you can choose to apply one of your known tactics to the maneuver, granting the targeted ally an additional bonus. When you do so, the movement granted to the targeted ally does not provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
Commander's Sight
7th-level Tactician feature
You learn to view your surroundings in a way that grants you a better understanding of the battle as a whole. The range of your Tactical Maneuver increases to 120 feet.
Lead from the Front
7th-level Tactician feature
Your battle experience has taught you how to act swiftly in dangerous situations. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Inspiring Surge
10th-level Tactician feature
When you use your Action Surge feature, you can choose one ally within 120 feet of you who can hear or see you. That creature can make one weapon attack with its reaction, provided that it can see or hear you.
Starting at 15th level, you can choose two allies within 120 feet of you, rather than one.
Thirst for Battle
15th-level Tactician feature
When you roll initiative and have no uses of Tactical Command left, you regain one use.
Perfect Coordination
18th-level Tactician feature
You gain the ability to unleash a devastating combination of your allies' abilities. As an action, select up to five allies within 120 feet of you who can see or hear you. Each ally can use its reaction to immediately move up to its speed without provoking opportunity attacks, and to take the Attack (one weapon attack, shove, or grapple only), Cast a Spell (one cantrip only), Dodge, Hide, Search, or Use an Object action.
Once you use this ability, you cannot use it again until you complete a long rest.
Tactics
The tactics are presented in alphabetical order. Unless stated otherwise, any movement referenced by a tactic is the movement granted by your Tactical Maneuver feature.
Advance/Retreat. The targeted ally can move up to its speed, rather than only half its speed.
Charge. The targeted ally can attempt to shove one creature of your choice. This shove can be attempted at any point before, during, or after the move.
Cover That Flank. Attack rolls against the targeted ally have disadvantage until the start of your next turn.
Cut Them Down. The targeted ally has advantage on the next attack it makes against a creature of your choice that you can see before the start of your next turn.
Defend Yourself. The targeted ally gains temporary hit points equal to your fighter level + your Intelligence modifier (minimum of 1) for 1 minute.
Press Onwards. If the targeted ally is charmed or frightened, those conditions end on the creature.
Subdue Them. The targeted ally can attempt to grapple one creature of your choice. This grapple can be attempted at any point before, during, or after the move.