Assorted Fighter Martial Archetypes
Homebrew Material
This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development.
If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).
At 3rd level, a fighter chooses the Martial Archetype feature. Here are for new options for that feature: Arbalester, Dynasty Warrior, Gunslinger, and Wild Sentinel.
Arbalester
Technically, an archetypical arbalester is little different from a skilled marksman. But in addition to the proficiency in crossbows, the arbalester utilizes the strategical benefits of taking cover, both natural and artificial, sheltering themselves from enemy attacks while they reload a deadly shot.
Pavise Wall
Starting at 3rd level when you choose this archetype, you gain the ability to use pavise as a portable cover.
While you are carrying a pavise, you can use an action on your turn to place the pavise on the ground, or retrieve the pavise from the ground and wield it on yourself.
While the pavise is placed on the ground, it grants a half cover to creatures within 5 feet of it and no larger than Medium. The creature can also use its action to hunker down within 5 feet of the pavise, gaining three-quarters cover from the pavise instead until the start of its next turn.
When placed, the pavise is a Medium object that has an Armor Class of 14 and hit points equal to three times your fighter level. It is immune to poison and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability score as 10 (+0). If the mending spell is cast on it, it regains 2d4 hit points. It is destroyed when it is reduced to 0 hit points.
Pavise
A pavise, also known as a hand mantlet, is a rare type of large and heavy shield wielded by arbalesters.
A pavise is carried in one hand. Wielding a pavise increases your Armor Class by 4. You can benefit from only one pavise or shield at a time, but not both.
Carrying a pavise is extremely cumbersome. While you are wielding a pavise, your walking speed is decreased by 5 feet, you can make only one weapon attack on your turn regardless of the numbers of attacks you can normally take, and you cannot cast spells.
Cost: 25 gp
Armor Class: +4
Strength requirement: Strength 11
Stealth: Disadvantage
Weight: 45 pounds
Shielded Sharpshooter
Also starting at 3rd level, you can exploit the cover for a perfected aim. As a bonus action on your turn, you can take a careful aim at a creature you can see within range of a crossbow you are wielding. Until the end of this turn, your ranged attacks with that crossbow gains the following benefits against the target, as long as you are wielding a pavise or behind cover:
- You ignore the loading property of the crossbow.
- The attacks ignore half and three-quarters cover.
- On each hit, the weapon deals an additional damage equal to your proficiency bonus.
Veteran's Sight
When you reach 7th level, as long as you are not blinded, you gain a +5 bonus on the passive Wisdom (Perception) score.
Additionally, if you spend at least 1 minute observing the natural or artificial environment, you can spot a number of objects or terrains within 120 feet of you equal to your Intelligence modifier (minimum of one) that grant you half cover, three-quarters cover, or total cover.
Advancing Pavise Wall
Beginning at 10th level, when you use your action to take the Attack action while wielding a pavise, or place a pavise on the ground, you can use a bonus action to make one weapon attack. You can use this feature a number of times equal to your Strength or Dexterity modifier, whichever is higher (minimum of once). You regain all expended uses when you finish a short rest or long rest.
Evasive Cover
At 15th level, you can make the most of taking cover or wielding a shield of exceptional size and shape. Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage while wielding a pavise or behind cover, you instead take no damage on a successful save, and take only half damage on a failed save.
Exquisite Cover
When you reach 18th level, you can further benefit from cover. As long as you are conscious and behind half cover, you gain a +1 bonus to Armor Class and Dexterity saving throw, in addition to the normal bonus you gain from behind half cover.
Additionally, the first time you make a ranged weapon attack with a crossbow at the first round of combat while wielding a pavise or behind cover, you can have advantage on the attack roll, and treat the successful attack as a critical hit. Once you use this feature, you must finish a short rest or long rest before you can do so again.
Dynasty Warrior
To an archetypical Dynasty Warrior, there is always something worth fighting for, be it the family, king, lover, or the fray of the war itself. Whatever they are fighting for, a Dynasty Warrior never surrenders when outnumbered — in fact, outmatching the outnumbered foes is their specialty.
Dynasty Warriors are often found in society and culture of Oriental inclination, where the value of community is often weighted more than personal gains. In Forgotten Realms setting, the region of Kara-Tur is most likely to hold generals and heroes of Dynasty warriors.
A Warrior Worth A Score
Starting at 3rd level when you choose this archetype, you learn how effectively fight against a large number of enemies. At the start of your turn, when there are at least two hostile creatures within 5 feet of you, none of the hostile creatures are incapacitated, and there are no friendly creatures within the area, you gain a +1 bonus to Armor class and all saving throws until the start of your next turn.
Additionally, when you take the Attack action on your turn and reduce a hostile creature to 0 hit points with a melee weapon attack, you can immediately make one melee weapon attack against another creature within your weapon's reach as a part of the same action. You can use this feature a number of times equal to your Strength or Dexterity modifier (whichever is higher, minimum of once) per each of your turn.
Art of War
By 7th level, your training and learning of war has developed into a form of art. You gain proficiency in one of the following skills: Arcana, History, Medicine, Persuasion, Religion. Alternately, you gain proficiency in one artisan's tool of your choice.
Additionally, at the start of your turn, when there are at least two hostile creatures within 5 feet of you, none of the hostile creatures are incapacitated, and there are no friendly creatures within the area, you have advantage on the Strength (Athletics) or Dexterity (Acrobatics) checks made to overrun, shove aside or tumble through hostile creatures until the end of the turn.
See page 272 at Dungeon Master's Guide for the rules concerning overrun, shove aside, and tumble.
Sweeping Attack
Starting at 10th level, once on each of your turn when you hit a creature with a melee weapon attack, you can attempt to damage up to two other creatures within 5 feet of the original target and within the weapon's reach with the same attack. If the original attack roll would also hit the creature, it takes damage equal to 1d4 + your ability modifier you used for the original attack. The damage is of the same type dealt by the original attack.
A Warrior Worth A Hundred
Starting at 15th level, you can stand against the attacks from hordes of enemies. When you are hit by an attack and takes bludgeoning, piercing or slashing damage, you gain resistance against the same type of damage you take from the next attack from a different creature, provided that the attack is made before the start of your next turn.
A Warrior Worth A Million
At 18th level, you can stand against tides of enemies with less effort. When you would gain bonus from your A Warrior With A Score feature, you also add the bonus to your attack and damage rolls.
Additionally, at the start of your turn, when there are at least four hostile creatures within 5 feet of you, none of the hostile creatures are incapacitated, the bonus from your A Warrior Worth A Score feature increases to +3.
Gunslinger
An archetypical Gunslinger boasts the fastest and sharpest marksmanship, wielding a tailor-made weapon that fires a lead pellet powered by alchemical catalyst. Some of the more old-fashioned fighters may claim that only a coward would bring a pea-shooter to the combat; the Gunslinger will then retort with a swift snap and walk into the sunset, leaving their victim leaves their victim's heart punctured with a single bullet.
Have Gun, Will Adventure
Starting at 3rd level when you choose this archetype, you gain proficiency in smith's tools, if you do not have it already.
Additionally, you learn how to craft a light firearm with your magical and technological knowledge. You are proficient with the firearm when you use it. The firearm is a ranged weapon that deals 1d6 piercing damage and has a long range of 60 feet and long range of 180 feet. The firearm weighs 3 points and has the light and reload (6 shots) properties.
You start with two firearms when you choose this archetype at 3rd level. If you lose your firearm, you can craft a new one over the course of three days of work (eight hours each day) by expending at least 100 gp worth of metal and other raw materials.
The firearm uses a special ammunition that you can craft during rests, provided that you have access to your smith's tools and raw materials. At the end of each long rest, you can produce 60 rounds of ammunition. After each short rest, you can produce 20 rounds. For every 20 rounds of ammunitions you craft this way, you must expend at least 3 gp worth of raw materials such as lead, raw metal, and alchemical catalyst.
Optional Rule: Firearm Proficiency
At the DM's discretion, you may also gain proficiency in one firearm of your choice that does not have the two-handed property. You can use the firearm you are proficient in for the purpose of using your gunslinger gimmick options, as described below.
See page 267-268 at Dungeon Master's Guide for the statistics and rules concerning firearms.
Gunslinger's Gimmick
Also starting at 3rd level, you can perform a number of feats with your firearms. At 3rd level, you know three options from the list below. You learn one additional option of your choice when you reach 7th level in this class, and again at 10th, 15th, and 18th level. Each time you learn a new option, you can also replace one option you know with a different one.
You can use your gimmick options a number of times equal to 1 + your Dexterity modifier (minimum of once). You regain all expended uses when you finish a short rest or long rest.
Some gimmick options require the target to make a saving throw to avoid or resist the effect. For these options, the save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Covering Shot. When a creature within 30 feet of you makes an attack against you or a friendly creature, you can use your reaction to make a ranged attack with your firearm against that creature. If the attack hits, the creature has disadvantage on the attack roll.
Deadly Shot. When you make a ranged attack with your firearm, you can roll a d4 and add the number rolled to the atack roll. If the attack hits, you can deal an additional 1d4 damage with the attack.
Disarming Shot. When you hit a creature with a ranged attack using your firearm, you can attempt to disarm the target. The target must succeed on a Strength saving throw or drop one object of your choice that it is dropping. The dropped object lands at its feet.
Flushing Shot. When you hit a creature with a ranged attack using your firearm, you can attempt to disorient the target, forcing it to move away from its position. The target must succeed on a Wisdom saving throw or move 5 feet in a random direction, if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. The creature does not move if the direction rolled is blocked.
Kneecapping Shot. When you hit a creature with a ranged attack using your firearm, you can reduce the target's speed by 15 feet until the end of its next turn. If you do so, the target cannot take the Dash or Disengage action for the duration.
Ricocheting Shot. When you make a ranged attack with your firearm, you can ignore the target's half cover and three-quarters cover, and if the attack roll would have disadvantage, you can ignore the disadvantage for that attack roll.
Quick Shot. When you take the Attack action on your turn, you can use a bonus action to make a ranged attack with your firearm.
Suppressing Shot. When a creature starts moving within 30 feet of you, you can use your reaction to make a ranged weapon attack with your firearm. If the attack hits, the creature stops moving, and its speed is halved until the end of the turn.
Bullseye
When you reach 7th level, you gain proficiency in one of the following skills: Investigation or Perception. Your proficiency bonus is doubled for the ability check you make with the chosen skill.
The Fastest Gun in the Multiverse
Beginning at 15th level, you can wield your firearms to make a quick succession of attacks in a short time. When you choose a Gunslinger's Gimmick option, you can also choose from the following list of options:
Fanning Shot. As an action, you can make a ranged attack with your firearm against any number of creatures within a 30-foot cone centered on yourself. You must have ammunition for each target as normal, and you must make a separate attack roll for each target.
Penetrating Shot. As an action, you can make a ranged attack with your firearm against any number of creatures within a line 120 foot long and 5 feet wide centered on yourself. You must have ammunition for each target as normal, and you must make a separate attack roll for each target.
Swift Shot. At the start of each round in combat, you can use your reaction to make a ranged attack with your firearm.
Gunslinger's Preparedness
At 18th level, when you roll for initiative and have no uses of your Gunslinger's Gimmick remaining, you immediately gain two uses of your Gunslinger's Gimmick.
Wild Sentinel
The archetypal Faith Militant devotes oneself to an entity of higher existence. While not chosen as a paladin, Faith Militants train themselves harsh and rigid to stand the first in line at the moment of battle, in pursuit of the glory of their sacred crusade. Their devotion, apparently, was answered by their deity, for they are granted divine power to aid themselves and other comrades in combat.
Being a Faith Militant is suffering, many would agree. Faith Militants, too, agree that reputation. Not all mortals agree on their cause, and some of the heathen adversaries would downright deny and mock their belief. But they cannot stop the determined crusaders. They are on a mission from their deity.
Sentinel Circle
When you choose this archetype at 3rd level, you gain a mystic connection to the land of a specific climate that infuses you with mystic energy. Choose that land from the following list: Arctic, coast, desert, forest, grassland, mountain, swamp, Underdark. Your choice grants you a number of spells that you can cast with this subclass' feature.
Spellcasting
Starting at 3rd level, you gain the ability cast spells.
Cantrips. You learn druidcraft and one cantrip of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Preparing and Casting Spells. The Wild Sentinel Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier plus a third of your fighter level, rounded down (minimum of one spell). The spells must be an divination or transmutation spell of your choice, and must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Circle Spells. At 3rd level, you gain one 1st-level spell from the list of spells granted by the land you chose with the Sentinel Circle feature. You gain another spell from your circle spell list when you reach 8th level, and again at 14th and 20th level. Each of these spells can come from any school of magic, but must be of a level for which you have spell slots.
Once you gain a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If a circle spell does not appear on the druid spell list, the spell is nonetheless a druid spell for you.
Table: Wild Sentinel Spellcasting
| Fighter Level |
Cantrip Known |
Circle Spells |
1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 1 | 2 | — | — | — |
| 4th | 2 | 1 | 3 | — | — | — |
| 5th | 2 | 1 | 3 | — | — | — |
| 6th | 2 | 1 | 3 | — | — | — |
| 7th | 2 | 1 | 4 | 2 | — | — |
| 8th | 2 | 2 | 4 | 2 | — | — |
| 9th | 2 | 2 | 4 | 2 | — | — |
| 10th | 3 | 2 | 4 | 3 | — | — |
| 11th | 3 | 2 | 4 | 3 | — | — |
| 12th | 3 | 2 | 4 | 3 | — | — |
| 13th | 3 | 2 | 4 | 3 | 2 | — |
| 14th | 3 | 3 | 4 | 3 | 2 | — |
| 15th | 3 | 3 | 4 | 3 | 2 | — |
| 16th | 3 | 3 | 4 | 3 | 3 | — |
| 17th | 3 | 3 | 4 | 3 | 3 | — |
| 18th | 3 | 3 | 4 | 3 | 3 | — |
| 19th | 3 | 3 | 4 | 3 | 3 | 1 |
| 20th | 3 | 4 | 4 | 3 | 3 | 1 |
Whenever you gain a level in this class, you can replace one of the circle spell you know with another spell of your choice from the circle spell list. The new spell can come from any school of magic, but must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells. You use your Wisdom modifier whenever a druid spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your druid spells.
Table: Arctic Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | create or destroy water, ice knife |
| 2nd | hold person, Snilloc's snowball storm |
| 3rd | sleet storm, slow |
| 4th | freedom of movement, ice storm |
Table: Coast Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | fog cloud, thunderbolt |
| 2nd | mirror image, warding wind |
| 3rd | tidal wave, wall of water |
| 4th | control water, watery sphere |
Table: Desert Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | earth tremor, thunderwave |
| 2nd | dust devil, gust of wind |
| 3rd | gaseous form, wind wall |
| 4th | blight, storm sphere |
Table: Forest Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | animal friendship, faerie fire |
| 2nd | pass without trace, spike growth |
| 3rd | plant growth, speak with plants |
| 4th | conjure woodland beings, grasping vine |
Table: Grassland Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | entangle, zephyr strike |
| 2nd | moonbeam, spike growth |
| 3rd | conjure animals, daylight |
| 4th | grasping vine, locate creature |
Table: Mountain Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | ensnaring strike, earth tremor |
| 2nd | earthbind, enlarge/reduce |
| 3rd | erupting earth, meld into stone |
| 4th | stone shape, stoneskin |
Table: Swamp Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | fog cloud, grease |
| 2nd | blindness/deafness, darkness |
| 3rd | hypnotic pattern, stinking cloud |
| 4th | blight, giant insect |
Table: Underdark Circle Spells
| Spell Level | Circle Spells |
|---|---|
| 1st | enthrall, faerie fire |
| 2nd | spider climb, web |
| 3rd | gaseous form, nondetection |
| 4th | great invisibility, shadow of moil |
Mystic Surge
Also starting at 3rd level, you can regain a portion of your mystic energy when you bolster yourself. When you use your Second Wind feature, you can choose to regain expended spell slots. If you do so, the spell slots can have a combined level that is equal to or less than your fighter level divided by three (rounded up), and none of the slots can be 5th level or higher.
Once you use this feature, you must finish a long rest before you can use it again.
Sentinel's Strike
Beginning at 7th level, when you cast a druid spell of 1st level and higher, you gain a bonus to weapon attack and damage rolls you make before the end of your next turn or until cast another druid spell of 1st level and higher. The bonus equals your Wisdom modifier + the spell's level (minimum of 1).
Mystic Strike
At 10th level, when you hit a creature with a weapon attack, you can use a bonus action to cast a druid spell of 1st level to 4th level that you prepared against the target. The spell must have a casting time of 1 action, and you must expend a spell slot and conform to rules regarding spellcasting as normal. If the spell has an area of effect, it is centered on the target.
Once you use this feature, you cannot use it again until you finish a long rest, or until after you use your Second Wind feature.
Transcendent Keeper
When you reach 15th level, the mystic energy infused you grants immunity to mortal sufferings. You become immune to diseases and poisons, your hit point maximum cannot be reduced, and you cannot be aged magically.
Sentinel's Bulwark
Starting at 18th level, when you cast a druid spell of 1st level and higher, you gain resistance against bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn. As long as you are concentrating on a druid spell of 1st level and higher, this benefit lasts until your concentration is broken.
Credits
All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Arbalester. The class name is taken from the unit of the same name from the videogame Age of Empires II. The concept of a fighter that makes the most of the cover is inspired by the videogames XCOM: Enemy Unknown and XCOM 2.
Many of the class features are benchmarked from the Sharpshooter fighter from an Unearthed Arcana article, and the Artillerist artificer from Tasha's Cauldron of Everything.
Pavise is based on a real-life shield of the same name. No, really. (The name "hand mantlet" is also based on yet another real-life shield of the same name.) The properties of the pavise are mostly taken from the tower shield from Pathfinder, 1st and 2nd editions.
Dynasty Warrior. Based on the brew of the same name that I made back in 2018. A very special shout-out to the Enforcer rogue (previously Blackguard Slayer) by u/ch33ri000z for the initial inspiration, and u/suicidesingle for great feedbacks.
The namesake is still shamelessly taken from the videogame franchise of the same name. Now that I have played Persona 5 Strikers, I think I am at least introduced to the franchise myself.
The description part slightly dabs into the lyrics of "A Girl Worth Fighting For" from the animated film Mulan.
Gunslinger. A variation of Battle Master archetype from Player's Handbook, with a dash of the Sharpshooter fighter and the Gunsmith artificer (Unearthed Arcana version). I also benchmarked the Magitek wizard I made a few months ago.
The description is basically a big shout-out to Clint Eastwood movies, and Indiana Jones while I'm at it. But then, the whole subclass is a Western shout-out, so it was more or less obligatory.
Some of the gimmick options are derived from the class skills from the videogame XCOM: Enemy Unknown.
Wild Sentinel. Based on the Faith Militant archetype I made literally years ago. The feedbacks are consistent: Why bother playing this class when you have a paladin? I couldn't come up with a good retort, so this is my attempt to compromise.