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. \pagebreakNum
***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. \columnbreak #### 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. \pagebreakNum
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.
**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your druid spells.