Archetypes - A Background Overhaul (5e/A6E)

by TheBritishDM

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Archetypes

Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

Skill Proficiencies: Choose two from the following list: Religion, History, Insight or Persuasion

Equipment: A holy symbol, a prayer book or prayer wheel, a set of common clothes, and a pouch containing 15 gp

Acolyte Traits

As a acolyte, you gain the following features:

Guide them my Child. You know the guidance cantrip, using wisdom as your spellcasting ability for this spell.

The Wisdom of the Gods. As a reaction, when a creature fails an ability check within 30 ft of you, you may remind them of your teachings, allowing them to reroll that ability check and take the second result. Once you use this feature, you must finish a long rest before you can use it again.

The Path of the Saviour. Starting at level 4, you learn the augury spell and are able to cast it as ritual, as long as you have the material components required.

The Hands of God. Starting at level 6, you can cast cure wounds once at 3rd level using wisdom as your spellcasting ability, you must finish a long rest before you can cast this spell in this way again.

In work of the Lord. Three main roles are found within most temples: educators, preachers and medics. Choose one of these roles.

Educator

You learn two languages of your choice.

Medic

You gain proficiency in the healers kit.

Preacher

You gain learn one language of your choice, additionally you know the thaumaturgy cantrip, using wisdom as your spellcasting ability for this spell.

Beastmaster

You have forged an unbreakable bond with a loyal and formidable companion from the animal kingdom. Whether it be a fierce wolf, a cunning hawk, or even a mythical creature like an owlbear, this creature is not merely a pet but a trusted ally, sharing your adventures and battles as a true companion.

Together, you form a unique and inseparable team, communicating through an almost uncanny understanding. You have spent years honing your abilities as a Beastmaster, mastering the art of training and commanding creatures that others might consider wild or untamable. Through your patient guidance and unwavering connection, you have gained the respect and loyalty of your chosen companion.

As a Beastmaster, your origins may vary widely. You could have been raised among a tribe that values the harmony between humans and animals, where you learned the ancient techniques of bonding with wildlife. Alternatively, you might have been a hermit living in the wilderness, finding companionship with a lone creature and discovering your unique ability to communicate and cooperate with it.

Your choice of companion also speaks to your character's identity. Are you drawn to creatures that embody the traits you admire, such as loyalty, strength, or cunning? Or perhaps your companion represents something deeper, a symbol of a greater quest or a connection to the natural world itself.

Skill Proficiencies: Choose two from the following list: Animal Handling, Nature, Persuasion, or Survival

Tool Proficiencies: One type of artisan's tools

Languages: One of your choice

Equipment: A set of artisans tools (one of your choice), a tool for training your companion, a set of traveller’s clothes and 5gp

Beastmaster Traits

As a beastmaster, you gain the following features:

Beast Companion. You form an unbreakable bond with a creature of your choice, this creature's stat block is below, at many locations where choices are presented choose the one suited best to your creature. Your beast companion always does its best to obey your command, even complex ones like “fetch a healing potion from my bag”, “watch for intruders” or “follow the scent on this rag”.

It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you) but the only action it takes on its turn is the dodge action, unless you take an action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice, not just dodge.

Bestial Connection. Starting at level 4, your beast companion gains one feature of your choice from Greater Training, Evasion or Rider, listed at the end.

Greater Communication. Starting at level 6, you can verbally command your beast companion as a bonus action instead of an action.

Greater Training.

Your companion gains +2 in any stat of your choice.

Evasion.

If the beast companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Rider.

Your companion grows to Large, allowing you to ride them at their normal speed.


Beast Companion

Tiny, Small or Medium Beast


  • Armor Class 13

  • Hit Points 11(2d8+2)

  • Speed 30ft walking speed.

  • Choose from: An additional 30ft walking speed, 30ft fly speed, 30ft swim speed + the amphibious trait, 30ft climb speed or 10ft burrow speed.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+2)

  • Skills Choose two from: perception, stealth, athletics or intimidation
  • Senses darkvision 60ft
  • Languages understands the languages you speak

Amphibious. The beast can breath both air and water. (If chosen above)


Actions

Maul Attack Style: +4 to hit, Reach 5ft, one target. Hit: 4(1d4+2) slashing damage

Optional Rules

If your GM allows, this beast companion can become the one used for the Ranger archetype, when you gain the subclass feature, your beast companion would now have the statblock provided in the archetype, but they would still benefit from the additional features granted by this archetype including how the companion operates in combat.

Criminal

In the shadows of society, you have carved out a life of cunning and deception as a skilled criminal. Whether you are a master thief, a smooth-talking con artist, a deft burglar, or a calculating assassin, you have honed your talents to thrive on the wrong side of the law.

Life as a Criminal is a delicate dance of risk and reward, where each job completed successfully brings you closer to untold riches or influence, but failure may lead to imprisonment or worse. You might be part of a larger criminal organisation, working under the guidance of a charismatic crime lord, or you could be a lone operator, relying on your wit and resourcefulness to survive.

As a Criminal, you are more than just a lawbreaker; you are a survivor and an opportunist. Your past might be riddled with moments of desperation or tragedy that led you down this path, or perhaps you were drawn to the allure of the underworld by the thrill of risk and the promise of wealth.

Are you a rogue with a heart of gold, using your illicit skills to aid the downtrodden and seek justice against oppressive forces? Or does power and wealth tempt you to darker deeds, embracing a life of crime for your own gain? Whatever your reasons, the path of the Criminal is as treacherous as it is thrilling, and your destiny will be shaped by the choices you make and the risks you take.

Skill Proficiencies: Choose two from the following list: Acrobatics, Athletics, Deception, Stealth or Sleight of Hand

Languages: Thieves’ cant

Equipment: A set of common clothes in dark colours and a belt pouch containing 10 gp

Criminal Traits

As a criminal, you gain the following features:

Criminals Tools You gain proficiency in criminals tools and start with 5 bags of caltrops, 5 disarming kits, 5 residuum smokes, 2 smoke bombs and and 2 sleep darts. Alternatively, you can start with an additional 45gp to spend on any criminals tools of your choosing.

Criminal specialist. There are three main sects of crime: conning, thieving and assassinations. Choose one of these sects as your focus.

Assassin

Drop of the Kill. You gain proficiency in the poisoner's kit and have a poisoners kit in your starting equipment.

Con artist

Hands against Law You gain proficiency in one type of gaming set and the Forgery kit. You also add them both to your starting equipment.

Switch a Roo Your ability to cheat at games is near unmatched, you have advantage on any check made to cheat at a game.

Thief

Lockpick You gain proficiency in thieves tools and have a set of thieves tools in your starting equipment.

Criminals Tools

You must have proficiency in criminals tools to use the following items. Each item below has a corresponding price, this is the most common price found amongst merchants but this can vary greatly.


Bag of Caltrops (1gp)

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.


Disarming Kit (2gp)

When disarming a non-magical trap, you can choose to expend this disarming kit allowing you to add your proficiency bonus to the disarm check.


Residuum Smoke (2gp)

As an action, you can activate this item causing it to release magically infused smoke in a 20-foot radius wherever it is thrown, this smoke will reveal any magical traps in the area and give advantage to any creature trying to disarm them.


Smoke Bomb (5gp)

As an action, a character can throw this smoke bomb up to a point up to 60 feet away. Once the bomb lands, it emits a cloud of thick smoke that creates a heavily obscured area in a 20-foot radius that lasts for a minute. A moderate wind (at least 10 miles per hour) however disperses the smoke in half the time and a strong wind disperses it in 1 round.


Sleep Dart (5gp)

This special type of ammunition can be shot from a blowgun, hand crossbow or sling. Roll your attack as normal, if you hit, roll 3d8 and if the total is greater or equal to the hit points of the creature you hit; they fall unconscious for one hour or untill a creature uses their action to wake them up.

Heir

Born into a lineage of nobility, you are the Heir to a legacy that spans generations. Your bloodline carries with it a rich tapestry of history, power, and responsibility. As the next in line to inherit the title, lands, and influence of your noble family, you bear the weight of tradition and the promise of the future.

The life of an Heir is one of privilege and privilege, as well as the burden of expectation. You have been groomed from an early age to assume your rightful place, learning the customs, etiquette, and politics of the upper echelons of society. You are no stranger to lavish parties, grand balls, and diplomatic gatherings, where your family's influence and reputation are constantly on display.

The reasons for your departure from the comfort of your noble life could be diverse. You might be the second or third heir, with little chance of inheriting the title or fortune, and thus have chosen to seek your destiny elsewhere. Alternatively, you could be on a quest to reclaim a lost family artifact or to fulfill a prophecy tied to your bloodline.

Beyond the allure of exploration and discovery, your choice to become an adventurer might also be driven by a deep sense of justice. Witnessing the hardships faced by common folk in your realm, you may have felt a calling to be a champion for those without the privilege and protection of noble birth.

However, your noble background also presents challenges. The responsibilities and expectations of your family may weigh heavily on you, and you might find yourself torn between your obligations at home and the thrilling life of adventure that beckons you.

Skill Proficiencies: Choose two from the following list: Deception, History, Perception, Persuasion

Languages: Two of your choice

Equipment: A set of fine clothes, a item of jewellery embossed with your family crest, and a purse containing 25 gp

Heir Traits

As a Heir, you gain the following features:

The Loyal Squire. You gain a loyal squire, who will follow you from the ends of the world and back, while they are young and inexperienced, they are motivated by honour and driven by a loyalty to you. You can see their stat block on the right, they act independently as determined by the DM but they do their best to follow your instructions and commands. It is not recommended to send your Squire into battle, as they have many years of training yet to go, and it would be unfitting of someone of your stature to risk your squire's life.

Splendid Education. Starting at level 4, you gain proficiency in one additional skill and language of your choice.

Intense Training. Starting at level 6, your squire gains two skill proficiencies of your choice, in which you are proficient.


Squire

Medium Humanoid


  • Armor Class 12
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 11 (+0) 8 (-1) 11 (+0) 9 (-1)

  • Languages Speaks common and the two languages you choose when picking this archetype

Herbalist

In the embrace of nature's beauty and secrets, you have dedicated your life to the study of flora and fauna, mastering the art of herbalism. As an Herbalist, you possess a deep connection to the natural world, harnessing its healing properties and potent botanical powers to aid and protect yourself and others.

Your journey as an Herbalist likely began amidst the whispering leaves of a secluded forest, the vibrant petals of wildflowers, or the aromatic gardens of a wise mentor. Guided by a passion for botany and a desire to understand the intricate balance of life, you have become an expert in the properties of herbs, roots, and fungi.

While some Herbalists prefer the serene existence of a solitary gardener or a reclusive hermit, others venture out into the world, seeing their skills as a calling to heal the sick, cure the afflicted, and provide comfort to those in need. Some Herbalists may even explore the darker aspects of their craft, delving into poisons and toxins for self-defense or more sinister purposes.

The motivations behind your path as an Herbalist can vary widely. Perhaps you have experienced the healing touch of nature firsthand, and it has become your life's mission to share that gift with others. Alternatively, you may have grown up in a community that reveres nature's bounty and views Herbalists as revered caretakers and guardians of health.

As an adventurer, your knowledge of herbal lore is invaluable. While other travelers might rely on magic or steel to survive, you carry with you a trove of remedies that can mend wounds, cure illnesses, and ward off dangerous ailments. Your affinity for the natural world allows you to traverse the wilderness with ease, finding sustenance and shelter where others might struggle.

However, the path of the Herbalist is not without challenges. You might face opposition from those who view your craft as primitive or unnecessary in a world of powerful spells and potent potions. The demand for rare and powerful herbs could also lead you into dangerous territories or conflict with those who seek to exploit nature's gifts for their own gain.

Skill Proficiencies: Choose two from the following list: Medicine, Nature, Perception or Survival

Languages: One of your choice

Equipment: A set of common clothes, a herbalism kit and 5gp.

Herbalist Traits

As a Herbalist, you gain the following features:

Herbalists Tools. You gain proficiency in the herbalism kit and have 10 doses available.

Tea with a Fascinating Stranger. Starting at level 6, when sharing tea from your herbalism kit with another, you gain the same properties they do. You can still only benefit from one tea effect at once.

Herbalism Kit

You must have proficiency with the herbalism kit to create the following remedies. Drinking one of these remedies grants the effect listed, however tea must be savoured, so drinking these in combat is not possible. A creature can only gain the benefits of a herbalists remedy once per long rest. Your herbalism kit has a number of doses which are expended when creating remedies, you can refill your herbalism kit by either foraging for 4 hours (DC10 survival check) or paying 10gp at a appropriate vendor. Your herbalism kit can only hold 10 doses at once before they begin to rot before getting used.


Cleansing Tea (1 dose) Drinking this tea grants advantage on saves against poison for the next hour.


Fighters Tea (2 doses) Drinking this tea grants advantage on your next strength, dexterity or constitution saving throw.


Gamblers Tea (5 doses) Drinking this tea grants you a singular luck point to use before your next long rest.


Healing Tea (1 dose) Drinking this tea during a short rest heals you an additional 2d12 on top of your expended hit die.


Nervous Tea (4 doses) Drinking this tea grants advantage on saving throws against the frightened condition for the next hour.


Rejuvenating Tea (5 doses) Drinking this tea during a long rest causes you to loose double the amount of exhaustion you normally would.


Scholars Tea (2 dose) Drinking this tea grants you advantage on your next intelligence, wisdom or charisma saving throw.


Wakening Tea (2 doses) Drinking this tea grants advantage on saving throws against exhaustion, if those saving throws are triggered by not sleeping.

Investigator

In a world where mysteries lurk in every shadow and secrets lie concealed beneath the surface, you have honed your mind and instincts to become a master of deduction and investigation. As an Investigator, you are a relentless seeker of truth and justice, using your intellect, keen perception, and methodical approach to unravel the most perplexing enigmas.

The pursuit of knowledge and the uncovering of truths have always fascinated you. From a young age, you displayed a natural curiosity, and as you grew older, that curiosity evolved into a passion for solving puzzles, deciphering codes, and piecing together information to form a coherent narrative. Whether driven by a sense of duty, a thirst for knowledge, or personal convictions, you have chosen to apply your skills as an adventurer.

As an Investigator, your approach to problem-solving is as versatile as it is effective. You excel at navigating through dense webs of deception, gathering evidence, and analyzing clues with a discerning eye. Your talents go beyond mere observation; you can read body language, discern falsehoods from truths, and anticipate the actions of others.

Your background might vary widely, and your reasons for becoming an adventurer are as diverse as the cases you take on. You might be a former city guard or a seasoned detective, determined to bring criminals to justice and protect the innocent. Alternatively, you could be a scholar or a researcher, seeking ancient artifacts and lost knowledge to enrich the world's understanding of history and lore.

The path of the Investigator is one of constant mental exertion, as you unravel the threads of deception and pursue the essence of truth. Your successes bring clarity and justice, but failure can lead to dire consequences. Through your exceptional intellect, resourcefulness, and determination, you navigate the murky waters of uncertainty and strive to bring light to the darkest corners of the world.

Skill Proficiencies: Choose two from the following list: Insight, Investigation, Perception or Stealth

Languages: One of your choice

Equipment: A set of common clothes, a set of manacles and 5gp.

Investigator Traits

As a Investigator, you gain the following features:

Investigators Tools. You gain proficiency in investigators tools and start with 1 blood vial experiment set, 1 lumin spiralizer and 2 uses of residuum powder. Alternatively, you can start with an additional 50gp to spend on any investigators tools of your choosing.

Investigators tools

You must have proficiency with investigators tools to use the following items. Each item has a corresponding price, this is the most common price found amongst merchants but this can vary greatly.


Blood Vial Experiment Set (20gp)

Over the course of an hour, you can take a sample of blood you have and conduct experiments on it to answer one of these questions:

The age, race and gender of whoever the blood belongs too.

Or if there is any magical residue, indicating if they were a spellcaster and if so, of what kind.

Or If at the time the sample was taken, if the owner was under any magical influence such as charming magic.

You use up one vial of blood each time you complete this experiment and gain an answer to only one of the questions, you can however repeat this experiment if you have another blood sample. Each seperate experiment costs the full gold cost and time requirement.


Chronoglass Ball (50gp)

As an action, you can smash this small ball made from rare chronoglass causing you and any creatures within 10ft of you to transport 7 days in to the past. The area around you will look exactly how it looked 7 days ago but without any creatures that were there, additionally you can not interact with anything in the past but merely perceive. After ten minutes, you and anyone transported with you return to the second after you smashed the chronoglass.


Lumin Spiralizer (10gp)

As an action, you can release this canister spraying lumin across a 20ft radius around it, lumin has special properities being able to detect if any organic material, mainly blood and the blood equivalent of creatures who lack it, was cleaned away in the last 7 days. If the lumin spray finds any organic material that was cleaned away then it will show the area it was cleaned from by glowing a bright white.


Residuum Powder (10gp)

As an action, you can sprinkle this powder in a 10ft cube, the powder will then begin to sparkle and attach to any residual magic in the air, telling you if any spells were cast in the area in the last 24 hours and if so, which spells.

Monster Hunter

Driven by a primal desire to protect the realms from the horrors that dwell in the darkness, you have embraced the path of the Monster Hunter. As a fearless and skilled tracker, you dedicate your life to hunting down and eliminating the most fearsome creatures that threaten civilization and the natural order.

Your journey as a Monster Hunter began when you first faced the unknown, confronting a creature of terror that others dared not even approach. With unwavering determination, you chose to stand your ground, embarking on a lifelong quest to understand the intricacies of these beasts and to safeguard the innocent from their wrath.

As an adventurer, you are an expert in the study of monsters' behaviors, strengths, and weaknesses. You've honed your senses to detect the subtle signs of their presence, and your encyclopedic knowledge arms you with insights that grant you an advantage in combat. Whether facing a dragon's fiery breath, a vampire's hypnotic gaze, or a werewolf's ferocious claws, your skills as a Monster Hunter make you a formidable foe.

Through your journey as a Monster Hunter, you strive to bring safety to a world fraught with danger. Your courage and determination inspire hope in the face of the monstrous, and your actions leave behind a legacy of valor that echoes through time. With each challenge you overcome, you become a beacon of strength, standing as a guardian against the darkness that would otherwise consume all in its path.

Skill Proficiencies: Choose two from the following list: Arcana, Nature, Perception, Survival

Languages: One of your choice

Equipment: A set of common clothes, 50ft of silk rope and 15gp.

Monster Hunter Traits

As a Monster Hunter, you gain the following features:

Monster Hunter's Tools. You gain proficiency in monster hunter's tools and start with one slow varient destabilizer and one resistance nullifier. Alternatively, you can start with an additional 40gp to spend on any monster hunter's tools of your choosing.

Improved Tools. Starting at level 4, the DC for your monster hunter's tools increase to DC14 and at level 6, they further increase to DC15.

Monster Hunter's Tools

You must have proficiency with monster hunter's tools to use the following items. Each item has a corresponding price, this is the most common price found amongst merchants but this can vary greatly.


Destabilizers As an action, you can use this destablizer against a creature you can see within 60ft of you, the creature must then make a DC13 strength saving throw or have one of its forms of movement become 0, they can repeat the saving throw at the start of each of their turns gaining the form of movement back on a success.

Flight Varient (30gp) - The form of movement is flight, additionally an airborne creature affected by this ability safely descends at 60 feet per round until it reaches the ground or they succeed on the saving throw.

Slow Varient (20gp) - The form of movement is walking speed, the creature can however still take the dash action as normal.

Burrow Varient (40gp) - The form of movement is burrow speed. The creature can still move through tunnels they previously created.


Resistance Nullifier (20gp) As an action, you can use this resistance nullifier against a creature you can see within 60ft of you, the creature must then make a DC 13 constitution saving throw or loose resistance to one damage type of your choice until the end of your next turn.


Escape Inhibitor (15gp) As an action, you can use this escape inhibitor against a creature you can see within 60ft of you, the creature must then make a DC13 wisdom saving throw or loose its ability to teleport or otherwise escape by magical means. The creature can repeat the saving throw at the end of each of its turns, regaining their ability to teleport on a success.

Sailor

Bound by the call of the open sea, you have embraced a life of adventure and camaraderie as a skilled sailor. Whether aboard a mighty galleon, a sleek pirate ship, or a swift and nimble vessel, you navigate the vast waters with a deep understanding of the winds, the tides, and the secrets that lie beneath the waves.

Your journey as a Sailor likely began in a coastal town or a port city, where the sight of ships setting sail ignited a longing within you. You yearned for the freedom of the open ocean, the taste of salt on your lips, and the sense of purpose that comes with a life at sea. This calling led you to embark on a life of exploration, trade, or even piracy, embracing the tumultuous waves as your home.

As an adventurer, you possess a unique skill set shaped by your maritime experience. You can hoist sails with the crew, navigate by the stars, and navigate treacherous waters with ease. Your keen eyes can spot distant land or detect the signs of an approaching storm long before others, ensuring your ship's safety and success in even the most perilous conditions.

Your background as a Sailor is as varied as the many vessels that traverse the oceans. You might have grown up in a family of fishermen, learning the ways of the sea from a young age. Alternatively, you could be a pirate or rebel of the sea, seeking treasure and fame, no matter whose hands it needs to be taken from.

Your reasons for becoming an adventurer may include the thrill of discovery, a desire for wealth and fame, or even the pursuit of a lost treasure that lies at the bottom of the ocean. For some, the sea represents a place of refuge, where they can escape from a past they'd rather forget.

As a Sailor, you forge deep bonds with your crew mates, sharing the triumphs and tribulations of life at sea. The trust and loyalty among sailors are vital, as you depend on each other for survival and success. Your understanding of the ebb and flow of human nature, as well as the treacherous waters, allows you to navigate not only the sea's physical challenges but also the complexities of human relationships.

Skill Proficiencies: Choose two from the following list: Acrobatics, Athletics, Perception or Sleight of hand

Vehicle Proficiencies: You gain proficiency in sea vehicles

Equipment: A set of common clothes, silk rope (50 feet) and a belt pouch containing 10gp.

Sailor Traits

As a Sailor, you gain the following features:

The Sea Does Not Stop You. You can hold your breath underwater for double the normal amount of time.

The Sea is your Second Home. You have a swimming speed equal to your movement speed, additionally this means when fighting underwater, your melee attacks do not have disadvantage.

Climb the Mast. Starting at level 4, you gain a climbing speed equal to your movement speed.

Luck of the Sailor. Starting at level 6, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you already have the Lucky ability, it now works if you roll a 1 or 2.

Everyone works on the Ship. There are many jobs for sailors at sea including: Cook, Surgeon, Carpenter and Navigator. Choose one of the roles.

Carpenter

You gain proficiency in carpenters tools and gain a set of carpenters tools in your equipment.

Cook

You gain proficiency in cook’s utensils and gain a set of cooks utensils in your equipment.

Surgeon

You gain proficiency in the healers kits and gain a healer's kits in your equipment.

Navigator

You gain proficiency in the Navigator's Tools and gain a set of navigators tools in your equipment.

Scholar

Enthralled by the pursuit of knowledge and the mysteries of the world, you have devoted your life to scholarly pursuits as a learned and inquisitive individual. As a Scholar, you wield the power of intellect, delving into ancient tomes, observing the stars, and uncovering the hidden truths that shape the tapestry of existence.

Your journey as a Scholar might have begun in the quiet halls of libraries or under the guidance of esteemed mentors. Maybe from a young age, you showed an insatiable curiosity, thirsting for understanding and knowledge.

The motivations behind your choice to become an adventurer can be diverse. You might be driven by a passion for discovery, seeking to unlock the secrets of lost civilizations or uncover the origins of ancient artifacts. Alternatively, you could be motivated by a desire to preserve knowledge, rescuing valuable texts and scrolls from destruction or oblivion.

However, as a Scholar, you are not immune to the dangers of the world. Your thirst for knowledge can put you in the path of malevolent beings, rival scholars, or even entities hungry for the secrets you carry.

Skill Proficiencies: Choose two from the following list: Arcana, History, Investigation or Religion

Languages: Two of your choice

Equipment: A set of fine clothes, a book containing your vast research and a belt pouch containing 10gp.

Scholar Traits

As a Scholar, you gain the following features:

Remember the Truth. You gain 2 Erudition Die, these are a D4 and can be used depending on your scholarly focus. You regain all your erudition dice on a long rest.

Scholarly focus. Choose from the following scholarly focuses: arcana, strategy and history.

Well Versed. Starting at level 4, you learn an additional two languages of your choice.

Truth Expansion. Starting at level 6, You gain an additional erudition die and all your erudition dies are now D6’s.

Arcana.

As a reaction, which you take when a creature you can see within 60ft of yourself is making a saving throw against a spell or magical effect, you can give them an erudition die to add to their roll.

Strategy.

As a reaction, which you take when a creature you can see within 60ft of yourself is making an attack roll, you can give them an erudition die to add to their roll.

History.

As a reaction, which you take when a creature you can see within 60ft of yourself is making a skill check using intelligence, you can give them an erudition die to add to their roll.

Smith

Forged by the heat of the forge and the strength of your will, you have embraced the craft of the smith as your life's passion. As a skilled artisan and blacksmith, you wield the power of creation, shaping raw materials into mighty weapons, sturdy armor, and intricate works of art.

Your journey as a Smith likely began amidst the ringing of hammers and the dancing flames of a forge. From a young age, you were drawn to the art of metalworking, mesmerized by the transformation of simple ores into powerful tools and beautiful creations. Guided by skilled mentors or family traditions, you have honed your skills to become a master of the forge.

As an adventurer, your talents extend far beyond the walls of your workshop. You are a valuable asset to any party, as your ability to craft and repair equipment can make the difference between success and failure. With your expertise, you can fashion weapons of exceptional quality and armor that grants unrivaled protection.

Your background as a Smith can vary widely, from a humble village blacksmith to a renowned master craftsman in a grand city. You might be a weapon smith, specializing in forging deadly blades and lethal implements of war. Alternatively, you could be an armor smith, skilled in crafting protective gear that shields your allies from harm.

Your motivations for becoming an adventurer can be as diverse as the objects you forge. Perhaps you seek to uncover lost techniques or ancient smithing secrets, or maybe you're on a quest to create a legendary artifact of unparalleled power. Some smiths take to adventuring to gain inspiration from the world's wonders and incorporate them into their masterpieces.

As a Smith, you have a unique bond with your creations. The weapons and armor you forge become extensions of yourself, carrying a part of your spirit into the hands of those who wield them. Your craftsmanship is a testament to your skill, and you may take pride in leaving behind a legacy of awe-inspiring works of art.

Skill Proficiencies: Choose two from the following list: Athletics, Arcana, Intimidation or Sleight of Hand.

Tool Proficiencies: Smiths tools

Languages: One of your choice

Equipment: A set of common clothes, a set of smiths tools and a belt pouch containing 5gp.

Smith Traits

As a Smith, you gain the following features:

Maintain Weaponry. During a long rest, you can perform routine maintenance on one weapon or shield of your choice, giving it one of the following bonuses that last till your next long rest.

  • Cutting Edge. The weapons damage die increases by one magnitude. A damage die can never be greater than a D12. If the the weapon is versatile, then both its one handed and two handed damage die increase by one magnitude.
  • Improved Handle. You gain +1 to attack rolls made with this weapon or if it is a shield the wearer gains an additional +1 ac bonus from the shield on top of its original bonus.

Runic Smith. Starting at level 6, during a long rest, you can add one of these runes of power to your weapon, only one weapon or shield can process a rune of power from this feature at once.

  • Elemental Release. Your weapon now deals fire, cold or poison damage (chosen when this rune is placed) instead of its normal damage type.
  • Returning. Your weapon is bonded to its owner, as a bonus action, its owner can summon it to their hand.

Soldier

Tempered in the crucible of war and bound by duty and honor, you have embraced the life of a soldier, a warrior skilled in combat and steadfast in loyalty. As a seasoned veteran or a fresh recruit, you have dedicated yourself to the art of warfare, defending your homeland, pursuing a cause, or seeking a life of adventure on the front lines.

Your journey as a Soldier may have begun when you answered the call to arms, enlisting in a noble army, a disciplined militia, or even a mercenary company. Alternatively, your path might have been forged by dire circumstances, with war and conflict thrust upon you, leaving you with no choice but to become a warrior to survive.

As an adventurer, your skills in combat are second to none. You are proficient with a wide array of weaponry and battle tactics, making you a formidable opponent in close combat and ranged engagements alike. Your training has taught you to keep a cool head in the midst of chaos, to lead others into battle, and to face the horrors of war with unwavering resolve.

Your motivations for becoming an adventurer can be as diverse as the battles you've fought. You might seek to bring an end to a long-standing conflict, driven by a desire for peace and justice. Alternatively, you could be a wanderer, searching for purpose or redemption after the horrors of war have taken their toll.

Your sense of duty and discipline might sometimes clash with the unpredictability of adventuring life. You may struggle with the moral dilemmas that arise, torn between orders and personal convictions. Yet, your unyielding determination and resolve drive you forward, pushing you to face whatever challenges lie ahead.

Skill Proficiencies: Choose two from the following list: Athletics, Intimidation, Perception or Persuasion

Languages: One of your choice

Vehicle Proficiencies: You gain proficiency in land vehicles

Equipment: A set of common clothes, a symbol which represents your rank and a belt pouch containing 10gp.

Soldier Traits

As a Soldier, you gain the following features:

What is Your Profession. There are many roles for soldiers in an army that all come together to create a unified group, choose one of the following roles from the list: Cavalry, Rearguard and Vanguard.

Cavalry

You do not charge into battle alone, you are always accompanied by a trusted mount.

Survive my companion. You can force an attack targeted at your mount to target you instead.

Greater Horse Bond. Starting at level 4, you can call your horse to you from a mile away by a distinct whistle that only you know.

Quick dismount. Starting at level 6, it now only takes 5ft of movement instead of half to mount or dismount from your horse.

Rearguard

You protect the front line with your incredible vision and accuracy.

Bow Smack. You can use your bow as a melee weapon, it deals d4 bludgeoning damage, you are considered proficient with the weapon and can use your dexterity modifier for its attack and damage rolls.

Long Shot. Starting at level 4, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Can’t hide. Starting at level 6, Your ranged weapon attacks ignore half cover and three-quarters cover.

Vanguard

You are one of the bravest soldiers amongst your rank, striking a path for others to follow.

First strike. You have advantage on your first attack in initiative and your first attack against any creature you haven’t attacked before.

No Hesitation. Starting at level 4, you can now add your strength modifier instead of your dexterity modifier to your initiative roles.

CHARGE. Starting at level 6, you can now take the dash action as a bonus action on your first turn of combat.

Actual 6th Edition

With OneDND set on being closer to a 5.1 than a real 6th edition, I like many within the community are frustrated by the lack of experimentation from the designers and their seeming unwillingness to fix any of the real problems the game faces. I am but a humble long time homebrewer but I believe a person outside that of a mega corporation is what is needed to create the next great edition.

What makes this project different?

While they're are many great 5e based systems out there, there is none that seem to do what many people want, make 5e better. Not a game with some 5e elements, not a mix between 5e and another system, not a game that changes the fundamentals that made 5e so great. A game that stays in line with the great design philosophies of 5e while fixing the problems that have come apparent during its ten year run, thats what a good chunk of the community have shown me they want and I hope with my passion I can complete this task for my game and everyones.

Design Philosophy

First: Rules stay light in roleplay to not inhibit the expression of story and remain heavy in combat but never to a hindering amount.

Second: The GM is there to have fun, the rules they utilize should never hinder this, the GM should have the ability to adapt to situations knowing the rules are their to support them.

Third: This system shall remain playable for the less savvy players and those who search for depth. Whether possible the player should have the option of complexity or simplicity.


Further info for design philosophy can be found on the discord

Community Engagement

First and foremost, this project will tackle the problems that the community as a whole agree on. Throughout the project, I will release updates and supplements to be playtested by those who would intend to use them and then use feedback provided to improve the system as a whole. There should be no surprises when this project finishes, those who engage shall already know what to expect, too many times have people been burnt by projects failing to live up to their promises. If you want to be a part, please join us on the discord or give feedback on my reddit posts.

Helping

If you would like to add any 5e problems or missing systems to the list on the right or talk about your thoughts on creating A6E, the best place to talk to me is in the discord:

TheBritishDM's Discord


Problems to Fix
Problem Status
Expertise WIP
Fighting Styles Pending
Adventuring Day Pending
Encounter Design/CR Pending
SR/LR Disparity WIP
Martial/Caster Disparity WIP
High level Problem spells WIP
Monster Complexity Pending
Mounted Combat Pending
Tools Pending
Darkvision Pending
Bad DMG Pending
Tiers of play Pending
Class Design WIP*
Backgrounds WIP

Missing Systems to Add
System Status
Downtime WIP
GM Game Choice Pending
GM running the game advice Pending
Exploration Rules Pending
Mass Combat Rules Pending
Tools/Spells for mystery based arcs Pending

Archetypes

A complete overhaul to the 5e background system granting unique abilities dependent on your characters backstory.

Version 0.2 Created by /u/TheBritishDM

Additional A6E content and other TheBritishDM Homebrew content, including system redesigns can be found for free on GM Binder.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
 

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