Sultan's Curriculum of Strategy

by SkullDM

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Part 2 | Your Introduction
Sultan's Curriculum of Strategy

This documents includes....

A revision on the following Subclasses

  • Banneret Fighter
  • Arcane Archer Fighter
  • Cavelier Fighter
  • War Domain Cleric
  • Swashbuckler Rogue
  • Valor Bard

New Subclasses

  • Storm Vanguard Fighter
  • Ronin Fighter
  • Ruffian Rogue
  • Ballade Bard

Bonus

A fun and creative revision to the Champion Fighter already exists here

Fighter: Banneret

A Banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

You can shout words of courage and inspiration as a bonus action, choose up to two creatures within 60 feet of you that are allied with you. You can choose an additional creature at 7th lvl and later at 15th lvl. Each one regains hit points equal to 1d10 + half your fighter level rounded down, provided that the creature can see or hear you. You can uses this feature a number of times equal to your Charisma modifier. You regain one expended uses back on a short rest and all on a long rest. Additionally, you can use both Rallying cry and second wind with one bonus action.

Blowing banner

Also at 3rd lvl, you choose the banner you hold high with pride. Choose one of the options below.

  • Banner of Courage: ؛ou gain proficiency with Persuasion skill. Additionally, at 7th lvl you gain advantage on saving throws you make to avoid or end the frightened condition on yourself
  • Banner of Tyranny :You get proficiency in intimidation skill. Additionally at 7th lvl you can cast wrathful smite at 1st lvl once per long rest without expending a spel slot. Charisma is your spell casting stat for this spell.
  • Banner of Peace : You get proficiency with the Insight skill. at 7th lvl you can cast sanctuary at first lvl once per long rest. Charisma is your spell casting ability for this spell.
  • Banner of Flame: You gain proficiency with Religion skill. at 7th lvl you can cast searing smite at 1st lvl without expending a spell slot once per long rest. Charisma is your spell casting ability for this spell.
  • Banner of Freedom : You gain proficiency with the stealth skill. At 7th lvl, your movement speed increases by 10 feet and opportunity attacks against you are made with disadvantage.

Banner's Aura

Starting at 7th lvl, your banner emits an aura that bolsters you and your allies within 10 feet.

  • Banner of Courage: All allied creatures within the aura have advantage on saving throws they make to avoid or end the frightened condition on themselves.
  • Banner of Tyranny: All allied creatures within the aura deal 1d6 additional psychic damage once per turn with their melee attacks.
  • Banner of Peace: Allied creatures within the aura receive +5 additional points of healing from rallying cry and healing spells.
  • Banner of Flame: Allies within the aura have resistance to fire or radiant damage. Your choice when you reach this level.
  • Banner of Freedom : Allies who start their turn within the aura have 10 feet of extra movement until the end of their turn. Additionally, opportunity attacks against them are made with disadvantage within the aura.

Inspiring Cry

Starting at 10th level, when you use your Action Surge feature, choose a number of allied creatures equal to your Charisma modifier, they gain 15 feet of extra movement until the end of their next turn and can use their reaction to make a weapon attack or an unarmed strike.

Bulwark of Battle

At 15th lvl When an ally fails a saving throw, you can use a reaction to make your ally re-roll the saving throw provided they can hear or see you. You can use this feature a number of times equal to your Charisma modifier. All expended uses come back on a long rest.

Embodiment of Triumph

At 18th lvl, Your mere presence in the battlefield changes the tides of battle drastically. You and all allied creatures within your banner's aura gain the benefit of the bless spell and have +2 to their AC.

Additionally, the range of your banner's aura extends to 30 feet.

Fighter: Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn 1 cantrips of your choice from the Wizard or druid spell list. Intelligence is your spell casting modifier for this cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" at the end of the document). You may replace an arcane shot option you know with anotherone when you lvl up.

Once per turn when you make a ranged attack with a bow or a crossbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, you gain an additional use at lvl 7 and later at lvl 15. You regain all expended uses of it when you finish a short or long rest.

You gain two additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves at 10th-lvl and later at 18th-level fighter.

Arcane Weapon

At 7th level, you gain the ability forge your own magical weapon from magic. As a bonus action, you can create and wield a shortbow, longbow, hand crossbow, light crossbow or a heavy crossbow. This weapon creates its own ammunition which overcome resistance and immunity to non magical attacks. These ammunitions fade away after a few seconds when the hit a creature or miss their target. (If you find a magical weapon of the types of weapon you can make with this feature, you may perform a 1 hour ritual and turn it into the arcane weapon you summon)

Guided Arrows

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Arcane Adapt

At 10th lvl, your study and practice of the arcane in the mids of battle has allowed your mind to gain a sense for magic. You learn the Detect Magic spell and can cast it as a ritual only.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Magic-Piercing Arrows

At 18th lvl, your shots are imbued with great energy. your arrows can deal Force damage instead of their normal damage.

Arcane Shots Options

The Arcane Shot feature lets you choose options for it at certain levels. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier

Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 10th lvl in this class, a target also takes 1d6 force damage when the arrow hits it. And 2d6 at 18th lvl.

Guarding Shot

You use Abjuration magic to form a protective field around yourself against the target of your shot. Until the start of your next turn, If the creature targets you with an attack or a harmful spell it must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn’t protect you from area effects, such as the explosion of a fireball.

After you reach 10th lvl in this class, you also gain 1d6 temporary hitpoints and 2d6 at 18th lvl when you use this option.

Bequiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and must succeed on a wisdom saving throw or be charmed by you until the start of your next turn. While charmed in this way, it considers you and your allies friendly. This effect ends early if the target takes damage or is forced to make a saving throw.

The psychic damage increases to 3d6 when you reach 10th lvl and 4d6 at 18th level in this class.

Compelling Shot

Your enchantment magic causes this arrow to draw the attention of your foe to yourself only. The creatures hit by the arrow takes an extra 2d6 psychic damage and must succeed on a wisdom saving throw or become compelled to attack only you and have disadvantage on attacking other creatures other than you until the start of your next turn.

The psychic damage increases to 3d6 at 10th lvl and 4d6 at 18th lvl in this class.

Bursting Arrow

You imbue your arrow with fire energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The fire damage increases to 3d6 and the area of effect increases to 15 feet when you reach 10th lvl and 4d6 and 20 feet at 18th level in this class.

Chaining Shot

You imbue your arrow with lightning energy drawn from the school of evocation. The arrow deals 2d6 lightning damage to the target and then arcs on to another creature within 30 feet of the original dealing 2d6 lightning damage to it as well.

The Lightning damage increases the number of jumps increases to 2 at 10th lvl and 3 at 18th level in this class.

Draining Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. Life force saps out of the creature towards you and heals you for half of the necrotic damage dealt.

The necrotic damage increases to 3d6 when you reach 10th lvl and increases to 4d6 at 18th lvl in this class.

Enfeebling Shot

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or its movement speed is halved and it has disadvantage on all weapon attack rolls until the start of your next turn.

The necrotic damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 2d6 at 10th lvl and to 3d6 when you reach 18th lvl in this class.

Teleporting Shot

Using Conjuration magic, you can switch places with an arrow you shoot. When you use this feature, don't make an attack roll. Choose a point within 30 feet of you and teleport to that position.

The range of this feature increases to 60 feet at 10th lvl and to 90 feet at 18th lvl in this class.

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 and the range increases to 60 feet at 10th lvl and increases to 3d6 and 90 feet when you reach 18th level in this class.

Freezing Shot

You use transmutation magic to trap your target in its position. The creature hit by the arrow takes 2d6 cold damage and must succeed on a Constitution saving throw or be partially frozen which gives them the restrained condition until the start of your next turn.

The damage of this feature increases to 3d6 at 10th lvl and to 4d6 at 18th lvl in the class.

Seeking Arrow

Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 at 10th lvl and to 3d6 when you reach 18th level in this class

Guiding Arrow

Using divine magic, you infuse shot to help guide your allies' strikes. The arrow deal an additional 2d6 radiant damage on hit and make the target glow in a dim light. The next attack roll made by a creature other than you has advantage on the creature.

The radiant damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

Frightening Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The creature can make the saving throw again at the end of each turn. Ending the effect on a success.

The psychic damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

Fighter: Cavalier

The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to Saddle

Starting at 3rd level, 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.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within your eapon's reach, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 15 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. If the creature is more than 5 feet apart from you, you may use the same reaction to leap up to 15 feet towards them. If you land within 5 feet of them, you may use the feature.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you even if they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, making attacks of opportunity doesn't use your reaction and you can make more than 1 attack of opportunity per turn.

Cleric: War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Cleric LvL Spells
1st Divine favor Shield Of Faith
3rd Thundreous Smite Spritual Weapon
5th Crusadares mantle, Spirirt Guardians
7th Freedom of Movement, Stone skin
9th Hold Monster, Holy weapon

Bonus proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

Fightig Style

  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.

  • Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Guiding Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Also, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

War Priest

At 6th level, your god delivers bolts of inspiration to you while you are engaged in battle. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 11th ad later 14th level, the damage increases by 1d8.

Avatar of battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Notes

War Domain's features have seen a general quality of life update helping it to shine in the area it wants to be good at which is the the mids of a battle. By making war priest less restrictive and improving the channel divinity, war Domain is now a force to be reckoned with in battle.

Rogue: Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwrok

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Duelist's Charm

At 6th lvl, your charismatic personality makes others interested in you. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check that isn't hostile to you. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check,the creature is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Once you successfuly or unsuccessfuly use this feature against a creature, they become immune to it for the enxt 24 hours.

Notes

Swashbuckler simply received its 6th lvl subclass feature instead to more streamline rogue subclass progression. It is eesentially the 9th lvl feature but in two parts.

Penache

At 9th level, your charm and flashy moves can invite challenge. During combat, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Bard: College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Battle Trained

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Additionally, you choose two weapons every long rest to know their mastery property.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Inspiring Strike

Also at 6th lvl, when you take the attack action, you can swap one of your attacks with an ally within 30 feet of you that can see or hear you. Your ally makes this attack immediately without using its reaction.

Superior Inspiring Strike

When you reach 14th lvl, when you use your inspiring strike feature to grant your attack to an ally, they can roll an additional d6 and add it to their attack roll.

Notes

Valor bard's features have been slightly reworked to differenciate it from the Swords bard and focus its features as a combat oriented Bard rather than a Gish.

Fighter: Storm Vanguard

Vanguards have been gifted by the god of storm and thunder. These fighters combine their martial trainings with the aid of the storm in to battle. By channeling the might of the gods, they turn the tides of battle in to their favor. Originally they were warriors of the great god wars, but now some try to follow the steps of these legendary warriors in hopes of pleasing their god.

Channel Storm

Starting at 3rd lvl, you can manifest the might of the storm through yourself. You can manifest this power in different ways to suit you in any situation.

As a bonus action, you channel the power of storm god and choose one of the options below of your choice. Each effect lasts for one minute. The effects ends early if you are unconscious.

  • Chaotic surges of lightning jump from your weaponwhich allows you to deal an additional 1d6 lightning damage with a weapon attack.

  • upon manifestation and a bonus action on your following turns you create booming thunders that extends 10 feet of you in every direction but not through total cover. Any creature within the area takes 1d4 thunder damage.

  • Divine energy surges through you, healing your wounds. At the end of your turn, you regain 1d4 hitpoints.

  • You improve your defence by creating an ice coating around your body. Granting you a +1 bonus to your armor class.

You can use this feature twice. You get an additional use at 7th lvl and later at 15th lvl. You gain all expended uses once you finish a long rest.

Storm Struk

Also at 3rd lvl, you learn the thaumaturgy cantrip and gain proficiency in the religion skill.

Gift of the sky

Once you reach 7th lvl, your affinity with the storm grows. Choose one of the following damage types and gain resistance to that damage type. (Cold, Thunder or Lightning)

Wrath of the Storm

Starting at lvl 10, your manifestations of storm from your Channel storm feature become stronger.

  • The Lightning damage increases to 2d6.
  • The thunder damage increases to 2d4 and the area is now 15 feet around you.
  • The healing granted becomes 1d6.
  • The armor bonus granted becomes +2

Call of the storm

Starting at 15th lvl your manifestations can now grant a secondary benefit as the raging storm within you grows louder.

Upon manifestation, you may also benefit from one of the secondary benfits from the list below.

  • lightning surges through you making you extremley fast. Upon manifestation and as a bonus action on following turns you can take the dash action as a bonus action.

  • Booming thunder roars from your strikes. Once per turn, you can push a creature that is huge or smaller 10 feet back after hitting them with a weapon attack.

  • Your skin hardnes with ice to incoming danger. As a reaction, you may reduce the damge of a melee attack made against you by 1d4 + your constitution modifier.

The secondary benefit you gain may not be directly related to the original manifestation you chose, as now the storm within you is evolving and combing it's power together.

Storm's Approach

At 18th lvl, the raging storm within you is with you whereever you go.

When you roll initiative and have no use of your channel storm ability, you regain one use.

Additionally, your primary effects of your manifestations grow.

  • The lightning damage increases to 3d6.

  • The thunder damage increases to 3d4.

  • The healing recived increases to 1d10.

  • The AC bonus increases to +3

Fighter: Ronin

Ronins are warriors who once held themselves by a code of honor, but have abandoned them or forged their own through bloody strife. Setting on an endless journey to perfect their skills and master their weapons to the maximum limits they are warriors that should not be underestimated.

Note: This is meant to be an alternative take on "Samurai" for those who want an alternative option. Heavy inspirations have been taken from Ghost Of Tsushima in both flavors, names and functions of the features of this subclass.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, Persuasion or Stealth.

Fighting Stance

Starting at 3rd lvl, you master 2 stances to use in battle and overcome your foes. You learn an additional stance at 7th and 15th lvl. When you roll initiative you choose a stance you have learned and enter it. You can switch stances with another you know by using a bonus action. (Look at the stances available at the end of this document)

Reletnless Resolve

At 7th lvl, your will to fight helps you delay death temporarily. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Additionally, on your following turn, you have advantage on all attack rolls. Once you use this feature, you can’t do so again until you finish a long rest.

Signature Stance

Starting at 10th lvl, you have perfected your training in a fighting stance you knew and unlock it's secret move. To use a secret move, you must be in that stance.

Wise Mind

At 15th lvl, your attention to details and the never ending need to become better then yesterday has allowed you perfect your talent. You gain expertise in a skill you are proficient in.

Additionally, you gain proficiency in Wisdom saving throws.

Unmatched Warrior

At 18th lvl, your skill in battle have reached the maximum limit. You can mix your stances together and benefit from two stances at the same time.

You can change both stances as a bonus action.

Stances

Stances are made for use with certain weapons. hence, you can only use and benefit from then when using a melee weapon and not using a shield.

Furthermore, certain stances are only usable with ceratin weapons. If they are not used with those weapons, they provide no benefits while keep applying their downsides.

Some stances force a save on creatures. The DC for these features are calculated as such.

DC= 8+ Proficiency Modifier + Dexterity / Strength Modifier

Stone Stance
weapons: Non-Light

Preferred by those who master the art of the blade and believe in a strong defence. While wielding a melee weapon you gain a +1 to your ac. Additionally you can parry an attack roll made against you as a reaction. You gain a +3 to your AC against that attack roll. However, your attack rolls gain a -2 while in this stance.

  • (Secret move) Heavenly Strike: When you use action surge and take the attack action, you may replace one of the attacks with a daring dash forward. Move up to 20 feet to a point on the ground you can see in a straight line. This movement does not provoke opportunity attacks. If you pass through a creatures space you may make an attack roll against that creature. You can make this attack against up to two creatures.
Water Stance
weapons: Non-heavy

For those who prefer to swiftly finish their foes with elegant and fast strikes. Add a +2 to damage rolls of your weapons. However, your defence suffers, giving you a -2 to your AC.

  • (Secret move) Dance of Wrath: You unleash a series of attacks with great speed that make your opponents lose track of you. When you use action surge and take the attack action, you can teleport up to 20 feet before making an attack roll.
Wind Stance
weapons: Non-heavy

Preferred by calm spirited warriors who let the wind guide their strikes. Before making an attack during your turn, you can move an additional 5 feet. This movement does not provoke opportunity attacks.

  • (Secret move) Typhoon kick: When you use action surge and take the attack action, you can replace one of your attacks with an unarmed strike that deals a 3d8 bludgeoning damage. On a hit, you force a huge or smaller creature to make a strength saving throw or or be pushed 15 feet away from you.
Moon Stance
weapons: Non-Light

A stance priotising brute strength to overwhelm enemies. Once per turn when you hit a huge or smaller creature with an attack, you can force them to make a strength saving throw against your Stance DC. On a fail, you push them back 10 feet.

  • (Secret move) Crescent Moon Strike: When you use action surge and take the attack action, you can replace one of your attacks and make a melee attack roll against up to 3 creatures within 5 feet of you.
Demon Stance
weapons:No restriction

A notorious stance that focuses on breaking the opponents spirit before delivering the finishing blow.

Once per turn, when you hit a creature with an attack roll, you can force them to make a wisdom saving throw against your stance save DC. On a fail, the creature is frightened of you until the end of your next turn. On a success, they become immune to this ability for the next 24 hours.

  • (Secret move) Nightmarish Dance: You display your merciless strength to your opponents and shake their will. When you use action surge and take the attack action, all creatures of your choice within 30 feet of you must make a wisdom saving through against your stance save DC. On a fail, they are frightened of you until the end of your next turn.
Dragon Stance
weapons: Non-heavy

A stance prioritising precise and powerful strikes over a series of blows. Whenever you hit a creature with a melee attack, you can re-roll any 1 or 2 on your damage rolls and use the higher roll.

  • (Secret move) Flying Dragon Strike: When you use action surge and take the attack action, you may replace one of your attacks and perform a jumping strike. You jump up to 15 feet towards a creature (Does not use your movement nor provokes opportunity attacks) and make an attack roll against that creature. You deal an additional 2d8 damage with this attack.
Bison Stance
weapons: Heavy only

A stance for those who prefer to charge into the fray and break the enemies formation. While in this stance, your movement speed is increased by 10 feet and your weapon attacks deal an additional 1d4 if you move 20 feet in an straight line before attacking.

  • (Secret Move) Relentless Charge: When you use your action surge, you benefit from the dash action and ignore difficult terrain as well.

Rogue: Ruffian

You have practiced the art of combat and have learned to bring both agility and Strength to battle in order to grant yourself an edge. Striking foes and giving vital wounds to them to aid your companions in fight against them or deal an exsanguinating strike.

Battle Trained

When you choose this archetype at 3rd lvl, you gain proficIency with all martial weapons that lack the "heavy" property, improvised weapons and medium shields and armor. Additionally you learn a fighting style of the options below.

  • Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Superior technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.

Firm grip

Also at lvl 3 you have mastered the ways of wielding your weapons in the most efficient way. You gain the following benefits.

  • You can use your sneak attack with any weapon that lacks the the heavy property.

  • You can calculate your attack roll modifier by combinng strength bonus and Dexterity bonus.

Dirty Shove

At 6th level, you can use your bonus action to attemp to shove or grapple a creature.

Hold Tight

At lvl 9, you can keep your foes up close and prosonal until you finish them off. You gain advantage on attack rolls against a creatures who is grappled by you. Additionally, you have advantage on athletics checks for attempting to grapple or shove a creature.

Tactical Repositioning

Starting at 13th lvl, you can stay mobile even when attacked. When you use your uncanny dodge feature, you can move an additional number of feet equal to half your movement speed withot provoking opportunity attacks as part of the same reaction.

Ruthless Blow

Starting at lvl 17, your know how to leave a nasty scar on the enemy. Before you make an attack roll, you can declare you are making a Ruthless Blow. On a hit, it automatically scores a critical hit. However, until the start of your next turn all attacks made against you are made with advantage.

You can use this feature a number of times equal to your Proficiency Modifier. All expended uses are regained after finishing a lost rest.

Bard: College of Chant

Bards of the College of Chant are vital for the moral of any group of combatants. With their performance in the mids of a fight, they plant courage in the hearts of their allies against the rising odds.

Raging Prelude

Starting at 3rd lvl, you can help an ally charge into battle without delay. When you roll initiative, you may use one use of your bardic inspiration and as a reaction and add thr number rolled to an ally's initiative that is within 30 feet of you after you see their roll.

You can not use this feature when you are suprised.

Battle performer

Also at 3rd lvl, you know you must be dressed appropiatly for battle. You gain proficiency with medium armor.

Battle Chant

Starting at 6th lvl, your music encourages your allies to keep on fighting. As an action, you can grant any number of friendly creatures of you choice within 30 feet of you temporary hitpoints equal to two rolls of your bardic inspiration. Additionally, any creature effected has their movement doubled for 1 round.

Once you use this feature, you must finish a long rest to use it again.

Continuous Chant

At 14th lvl, your break the awkward silence robbing your companions motivation with a rousing performance. While in battle, allies within 10 feet of you have advatnage on all weapon attack rolls as your contionuous chant motivate them to fight with all their heart.

Practice

Safe

Homebrewing

The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.

Cover Art: Skiorh

 

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