Barbarian: Path of Seething Focus
Surging through the devastation is a soundless warrior, unbound by the clamor and terror of battle - but ferocious nonetheless, and all the more horrible to behold.
Level 3: Seethe
You are able to transform your brutal rage into a ferocious state of mind, which allows you to transcend the mindless fury of wilder warriors, enabling terrible acts upon your foes.
Focused Fury. You learn three seething strikes of your choice from the "Seething Strikes Options" section later in this subclass's description. Seething strikes can enhance attacks, give you new abilities, or provide you with alternative actions. You can only use one seething strike per attack.
You learn two new seething strikes of your choice when you reach Barbarian levels 6, 10 and 14. Each time you learn new options, you can replace one seething strike you know with a different one.
Rage Dice. Seething Strikes often require you to expend "Rage Dice." Whenever you activate your Rage, you gain a number of rage dice equal to your Rage Damage bonus, as shown in the Barbarian class table; at the start of each of your turns while Raging you gain one rage die. The maximum number of rage dice you can have at one time is equal to your Strength Modifier + your Rage Damage bonus. Any unexpended rage dice are lost whenever you finish a Short or Long Rest.
At level 3 your rage dice are d6s.
Saving Throws. If a seething strike calls for a saving throw, the DC is calculated using the following formula:
8 + your Strength modifier + your proficiency bonus.
Level 6: Simmer
You are able to hold onto your fury for longer. Whenever you finish a Short or Long Rest, you gain two rage dice. Your rage dice increase to d8s.
Level 6: Spiteful
You can use your anger to push beyond what is normally possible for you. As a Bonus Action, you can give yourself one of the following benefits for ten minutes:
This wall won't stop me. You immediately gain a Climb speed equal to your speed.
This river won't stop me. You immediately gain a Swim speed equal to your speed.
This language won't stop me. You immediately learn and can communicate basically in one Standard language you don't already know from the Player's Handbook.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also expend two rage dice to restore a use of this feature.
Level 10: Sunderer
You are only emboldened by violence. When a creature is reduced to 0 hit points within 10 feet of you, or when you hit a creature with a Brutal Strike, you can gain 1 rage dice or regain 1d4 hit points.
Level 14: Seething Summit
Your fury is unparalleled. Once per turn, when you roll rage dice, you can roll a d6 and add it to the total number rolled. Your rage dice increase to d10s.
Seething Strikes Options
The seething strikes are presented hereafter in alphabetical order.
Astute. Whenever you make a Wisdom or Intelligence saving throw and fail, you can expend a rage die to reroll the saving throw, and add the rage die to the roll.
Batter. When you hit a target with a Melee weapon or an Unarmed Strike, you can expend one rage die and roll it, adding it to the damage roll. The target must succeed on a Strength saving throw or suffer one of the following effects (your choice): the target has the Prone condition, or the target is pushed up to 15 feet away from you.
Counterattack. Whenever an ally within 15 feet of you is hit by a weapon attack, you can take a Reaction to expend a rage die and move up to half your speed towards the attacker. Roll the rage die and add it to the ally's AC, potentially causing the attack to miss. You can then expend another rage die to immediately make one melee attack against the attacker as part of the same Reaction.
Crush. When you hit a target with a Melee weapon or Unarmed Strike, you can expend one rage die and roll it, adding it to the damage roll. The target must succeed on a Constitution saving throw, or on its next turn it can only do one of the following: take only an Action, take a Bonus Action, or Move.
Dashmaster. When you take the Dash Action, you can expend a rage die to take it as a Bonus Action. You can also take a reaction when an enemy provokes an opportunity attack from you to expend a rage die and move up to half your speed.
Dex-shmex. When you activate your Rage or as a Bonus Action while Raging, you can expend two Rage die to use Strength instead of Dexterity for the attack rolls with one Ranged weapon of your choice. You can use this weapon in this way until your Rage ends.
Flyswatter. When you make a ranged attack with a thrown weapon, you can expend a rage die and add that die to the damage of that attack.
Guarded Blood. When you become Bloodied, you can take a Reaction and expend two rage dice to roll a number of dice equal to your Strength modifier. You then regain that many hit points. The size of the dice is equal to the size of your rage die.
Mighty Leap. When you take the Attack Action, you can expend one rage die and forgo one Attack to instead make a Long or High jump, and your jump distance is doubled for this leap. When you land, each creature in a 10 foot emanation takes two rolls of your rage die in bludgeoning damage and must succeed on a Constitution saving throw or have the Prone condition.
Menace. When you hit a creature with a weapon attack, you can expend a rage die and add it to the damage. The target must then make a Wisdom saving throw or be Frightened of you until the end of their next turn. A creature Frightened in this way doesn't have Advantage on Attack rolls against you if you use Reckless Attack.
Relentless. When you drop to 0 hit points but aren't killed outright, you can take a Reaction and expend a rage die to immediately make one weapon attack before you are reduced to 0. If this attack reduces the target to 0, you drop to 1 hit point instead of 0.
Summon Friend. When you take the Attack action, you can expend a rage die and forgo one of your attacks to instead shout at one of your allies to assist you. That ally can then take a Reaction to move up to their speed towards you, and they can end one of the following conditions on themselves: Charmed, Frightened, or Prone (although a creature who ends the Prone condition on themselves in this way can only move half their speed towards you).
Watcher of the hidden. You can take a Bonus Action to expend a rage die and give yourself 15 feet of Blindsight for one minute. If you expend two rage dice instead of one, the radius of your Blindsight is 30 feet.
Zero-Sum Game. As a Bonus Action, you can expend two rage die to target one creature within 10 feet of you, who must make a Charisma saving throw. On a failure, they have Disadvantage on attacks against anyone but you, and each time they deal damage to you, they take Psychic damage equal to one roll of your rage die.
Bard: College of Endless Frontiers
Bards of the College of Endless Frontiers are wandering renegades, regaling others with their connection to nature and the outdoors, often found in saloons or on dusty roads, telling stories or singing songs of the outlaws who fight for peace, justice or sometimes a grim and personal vengeance. These Bards might be friendly, folksy types, or may be lonesome wanderers, content to drift wherever their myths need them next.
Level 3: Homsteading Gear
Your connection with the great outdoors prepares you for battle. You gain training with Medium Armor, and proficiency in Survival and with Muskets and Pistols. If your DM permits it, you also gain proficiency with Revolvers (included in the Dungeon Master's Guide).
Level 3: Song of Tramps and Vagabonds
As a Bonus Action, you can expend a Bardic Inspiration and begin a song connecting to the wilderness. It might be one of the beauty of nature, or the wilderness within each wild-eyed vagrant you have come across. The song lasts for 1 minute, and until the minute is over you can take a Bonus Action on each of your turns (including the same Bonus Action you used to begin this song) to cause one of the following effects:
Natural Majesty: Select a creature within 60 feet of you, who must succeed on a Wisdom saving throw against your spell save DC or be Charmed by you for the duration, or until you or an ally deal damage or cast a spell upon them. If they succeed on the save, they do not know that you have attempted to charm them.
Lonesome Terror: Select a creature within 60 feet of you, who must succeed on a Wisdom saving throw against your spell save DC or be Frightened of you for the duration. While a creature is Frightened of you in this way, once per turn when you attack them with a weapon, you can deal additional Psychic damage equal to one roll of your Bardic Inspiration die + your Charisma modifier.
Level 6: Nature's Magic
Your connection with the outdoors affords you connection with its magic. Choose 3 spells from the Druid spell list, which must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.
You always have these chosen spells prepared, they count as Bard spells for you, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.
Level 14: Along the Dusty Road
You have attained mythic wanderer status. You learn the Find the Path spell, and once per Long Rest when you cast the spell you can cast it without a spell slot or without components. When you do so, you can give yourself and a number of allies equal to your Charisma modifier advantage on Dexterity saving throws for the duration, and you can make one attack as a Bonus Action. You can end the spell prematurely to do one of the following: teleport up to 500 feet to a place you can see, or teleport back to the last place you took a Long Rest. Regardless of which option you choose, you can bring a number of creatures equal to your Charisma modifier with you when you teleport.
Rogue: Swordbreaker
Swordbreakers study a dishonorable technique, employing back-alley tactics to skirmishes against more conventional foes. These Rogues employ a special type of bracer, designed to catch and break the blades of paladins and knights, all the while still laying into them with their own strikes. Swordbreakers may learn these techniques as part of a monastic order, or develop them themselves while growing up in a heavily policed city.
Level 3: Brute amongst Thieves
Your experience facing the guards of nobility has taught you to counter their tactics while engaging them head-on. You gain Medium Armor Training, and your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Rogue level.
Level 3: Swordbreaker Bracer
You gain access to a specialized piece of equipment designed to catch blades. These bracers grant you a +1 to your AC while you wear them, and they take an Action to don or doff. If you are ever withjout your bracers, you can take 10 minutes to fashion a new set (which can be done over the course of a Short or Long Rest). While wearing the bracers, whenever you make an Unarmed Strike you can choose to augment that Unarmed Strike in the following ways:
Damage on a Hit: 1d6 Slashing plus your Strength modifier.
Sneak Attack: When you hit a creature with an Unarmed Strike while wearing these bracers you can use Sneak Attack.
Forceful Catch: When you hit a creature with an Unarmed Strike while wearing these bracers you can use the Shove option of your Unarmed Strike alongside dealing damage to that creature.
Level 3: Dishonorable Techniques
You learn a series of special swordbreaker techniques designed to engage armored foes. Unless otherwise stated, you can't use these techniques if you aren't wearing your swordbreaker bracer. You can use these techniques a number of times equal to your Strength modifier, and recover one use each time you finish a Short Rest.
Flurry of Steel. You can make one Unarmed Strike as a Bonus Action.
Brawler's Dodge. When a creature within 10 feet of you makes an attack roll against you, you can take a Reaction to make an attack roll, using the triggering attack roll's total as the AC instead of the AC of the creature who made the attack. On a hit, you take no damage from the triggering attack and can move up to half your speed as part of this reaction.
Back-alley Grit. Whenever you make a Strength saving throw and fail, you can add half your Rogue level to the roll, potentially turning the failure to a success. You can't use this if you have the Incapacitated condition and you don't need to be wearing your swordbreaker bracers to use this.
Level 9: Magic Bracers
You learn to tinker with your bracers, augmenting them with trinkets you have found along the way. If you have a magical weapon on your person, you can spend a Long Rest strapping the weapon onto your bracers. The weapon must be a dagger, sword or small bladed weapon of some kind, and attaching the magic weapon onto your swordbreaker bracers is an irreversible process, forever destroying the previous magic weapon. When you finish this process, your bracers gain all the properties of the magic weapon consumed, except they require Attunement (even if the weapon didn't) and you are the only one who can Attune to them.
You can also cast Elemental Weapon without a Spell Slot once per Long Rest, requiring no spell components to do so.
Level 13: Dirty Strikes
Your mastery against melee combatants allows you to use conventional tactics in a more brutish fashion. When you force a creature to make a saving throw against one of your Cunning Strikes or from another Rogue feature, you can use your Strength modifier in place of your Dexterity modifier for the DC calculation. Additionally, you gain the following Cunning Strike option:
Swordbreak (Cost: 1d6). The creature must succeed on a Strength saving throw, or on its next turn it can only make one Attack regardless of how many attacks it can typically make or what kind of Action used to make these attacks.
Level 17: Master Sword-splinterer
You have perfected your craft. Whenever you roll initiative, you regain one use of your Dishonorable Techniques. They also improve in the following ways:
Flurry of Steel. You can make two Unarmed Strikes as a Bonus Action, instead of one.
Brawler's Dodge. When you take this Reaction, you can knock the triggering creature Prone so long as they are no more than one size larger than you. This happens regardless of whether you succeed or not.
Back-alley Grit. You can use this feature whenever you make a Strength or Constitution saving throw and fail.
Additionally, whenever you use Forceful Catch, you can push the target up to 15ft away from you, instead of only 5 feet.
Fighter: Marshal
Fighters who rally and lead troops through envigorating leadership swiftly rise in the ranks of kingdoms and adventuring guilds alike. Whether they learned this knack through years of experience or possess it by virtue of bright-eyed confidence, their presence on the front lines encourages all who are fortunate to call them friend.
Level 3: Commander's Voice
You gain expertise in either Persuasion or Intimidation. You also learn two Standard languages of your choice, or one Rare language of your choice.
Level 3: Defensive Fighting
You gain one Fighting Style Feat of your choice from the following list: Defense, Interception or Protection.
Level 3: Field Tactics
You learn a coterie of manuevers designed to assist your allies and work the battlefield. These manuevers are powered by a special resource called marshal dice.
Manuevers known. You learn three maneuvers of your choice from the “Maneuver Options” section later in this subclass’s description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you gain a Fighter level, you can replace one maneuver you know with a different one.
Marshal Dice. You have a number of Marshal dice, which are d6s. A Marshal Die is expended when you use it. You regain all expended Marshal Dice when you finish a Long Rest, and recover two expended Marshal Dice whenever you finish a Short Rest. The number of Marshal Dice you have is equal to your Fighter level.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Charisma modifier (your choice) and Proficiency Bonus.
Level 7: Collaborative Surge
Your power inspires others. When you use your Action Surge, you can choose to do so in a fashion that inspires others. Doing so allows each ally of your choice within 30 feet of you to take a Reaction when you use Action Surge to take the Attack action.
Once you use this feature you can't do so again until you finish a Long Rest. You can also expend three Marshal Dice to restore your use of it. Your Marshal Die becomes a d8.
Level 10: Lead by Example
Whenever you push yourself to dizzying heights, others follow. Whenever you use your Second Wind feature, each creature of your choice within 15 feet of you recovers half as many hit points. Additionally, whenever you use your Indomitable feature, each creature of your choice within 30 feet of you that can see you gains a bonus to the first saving throw they make in the next minute. This bonus equals one roll of your Marshal die.
Level 15: Paragon of Leadership
You are a singular leader, a voice of nobility and honor. You gain Expertise in either Persuasion or Intimidation, you gain Proficiency in Wisdom saving throws (or Charisma saving throws if you already have this proficiency), and your Marshal Die becomes a d10.
Level 18: Supreme Commander
You adopt a heroic form, bravely leading your friends to victory. At the start of your turn you can adopt a heroic stance, which lasts for one minute. You can use this feature once per Long Rest, and once you have you can expend 5 Marshal Dice to restore your use of this feature. While in this form, you have the following benefits:
Mental Fortitude. You have immunity to the Charmed and Frightened conditions, and resistance to Psychic damage.
Enhanced Reflexes. You and each creature of your choice within 30 feet of you have advantage on Strength and Dexterity saving throws.
Superior Teamwork. Once per turn, you can use a manuever that has a Marshal Die cost of 1 without expending a Marshal Die to use it.
Maneuver Options
The Marshal Maneuvers are presented here in alphabetical order.
Arsenal. When you hit a creature with an Attack, you can expend a Marshal Die to use an additional Weapon Mastery Property on that attack. The chosen mastery property must be another property you can use, but it need not be from the weapon you currently have equipped.
Bullying Pinion. When you hit a creature with an Unarmed Strike, you can expend a Marshal die to use both the Grapple and Damage options from the Unarmed Strike, and the Unarmed Strike deals additional damage to the target equal to one roll of your Marshal Die. While Grappled in this way, your allies have advantage on attacks against the target and the target has disadvantage on attacks made against creatures other than you.
Commander's Will. When you make an ability check or saving throw using Charisma, you can expend two Marshal Dice to add one roll of your Marshal Die to the check or save.
Defensive Stratagem. As a Bonus Action, you can expend two Marshal Dice and roll one of them. Until the start of your next turn, you and each creature of your choice within a 10 foot Emanation add the number rolled to their AC. When you reach 11th level in Fighter, this Emanation increases to 30 feet.
Dooming Strike. When you hit a creature with an Attack, you can expend two Marshal Dice and roll them both. One of the dice rolled is added to the damage of the Attack, and the other is a penalty to the next saving throw the target makes before the end of your next turn (you choose which die is which).
Form Up. When you move on your turn, you can expend a Marshal Die to prompt your allies to move with you. Each ally of your choice within 30 feet of you can take a Reaction to move up to their speed.
Guardian Stance. As an Action, you can expend three Marshal Dice to adopt a larger than life defensive stance. For one minute or until you are Incapacitated, any time a creature you can see makes an Attack Roll against a creature other than you that is within 15 feet of you, you become the target of the attack roll instead of that creature.
Guided Strike. When an ally within 60 feet of you that you can see takes the Attack action and misses with an attack roll, you can take a Reaction to expend a Marshal Die and roll it, adding it to the attack roll. If the attack still misses, the Marshal Die isn't expended.
Offensive Stratagem. When you take the Attack Action, you can expend a Marshal Die to assist your allies. Select one creature of your choice within 30 feet of you; the next time that creature rolls damage dice, they add one roll of your Marshal Die to the roll.
Reassure. When you take the Attack Action, you can replace one attack with a reassuring gesture to a teammate. Expend one or more Marshal Dice. One creature of your choice within 15 feet of you regains hit points equal to two rolls of the number of dice you expended + the number of dice you expend. For example, if you expend one Marshal Die at level 3, your ally regains 2d6+1 hit points.
Set Them Up, Knock 'Em Down. When you hit a creature with a weapon attack, you can expend a Marshal Die and add it to the damage of the attack, and the creature must make a Strength Saving Throw. On a failure, you push them up to 15 feet. If they end this movement next to an ally, that ally can take a Reaction to make an Attack against the target, and if the attack hits the target has the Prone condition.
Speed Swap. When you would move on your turn, you can choose to move less than your full speed and expend a Marshal Die. If you do so, you can designate one creature within 30 feet of you. That creature gains a bonus to their speed on their next turn - the bonus is equal to the amount of speed you did not move on your turn.
Swift Surge. As a Bonus Action, you can expend one Marshal Die to rally a teammate within 30 feet of you. That teammate gains temporary hit points equal to one roll of your Marshal Die + half your Fighter level, and they gain a 15 foot bonus to their speed which lasts until the end of their next turn.
Take the Blow. When an ally within 30 feet of you is hit by an attack roll or forced to make a saving throw that targets only them and not an area, you can expend a Marshal Die to take a Reaction to move up to your speed. If you end this movement adjacent to that ally, you become the target of the attack or ability that caused the saving throw, and you have Resistance to any damage that the attack or ability deals.
Wardance. When you take the Dodge Action, you can expend a Marshal Die to take it as a Bonus Action.