Martial Archetype - Classic’s Return v1.0.2 DMG-EN

September 25, 2017 | Author: Leonardo Raele | Category: Role Playing Games, Dungeons & Dragons, D20 System, Fantasy Role Playing Games, Tsr (Company) Games
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Descripción: 3 new subclasses for fighters (D&D 5E)...

Description

Classic’s Return

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his module introduces three new Martial Archetype options for fighters, inspired on existing character options you may recognize from previous editions of Dungeons & Dragons. They are not hollow copies of the classics they are inspired on, however. While these archetypes try to capture the flavor and feel of the original character concepts, they present new mechanics, all carefully adapted for the fifth edition. While an effort of analysis and playtesting have been made to keep these rules fun, easy to master and balanced, keep in mind that your DM may find some tweaks and adjustments necessary either to adapt the class to his or her own campaign world or to avoid possible unintended scenarios and unexpected uses of the mechanics. The three Martial Archetypes this module introduces are the Arcane Archer, a warrior that combines her archery prowess with mastery of magic; the Knight Protector, the leader of the battlefield that shield her comrades and raises their morale; and the Reaping Mauler, a skilled brawler that fights barehanded and unarmored.

Martial Archetype As a fighter, at 3rd level you have to choose a martial archetype that emulates your style of fighting. You can choose from the following Martial Archetype options, in addition to the options presented in the Basic Rules and Player’s Handbook.

Arcane Archer The Arcane Archer combines its archery prowess with mastery of magic. She is a third-rank caster, such as the Eldritch Knight, and can learn evocation and transmutation wizard spells of up to 4th level.

Spellcasting

When you reach 3rd level, you gain the ability of casting spells. See chapter 10 of the Basic Rules or the Player’s Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional cantrip of your choice from this list at 10th level. Spell Slots. The Arcane Archer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and transmutation spells on the wizard spell list. The Spells Known column of the Arcane Archer Spellcasting

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Arcane Archer Spellcasting Arcane Archer Level

— — — — Cantrips Spells 1st* 2nd* 3rd* 4th* Known Known — — — —

3rd

2

3

2







4th

2

4

3







5th

2

4

3







6th

2

4

3







7th

2

5

4

2





8th

2

6

4

2





9th

2

6

4

2





10th

3

7

4

3





11th

3

8

4

3





12th

3

8

4

3





13th

3

9

4

3

2



14th

3

10

4

3

2



15th

3

10

4

3

2



16th

3

11

4

3

3



17th

3

11

4

3

3



18th

3

11

4

3

3

4

19th

3

12

4

3

3

4

20th

3

13

4

3

3

4

* The four last columns of this table depict how many spell slots you have per slot level.

table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier. Spellcasting Focus. You can use an arrow as a spellcasting focus for your wizard spells.

Channel Spell

Starting at 3rd level, whenever you cast a spell that affects an area of cone, cylinder or sphere, you can channel the casting via an arrow shot. If you are wielding a bow, choose an unoccupied point within the weapon’s range. You shot an arrow that lands at the chosen point and the spell is cast centered on that point. If the spell has an area of cone, the spell triggers in midair a moment before it reaches the ground, with the cone projected downwards, effectively covering a circle of radius equal to half the spell’s range, centered on the point you chose.

Magic Arrows

At 7h level, you learn how to imbue magic to arrows you shot. Whenever you make a weapon attack with a bow, increase your proficiency bonus by half, rounded down, before applying it to the attack roll. The attack counts as magical for the purpose of overcoming resistance, even if you are using mundane weapon and ammunition.

Imbue Arrow

At 10th level, you learn to imbue actual spells to arrows you shot. Whenever you cast a wizard spell that has only a single target, you can imbue it to an arrow instead. When you cast a spell this way, as part of the same action used to cast the spell, make a ranged weapon attack with a bow. On a hit, the target is affected by the spell in addition to the weapon's damage and any possible additional effects. On a miss, the spell fails taking no effect.

Frequently Asked Questions: Arcane Archer Can I cast a spell on a point I can’t see with Channel Spell because of the arrow’s arc overcomes obstacles? The spell is cast on the point the arrow lands. This allows you to cast a spell on a point you can’t see, like behind a wall or inside a building (shooting through the window, for instance). However, in some circumstances the DM may decide you are not able to target an specific point through an angle you can’t see. How much targets a spell with area of cone hits with Channel Spell? If your DM uses the Targets in Area of Effect table of the Dungeon Master’s Guide (page 249) to determine how many targets a spell hits, the Channel Spell feature doesn’t change the number of targets a spell with area of cone affects. However, if there are flying creatures on the battlefield, the DM may consider adding 1d4-2 to the number of creatures the spell affects, since the cone is projected from above. If you use miniatures in play, resolving the spell should be straightforward. Can I use spells that require material components with a cost associated to it with Channel Spell and Imbue Arrow features? Since you need both hands to make an attack with a bow, you can't provide material components when you use Channel Spell or Imbue Arrow features. You can, however, ignore material components that doesn't have a cost associated to them, since you can use the very own arrow you shot as a spellcasting focus for your spells.

If the spell forces the target to make a saving throw as part of its effect, the target does so with disadvantage. If the spell requires you to make one or more spell attacks, the first one automatically hits.

Guided Shot

Starting at 15th level, you can combine your bow and arrow mastery with magic to create unique advantages. Whenever you make a ranged weapon attack with a bow and you miss, you can use your reaction and expand a spell slot to change the arrow's trajectory and repeat the attack roll. You gain a bonus to this attack roll equal to twice the expanded spell slot's level, and you ignore half cover and three-quarters cover on this attack.

Spirit Surge

Starting at 18th level, you also recover one expanded 1st level spell slot when you use your Second Wind feature.

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Knight Protector Courage and enterprise in obedience to the order. Defense of any mission unto death. Respect for all peers and equals; courtesy to all lesser. Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal. Personal glory above all in battle. Death before dishonor. The Knight Protector is the path the leaders of the battlefield follow. They live by the chivalry and leads their comrades to victory.

Warning Call

Starting at 3rd level, you can use your reaction to call a warning to alert an ally no more than 30 feet away from you from danger when they take damage, giving them a head on protecting themselves. When you do so, if your ally can see or hear you, reduce the damage it takes by 1d10 + your Charisma modifier. If you reduce the damage to 0, the ally gains temporary hit points equal to the reduction leftover. You can use this feature twice, and you regain both uses when you finish a short or long rest.

Shining Beacon

Starting at 7th level, you are an example of courage and will power for your allies to follow, and your presence on the battlefield raises their morale. You can add your Charisma modifier (minimum 1) as a bonus to any saving throw an ally of yours makes if he or she is within 30 feet from you and can see or hear you.

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Watchful Stance

Starting at 10th level, whenever you take the Attack action, you can choose to forgo one of your attacks to enter a defensive stance until the start of your next turn. You can also enter this stance when you take the Dodge action during your turn. While you are in this defensive stance, your AC increases by 1 and you can make attacks of opportunity without expending your reaction.

Iron Will

At 15th level, you gain proficiency with Wisdom saving throws.

Retribution Urge

Starting at 18th level, whenever an ally of yours is reduced to 0 hit points, you can choose to have an extra turn immediately after the current turn. You can only take the Attack or Dash action during this extra turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Frequently Asked Questions: Knight Protector How does Warding Call behaves against resistance and vulnerability? Damage modifiers caused by effects such as Warding Call always apply to the damage before resistance and vulnerability. (see Damage Resistance and Vulnerability in the Player’s Handbook, page 197; or the Basic Rules, page 75) What if I already have proficiency with Wisdom saving throws when I reach 15th level? As the rule is written, you gain no benefit. If your DM allows, you can choose to gain proficiency with another saving throw of your choice as a variant rule. When can I use Retribution Urge? You must declare you are using Retribution Urge immediately when your ally falls to 0 hit points, but you can take your extra turn only after the turn on which it was reduced to 0 hit points ends; you can't interrupt other creatures’ turn. For the purpose of this feature, a creature is considered your ally only if both of you regard each other as an ally. Is Shining Beacon an improved version of the paladin's Aura of Protection? In contrast to the paladin's auras, Shining Beacon works only for the Knight Protector's allies, but not for him or her itself.

Reaping Mauler Reaping Maulers are gruesome barehanded wrestlers of the fighting pits, which wear light armor to maximize their agility and fights grappling their opponents, disabling their weapons, twisting their limbs, breaking their ribs and killing them with its own hands. See Grappling in the Player's Handbook, page 195; or the Basic Rules, page 74 for rules on grappling.

Joint Lock

Starting at 7th level, whenever you grapple a creature of the same Size as you or smaller, you can choose to cause that creature to become restrained until the grapple ends. If you do so, until the grapple ends, creatures other than the creature you are grappling make attack rolls with advantage against you. You need both hands free to use this feature and you can’t use them for other activities for as long as the grapple lasts.

Unarmored Grappler

Starting at 10th level, you can move faster while you are not wearing armor that restricts your movement. While you are wearing light or no armor, you have a +10 bonus to speed and you double your proficiency bonus on Strength (Athletics) checks you make to grapple a creature, provided that you can add your proficiency bonus to the check.

Sleeper Lock

Starting at 15th level, you can use an action to try to knock unconscious a restrained creature you are grappling. When you do so, the creature must succeed on a Constitution saving throw or take bludgeoning damage equal to 3d8 + your Strength modifier and become stunned until the end of its next turn. The DC of this save is 8 + your Strength modifier + your proficiency bonus. If the creature fails the save by 10 or more, it instead become unconscious for 1 minute. The creature repeats the saving throw at the end of each of its turns, waking up on a successful save. Ooze, plant, elemental, construct and undead creatures are immune to this feature.

Explosive Strikes

Starting at 18th level, you can make a rapid sequence of punches and kicks when you attack. Whenever you roll maximum damage for an unarmed strike, you can reroll your unarmed strike’s damage die and add it to the total damage. You can repeat this process indefinitely until you fail to roll maximum damage.

Adept Wrestling

Starting at 3rd level, your unarmed strikes deal 1d4 bludgeoning damage, and whenever you make an unarmed strike while you are wearing light or no armor, if you have both hands free, you can use a bonus action either to make another unarmed strike against the same target or to try to grapple that target.

Counter-Grapple

Starting at 3rd level, whenever you are targeted by a melee weapon attack while you are using light or no armor, you can try to grapple the attacker as a reaction, provided that it is within your reach. If you succeed, the attack automatically misses.

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Credits & Licensing This module was written, edited and designed by Leonardo Raele, and formatted using The Homebrewery as design framework. The artwork presented in this module are discriminated in the list below, each of which is licensed under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License, and owned by their respective authors. The Warmongers, by laclillac. Voidharrow Fighting Ranger, by Peter Tikos. traveler barbarian colour Wip, by Brolo. Arcane Archer, Knight Protector and Reaping Mauler, as well as it's associated game mechanics, are Open Game Content distributed under the terms of the Open Game License v1.0a, as described by the license. A copy of each license referred here should have been shipped with this product.

Help to Improve this Module Please take 5 minutes to answer the Classic's Return Survey. Your feedback helps to make this supplement improve. If you bought this module at the Dungeon Master's Guild, you will automatically receive any possible new versions released. Check out your Library.

Get More D&D Content If you like this module, please consider buying it, you can pay how much you want and find fair. Also, you will probably like my other Dungeons & Dragons modules, which you can easily find at Dungeon Master's Guild. If you have any comments or questions, feel free to contact me at [email protected] You can also review and discuss this module here.

The Archomentals Princes of Elemental Evil and Good as Otherworldly Patrons Draw on the might of the most powerful beings of the elemental planes—The Archomentals—on this expansion for 5th Edition Dungeons & Dragons, introducing 4 new Otherworldly Patron options for warlocks, with 10 detailed patrons bibliographed under 12 Forgotten Realms canon works; as well as new invocations, pact boons and elementalthemed spells for bards, druids, rangers, sorcerers and wizards. The lore and the Archomentals, as well as the character options presented in this module are compatible with any campaign setting that follows the D&D Cosmology presented in the Player's Handbook, including Forgotten Realms and many more.

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Barbarian Spellcasters To Smash and Burn Them Meet the Barbarian Spellcasters, an expansion for 5th Edition Dungeons & Dragons, introducing 3 new Primal Path options for barbarians, compatible with any high fantasy campaign setting, like the Forgotten Realms, featuring barbarians capable of casting divine or arcane spells. In this module you will find the following Primal Path options for the barbarian class. Path of Shamanism — Barbarians learn to cast divine spells through their attunement to nature and crude rituals. Path of Draconic Runes — Barbarians learn the ancient ways to cast arcane spells using draconic words of power. Path of Rage Magic — Barbarians learn how to dive into a trance of primal fury, awakening their inner magic and entering a spell frenzy.

Version History Version 1.0.1

Corrected the "Spells Known of 1st-Level and Higher" section of the Arcane Archer, which were duplicated. Updated the credits and disclaimer section to add the OGL notice. Corrected some typos through the document. Added page numbers, which were missing.

Version 1.0.2

More typos corrected. Added a cover.

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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue EmileBoéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This document is not for resale. Permission is granted to print or photocopy this document for personal use only.

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