Martial Archetype in Honey Badger Adventures | World Anvil
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Martial Archetype

Arcane Archer


Hit Points

Hit Dice: d10 per Arcane Archer level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
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Saving Throws:
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Overview & Creation

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.


Class Features

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 either the Prestidigitation or Druidcraft 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" below).   Once per turn when you fire an arrow from a shortbow or longbow 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, and you regain all expended uses of it when you finish a short or long rest.   You gain an 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 when you become an 18th-level fighter.   Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.   Curving Shot
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.   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.   Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. 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 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.   Beguiling 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 choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.   The psychic damage increases to 4d6 when you reach 18th level in this class.   Bursting Arrow. You imbue your arrow with force 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 force damage increases to 4d6 when you reach 18th level in this class.   Enfeebling Arrow. 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 the damage dealt by its weapon attacks is halved until the start of your next turn.   The necrotic damage increases to 4d6 when you reach 18th level 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 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 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 4d6 when you reach 18th level 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 when you reach 18th level in this 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 when you reach 18th level 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 4d6 when you reach 18th level in this class.

Banneret


Hit Points

Hit Dice: d10 per Banneret level
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Overview & Creation

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.


Class Features

Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.   When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.   Royal Envoy
Knights of high standing are expected to conduct themselves with grace.   At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.   Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.   Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.   Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.   Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

 

Cavalier


Hit Points

Hit Dice: d10 per Cavalier level
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Overview & Creation

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.


Class Features

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 the 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 5 feet of you, 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 Strength 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 5 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.   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 when 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 Strength 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, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Champion


Hit Points

Hit Dice: d10 per Champion level
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Overview & Creation

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.


Class Features

Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.   Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.   In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.   Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.   Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.   Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

           

Shieldbearer (Kobold Press)

The archetypal Shieldbearer of the Ironcrag Cantons is a staunch bulwark against any foe. Fighters who emulate this archetype become one with their shields, bolstering their defensive power and even turning it into a crushing weapon.


SHIELD BEARER
Beginning when you choose this archetype at 3rd level, when you take the Attack action, you can make an improvised weapon attack with your shield as a bonus action.


SHIELD WALL
Starting at 7th level, while you are wielding a shield, your foes treat the area within 5 feet of you as difficult terrain. If you didn’t move on your turn, you have advantage on any ability check or saving throw made against being knocked prone or being moved from your current location.


IMPROVED FIGHTING STYLE
At 10th level, when wielding a shield, you gain the following benefit, appropriate to your chosen Fighting Style.

  • Defense. When you are missed by a melee attack made by a creature within 5 feet of you, as a reaction you can Shove the attacker. If you successfully push the attacker away, you can step into the just-vacated space.

  • Dueling. Once per turn when you hit a creature with a one-handed weapon, increase the damage you deal by an amount equal to your shield’s AC bonus.

  • Protection. When you use your protection Fighting Style, you also increase your chosen ally’s AC by 1.

  • Two-Weapon Fighting. You are proficient with improvised attacks made with a shield, and improvised attacks with a shield deal 1d6 bludgeoning damage.


SHIELD THE MIND
Starting at 15th level, you add your shield’s AC bonus to Wisdom, Intelligence, and Charisma saving throws.


UNASSAILABLE BULWARK
At 18th level, while wielding a shield, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, when you fail a saving throw against being charmed, frightened, paralyzed, petrified, stunned, or knocked prone, you can choose to succeed instead; after using this ability once, you must complete a short or long rest before using it again. You also have advantage on ability checks and saving throws against effects that would cause you to drop your shield.

Sword Dancer (Kobold Press)

Sword-dancers blur the line between warrior and courtier. The first sword-dancers hailed from the sultan’s court in the city of Siwal in the Southlands. Sword-dancers are graceful and charming, with wits as sharp as their flashing blades. Fighters who follow the sword-dancer archetype often attach themselves to powerful lords as bodyguards, spies, and diplomats.

BONUS PROFICIENCY
Beginning when you choose this archetype at 3rd level, you gain proficiency in the Performance and Persuasion skills.
 
LIGHT ON YOUR FEET
Also at 3rd level, while wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your armor class, and you ignore difficult terrain.
 
DUST ON THE WIND
Starting at 7th level, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature until the start of your next turn.
 
DEADLY ARTISTRY
At 10th level, after you move at least 10 feet, your melee attacks deal an additional 1d8 damage until the start of your next turn.
 
HOWLING EDGE OF THE RAZOR
Starting at 15th level, as a reaction when you take damage from a creature within 5 feet of you, you can make one melee weapon attack against that creature.
 
TEETH OF KHAMSIN
At 18th level, when you take the Attack action, you can use the Dash action as a bonus action. When you Dash in this way, attack rolls made against you have disadvantage until the start of your next turn. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

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