New Archetypes for 5e Classes by Witch’s Brew Barbarian: Path of the Raider Bard: College of Dance Cleric: Clarity Domain Druid: Circle of Seas Fighter: Warlord Archetype Monk: Way of the Drunken Master Paladin: Oath of the Heavens Ranger: Seeker Archetype Rogue: Terror Archetype Sorcerer: Mistborn Origin Warlock: Legend Pact Wizard: School of Blood Magic The Path of the Raider turns a barbarian into a living wrecking ballan expert at tearing apart the front lines in combat or breaking sieges. The College of Dance lets the bard access the mysterious, even magical properties of dance. The Circle of Seas turns the druid’s connection with nature towards bodies of water. The Warlord Archetype lets the fighter serve as a battlefield commander, coordinating allies and ensuring they operate at their maximum potential. The Way of the Drunken Master lets the monk turn weaknesses into strengths. They can make a fool of enemies, and don’t particularly care if they look like a fool in the process. The Oath of the Skies paladin is a dedicated and humble protector of the common people who makes use of the power of winds. The Seeker Archetype lets the ranger tap into the primal spirits of nature and lend their power to his or her ranged weapon attacks. The Terror Archetype fills the rogue with the powers of darkness and fear. The rogue becomes a master of breaking the bravest foes into sniveling children. The Mistborn Origin for sorcerers gives them an elusive qualitythey seem untethered to the material plane. Maestros of illusion and teleportation, such a sorcerer embodies the mystery of deep, unending mists. The Legend Pact makes the warlock a devoted follower of a mythic folk hero. The hero may or may not have actually existed, but the strength of the stories still told about him is channeled by the warlock in the form of relics and knowledge. The School of Blood Magic lets the wizard manipulate the inherent magic of his or her own life force, turning it into a potent spellcasting resource. Additional Fighting Styles When your class allows you to choose a Fighting Style, you may choose one of the following in addition to the choices offered in that class’s entry. Some Fighting Styles may only be available to certain classes. Brawling. When you successfully shove or grapple a creature, you also deal damage to the target equal to your Strength modifier. (Fighter only) Reckless. While you are not wearing heavy armor or carrying a shield, when a creature hits you with an attack and deals damage, you have advantage on the next melee weapon attack you make against that creature. (Fighter or Paladin) Sniper. You gain a +2 bonus to damage rolls on ranged weapon attacks against any creature that is at least 10 feet away from any other creature. (Fighter, Paladin, or Ranger) Barbarian: Path of the Raider 3 Break Ranks, Siege Breaker 6 Predator’s Eye 10 Captain’s Training 14 Ruthless Pursuer Break Ranks Starting at 3rd level, when you shove a creature, you can choose to both push the target 5 feet and knock the target prone. When a prone creature you can see stands up, you can use your reaction to make a single melee weapon attack against the creature if it is within reach. Siege Breaker Beginning at 3rd level, you may add double your proficiency bonus to Strength checks to break objects, doors, walls, and other structures. While raging, your melee weapon attacks deal double damage to objects, structures, and constructs. Predator’s Eye Starting at 6th level, when you take the Disengage action on your turn, ranged weapon attacks have disadvantage against you as long as you can see the attacker. Captain’s Training You gain proficiency with vehicles (water) and with navigator’s tools. Your proficiency bonus is doubled for ability checks you make using those tools. Ruthless Pursuer Starting at 14th level, when you make an opportunity attack against a creature, whether the attack hits or misses, you gain advantage on attack rolls against the creature until the end of your next turn. The first time you hit the creature with a weapon attack during this time, maximize the damage dealt by the attack. Bard: College of Dance 3 Enchanted Movement, Intricate Steps 6 Graceful Flourish 14 Infectious Spirit Enchanted Movement At 3rd level, you have learned to fully exploit the inherent music of dance as an aid to your spellcasting. You do not need to provide material components for any bard spell you cast as long as you are able to provide somatic components. In addition, when you are forced to make a Dexterity (Acrobatics) check in combat (such as when a creature attempts to grapple or shove you), you may instead make a Charisma (Performance) check. Intricate Footwork When you grant a creature a Bardic Inspiration die, you may also grant them one of the following benefits. This benefit lasts for ten minutes or until the creature spends the die. Choose two of these features at 3rd level. You gain one more at 6th level and two more at 14th level. Couru. The creature’s speed for all forms of movement increase by 10 feet. At 11th level, this bonus increases to 15 feet. In addition, moving through nonmagical difficult terrain does not require extra movement. Glissade. When the creature takes the Disengage action on its turn, it also gains the benefit of the Dodge action, and vice-versa. Ballon. Each time the creature makes a Dexterity (Acrobatics) check, it can roll your Bardic Inspiration die and add the result to the check, without spending the die. If the creature wishes to spend your Bardic Inspiration die on a Dexterity (Acrobatics) check, it rolls the die twice and adds both results to the check. Pirouette. When the creature would be knocked prone or moved against its will, it can spend its reaction to avoid being knocked prone or moved. Effacé. If the creature moves at least half its speed, it is lightly obscured from all creatures which are at least 10 feet away from it. Graceful Flourish Starting at 6th level, your movement becomes infused with the grace and beauty of dance. When you take the Disengage or Dodge action on your turn, you can make one weapon attack as a bonus action. Infectious Spirit Starting at 14th level, when you grant a creature a Bardic Inspiration die, all creatures you choose within 30 feet of that creature gain the benefit of the Intricate Footwork feature you chose to grant, if any, until the creature spends the die. Cleric: Clarity Domain 1 Bonus Proficiencies, Improved Message 2 Channel Divinity: Second Sight 6 One Mind 8 Divine Jinx 17 Perfect Insight Domain Spells 1st comprehend languages, dissonant whispers 3rd calm emotions, detect thoughts 5th clairvoyance, fear 7th locate creature, phantasmal killer 9th modify memory, Rary’s telepathic bond Bonus Proficiencies You gain proficiency with martial weapons with the thrown or ammunition property. Improved Message You learn the message cantrip if you don’t already know it. When you use this cantrip, you can send the same message to all friendly creatures you choose within range. Channel Divinity: Second Sight Starting at 2nd level, you can use your Channel Divinity to access the senses of another being. As a bonus action on your turn, you can choose a creature you can see. Until the end of your next turn, you can see, hear, and otherwise perceive the world through the senses of the creature you chose, as well as through your own. An unwilling creature can make an Intelligence saving throw to resist this effect. Each turn, you can use a bonus action to extend this effect until the end of your next turn and make a Wisdom (Perception) check using the other creature’s ability modifiers and proficiencies; you can maintain this effect for up to one minute. When you perceive through the senses of a creature, your perception includes the creature’s special senses and you can understand any language they know. One Mind At 6th level, you gain telepathy out to a range of 60 feet. In addition, when a creature with whom you are telepathically bonded fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to let the creature roll the saving throw one additional time, using their own save bonus or the save bonus of any other creature with whom you are telepathically linked, including yourself. You must complete a short rest or a long rest before you can do so again. Divine Jinx Starting at 8th level, after you hit a creature with a weapon attack, the first time an ally hits that creature with an attack, the target takes an additional 1d12 psychic damage. If you attack more than one creature during a turn, this effect applies only to the last creature you hit. When you reach 14th level, the extra damage increases to 2d12. Perfect Insight At 17th level, you can spend one hour performing a ritual with up to eight willing creatures of your choice, who must remain within 30 feet of you for the duration of the ritual. You and the creatures you choose can permanently maintain the effects of the Rary’s telepathic bond spell without using a spell slot or material components for as long as you are alive. This effect even extends to other planes of existence. A creature can voluntarily end this effect at any time as an action. You can also choose to dismiss this bond on any number of affected creatures as an action, and can form the bond with different creatures by spending another hour to perform the ritual. If you cast the spell Rary’s telepathic bond, it behaves as normal, and you can choose different creatures than the ones you bonded with by this feature. Druid: Circle of Seas 2 Ocean Wanderer, Aquatic Wild Shape 6 Water Stride 10 Water Sense 14 Sway of Tide Ocean Wanderer Starting at 2nd level, you can breathe underwater, and being underwater does not impose disadvantage on attack rolls or ability checks. You can walk, run, and otherwise move along the bottom of any body of water at your normal land speed. Aquatic Wild Shape You can ignore the “no swim speed” requirement of your Wild Shape feature, but must abide by the other restrictions. At 4th level, you can transform into a beast with a CR of 1 or less while you are in or under water. The beast form you adopt must have a swim speed and at least one of the following traits: Amphibious, Hold Breath, or Water Breathing. At 6th level, you can transform into a beast with a CR as high as your druid level divided by 4, rounded down. The beast form you adopt must have a swim speed and at least one of the following traits: Amphibious, Hold Breath, or Water Breathing. Water Stride At 6th level, you gain a swim speed equal to your normal speed. While swimming, you can take the Dash action as a bonus action. Ocean Sense Starting at 10th level, you are always aware of any Large or larger bodies of water within 500 of your location, including underwater sources. While you are in water, you gain blindsight out to 30 feet, as you detect the slightest movement in the waters around you. Sway of the Tides Starting at 14th level, you always have control water prepared, and it does not count against the number of spells you can prepare each day. Four times per day, you may cast control water without spending a spell slot or material components; each time you do so, you must choose a different use of the spell, as listed in its description. You regain these spent uses when you complete a long rest. Fighter: Warlord Archetype 3 Leadership Presence, Form Up 7 Drive to Succeed 10 Combat Order 15 Leader’s Will, Master of War 18 Expert Leadership Leadership Ability At 3rd level, you gain a leadership ability. When you complete a long rest, you may choose one of the following features, which is in effect as long as you are conscious and which applies to all creatures friendly to you whom you can see and who can hear you. Tactical Leader. A tactical leader relies on his or her intelligence and insight. In combat, tactical leaders focus on offense, making the most of any edge they can gain. Out of combat, he or she may be a scholar or a historian. When a friendly creature makes an attack roll with advantage and hits, add your Intelligence modifier to the damage roll of that attack. In addition, as a bonus action, you can choose to grant one ally a bonus to attack rolls equal to your Intelligence modifier or to allow one ally to use your Intelligence score as the save DC of a single spell or effect they cause, if your Intelligence score is higher. This benefit lasts until the end of the creature’s next turn. Once you use this feature, you must complete a short rest or a long rest before you can use it again. Instinctive Leader. The instinctive leader relies on his or her instincts and gut feelings. In combat, instinctive leaders focus on enabling mobility. Out of combat, he or she may be a medic, a watchman, or a trusted advisor. Once per turn, a creature can gain a bonus to its speed in feet equal to your Wisdom score for a single movement. In addition, when a creature you can see would provoke an opportunity attack, you can use your reaction to force the attack to miss. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all uses when you complete a short rest or a long rest. Inspiring Leader. An inspiring leader motivates others to succeed with their passion and zeal. In combat, inspiring leaders focus on defense and healing. Out of combat, he or she may be a diplomat, an evangelist, or a performer. When a friendly creature with half its hit points or fewer remaining starts its turn within 10 feet of you, they gain temporary hit points equal to your Charisma modifier + your proficiency bonus. In addition, as an action, you can grant all friendly creatures a bonus to their AC and saving throws equal to your Charisma modifier until the end of your next turn. Once you use this feature, you must complete a short rest or a long rest before you can use it again. Form Up Starting at 3rd level, you and creatures friendly to you who can see and hear you add your proficiency bonus to initiative checks. Drive to Succeed Starting at 7th level, you gain valuable insight into your comrade’s methods, allowing you to be a more effective leader. When you use the Help action to aid an ally, you may also add your Intelligence modifier (if you have the Tactical Leader presence active), your Wisdom modifier (if you have the Instinctive Leader presence active), or your Charisma modifier (if you have the Inspiring Leader presence active) to the result of their check. Combat Order Starting at 10th level, you learn to lend your combat expertise to your allies. You can make a combat order which allows a friendly creature to gain the benefit of one of your Fighter class features, listed below. Action Order. You allow a friendly creature you can see to take an additional action during their turn. You can either grant this benefit as a bonus action on your turn or as a reaction. If you grant it as a bonus action, the creature to whom you grant the additional action can take it during their next turn. If they do not use it before the end of their next turn, the action is lost. You can also grant it as a reaction during a friendly creature’s turn, in which case they make their additional action immediately. Using Action Order costs a single use of your Action Surge class feature. However, unlike Action Surge, if you are a Fighter of 17th level or higher, you can use Action Order twice in the same turn by using both your action and bonus action to do so, but you must grant each additional action to a different creature. If you use this feature and have the Tactical Leader presence active, the creature who gains this benefit can also use a bonus action to make a single weapon attack or cast a cantrip during the same turn they take the additional action. Healing Order. As a bonus action, you grant an ally temporary hit points equal to your Second Wind value. This costs a use of your Second Wind class feature. If you use this feature and have the Instinctive Leader presence active, the creature who gains this benefit can then move up to half its speed. This movement does not provoke opportunity attacks. Indomitable Order. When a friendly creature must make a saving throw, you can use your reaction to allow them to succeed on the save automatically. This costs a use of your Indomitable class feature. If you use this feature and have the Inspiring Leader presence active, the creature who gains this benefit also gains resistance to all damage until the start of their next turn. Master of War Starting at 15th level, you begin spreading your commanding influence. During a long rest or during downtime, you can create banners bearing a symbol of your choice which represents fealty to your command. A creature friendly to you who carries this banner in battle gains the ability to grant the bonuses of one Leadership Presence. You choose whether the banner grants the benefits of Tactical Leader, Instinctive Leader, or Inspiring Leader when you create it, using your ability scores to determine their benefit. It can only grant one. If two banners are close enough to each other for their effects to overlap, only one applies its effect; if both you and a banner are close enough to each other for their effects to overlap, only your Leadership Presence applies. Carrying the banner requires the use of both hands, so a creature carrying it cannot wield weapons, carry a shield, or cast spells with somatic component. In addition, carrying the banner makes you a particularly appealing target, and enemies are most likely to attack the banner carrier first unless there are other, even more appealing targets nearby. Leader’s Will Starting at 15th level, you become more adept in the qualities that make you a good leader. When you choose your Leadership Presence after a long rest, you may add half your proficiency bonus to saving throws which use your Leadership Ability. In addition, you gain training in two of the following skills of your choice: History, Insight, Investigation, Medicine, Persuasion, or Performance. Expert Leadership At 18th level, when an ally within 30 feet of you whom you can see and who can hear you has advantage on an attack roll, ability check, or saving throw, you can use your reaction to allow them to roll one additional d20 and take the highest of the three results. When an enemy within 30 feet whom you can see and who can hear you has disadvantage on an attack roll, ability check, or saving throw, you can use your reaction to force them to roll one additional d20 and take the lowest of the three results. In addition, you may switch your Leadership Presence any time you complete a short rest. Monk: Way of the Drunken Master 3 Prat Fall 6 Improvise 11 Trip Up 17 Sway the Odds Prat Fall Starting at 3rd level, when you take damage, you may use your reaction to fall prone and reduce the damage you take by twice your Monk level. You may also spend 2 ki points to instead take no damage. Improvise Starting at 6th level, improvised weapons count as monk weapons for you, and you can add your proficiency bonus to attack rolls made with them. In addition, when you take an object from the environment to be used as an improvised weapon, the damage die for that weapon is 1d8 until the end of your next turn, at which point this benefit is lost for that object forever. You may only regain the use of this feature with a different object. If the object is light enough to be thrown, its normal range is 30 feet and its long range is 90 feet. This damage die increases to 1d10 at 11th level and to 1d12 at 17th level. Trip Up Starting at 11th level, when you use your Flurry of Blows, Patient Defense, or Step of the Wind features, you gain additional benefits. Flurry of Blows. If you hit with an attack granted by your Flurry of Blows, you may choose to halve the damage you deal. If you do so, the target cannot take reactions until the end of your next turn. Patient Defense. If a creature misses you with a melee attack during the round after you have used Patient Defense, you can use your reaction to force the creature to repeat the attack roll against any other creature in range (other than itself). Step of the Wind. After using Step of the Wind, until the end of the turn, you may move through other creatures’ space regardless of size; this space does not count as difficult terrain to you. Leaving a creature’s space provokes opportunity attacks as normal. Sway the Odds Starting at 17th level, you gain a cumulative +1 bonus to melee damage rolls (maximum 8) for each hostile creature within 10 feet of you. If you are not wearing armor, the same bonus also applies to your AC against all attacks from creatures within 10 feet of you. You do not gain this bonus if more than one friendly creature is also within 10 feet of you. Paladin: Oath of the Heavens 3 Channel Divinity 7 Aura of Bounty 15 Guardian Flight 20 Winds of Faith Oath Spells You gain oath spells at the paladin levels listed. 3rd feather fall, gust of wind 5th calm emotions, skywrite* 9th holy vigor, wind wall 13th fabricate, Mordenkainen’s private sanctum 17th control winds*, mass cure wounds Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Gale. As an action, you produce a powerful burst of wind which you can aim at an enemy or an ally. When you target an ally, you can move them up to 20 feet in any direction. When you target an enemy, they must make a Strength saving throw; on a failed save, you can move them 20 feet in any direction. On a successful save, you can push them up to 10 feet straight away from you.. If both an ally and an enemy are within 5 feet of each other, you can target both of them with a single use of this feature. Guardian of the Defenseless. As an action, you produce a protective field around you. Each creature within 30 feet who is not hostile to you and who is not wearing armor
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