Ziegander
2016-12-05, 10:37 PM
I know many of you probably read these new Martial Archetypes (http://media.wizards.com/2016/dnd/downloads/2016_Fighter_UA_1205_1.pdf) and became excited to try them out at your game table, but I found them all to be disappointing in some way. So, I've decided to put my own spin onto all of them. ALL OF THEM!
ARCANE ARCHER
Putting it bluntly, this Martial Archetype should not exist. It should be a Ranger Archetype where it makes more sense thematically and can be put to much better use mechanically. I'm renaming it and refocusing the concept, changing the mechanics almost entirely. This Martial Archetype is a bland rehash of the same superiority dice we keep seeing in so many UA Fighter subclasses, which I'm simply tired of, but it's also more limited.
ELDRITCH VANGUARD
The archetypal Eldritch Vanguard serves the same arcane traditions as the Eldritch Knight, not from the front lines of their arcane army, but rather in the open field, on the high hilltop, and behind enemy lines as advance scouts and couriers without peer. While the Eldritch Vanguard places specific emphasis on the Evocation and Illusion schools of wizardry, they also learn a some of the woodsman's magics, allowing them to better traverse hostile countrysides and deliver devastating ranged attacks on their foes.
SPELLCASTING
As Eldritch Knight, except you may learn wizard spells from the Evocation or Illusion schools, as well as the following spells (should you choose):
1ST LEVEL -- Goodberry, Hunter's Mark
2ND LEVEL -- Cordon of Arrows, Pass Without Trace
3RD LEVEL -- Conjure Barrage, Lightning Arrow
4TH LEVEL -- Conjure Woodland Beings
VANGUARD'S LORE
At 3rd level, you learn some skill relating to the typical duties of the Eldritch Vanguard. You learn to understand magical theory and develop a measure of survival skill for wandering the wild.
You gain proficiency in Arcana as well as one of the following: Athletics, Nature, Perception, Stealth, or Survival.
CONJURE ARROWS
At 3rd level, you learn how to conjure arrows or bolts out of thin air. As an action you can conjure 20 nonmagical arrows or bolts which appear in your hand or in a suitable container on your person, such as a quiver. These arrows last for up to 8 hours, or until you use this ability again.
ELEMENTAL ARROW
At 7th level, whenever you hit with a bow or crossbow attack you may expend a spell slot of 1st level or higher. If you do, the attack is considered magical and deals 1d6 additional damage per slot level of the expended spell slot and you may change all the damage dealt by the attack to cold, fire, or lightning damage.
For example, if you hit with a Heavy Crossbow and expend a 2nd level spell slot your attack overcomes resistance as a magical weapon would deal damage equal to 1d10 + 2d6 + your Dexterity modifier, and you could change that damage from force to your choice of cold, fire, or lightning damage.
GUIDED ARROW
Starting at 10th level, when you would miss with a bow or crossbow attack you may use your bonus action to roll 1d6 and add the result to your attack roll.
After using this ability you can't use it again until you complete a long or short rest.
ARCANE CUNNING
Starting at 15th level, when you use your action to cast a spell you may Dash, Disengage, or Hide as a bonus action. You may do so before or after your spellcasting has been completed.
SEEKING ARROW
Starting at 18th level, when you make your first attack on your turn with a bow or crossbow you may use your bonus action and expend a spell slot to automatically hit with that attack. If you do, then for the next hour, plus 1 hour per slot level above 1st, you know the direction to and your distance from the target of your attack and you have advantage on Perception checks made to hear or spot the target of your attack as well as on Survival checks made to follow tracks made by your target.
After using this ability you can't use it again until you complete a long rest.
KNIGHT
The archetypal Knight is a shining beacon of valor and a colossus on the battlefield, able to shrug off attacks with heavy armor and protect allies from harm. As the Knight wades into combat he seeks out the mightiest foe to engage and keep away from the rest of his party. His courage and endurance are a source of inspiration to those fighting alongside him.
This version of the Knight archetype doesn't invalidate the Sentinel feat and loses Rapid Strike for more party buffs. It's still a very reaction-based archetype, but the language is cleaned up and your reasons for using your reaction are less conflicting with each other. It's built to get in early and protect and encourage allies.
CAVALRY CHARGER
Starting at 3rd level, mounting or dismounting costs you only 5ft of movement, rather than half your speed. Additionally, you have advantage on saving throws against any effect that would cause you to fall or be knocked off your mount, and if you would fall or be knocked off your mount, you land on your feet as long as you are not incapacitated.
Your speed is not reduced for wearing heavy armor, and you may add half your Proficiency bonus to Initiative checks instead of your Dexterity modifier.
When you use your action to Dash, you may use your bonus action to make one melee weapon attack or to grab a creature. Finally, if you make a melee weapon attack after Dashing at least 10ft in a straight line, or while mounted and after your mount has moved at least 10ft in a straight line, you deal 1d8 extra damage with that attack.
BULWARK OF DEFENSE
At 3rd level, if you have not used your reaction this round when an enemy within 5ft of you makes an attack roll against a creature other than you, that attack roll has disadvantage. Furthermore, once per turn you may make an Opportunity Attack (PHB, pg 195) without using your reaction. And finally, if an enemy within 5ft of you would move out of your reach you may use your reaction to follow them to a distance up to half your speed.
NOBLE CAVALRY
Starting at 7th level, at the start of your first turn during a combat encounter you may choose up to six friendly creatures who are within 30ft of you, who can see you or hear you, and who can understand you. Creatures chosen this way gain 1d8 temporary hit points which last until the end of the encounter. During the encounter, a creature with temporary hit points from this feature can spend a bonus action on their turn to lose any remaining temporary hit points and add the number of temporary hit points lost this way to an attack roll, ability check, or saving throw. A creature can also use their reaction to lose remaining temporary hit points and add the number lost to their AC against one attack.
The temporary hit points granted by this feature become 1d10 at 10th level and 1d12 at 15th level.
Additionally, you gain proficiency in two of the following skills: Animal Handling, History, Insight, Persuasion, or Religion. In place of gaining proficiency in a skill, you may instead learn a new language.
HOLD THE LINE
Starting at 10th level, you have advantage on saving throws against being frightened.
If a creature did not start its turn within your reach, but moves into your reach during its turn you may use your reaction to make a melee weapon attack against that creature. Further, melee weapon attacks you make on another creature's turn deal an extra 1d8 damage. Finally, allies within 5ft of you gain a +1 bonus to AC.
SURGE OF VICTORY
At 15th level, if you use your Action Surge feature during an encounter allies within 60ft of you who can see you or hear you gain 1d12 temporary hit points. Though these temporary hit points do not fade at the end of the encounter, creatures otherwise treat these temporary hit points like they had gained them from your Noble Cavalry feature. If a creature who gains temporary hit points in this way was frightened, that effect ends.
STEEL WIND
Starting at 18th level, when you make an Opportunity Attack or when you use your bonus action to attack after Dashing, you may make two melee weapon attacks, rather than one.
Furthermore, you run toward danger, not away from it. You cannot be frightened.
SAMURAI
Coming soon...
SHARPSHOOTER
Maybe... not coming soon... I see no reason for this archetype to exist...
ARCANE ARCHER
Putting it bluntly, this Martial Archetype should not exist. It should be a Ranger Archetype where it makes more sense thematically and can be put to much better use mechanically. I'm renaming it and refocusing the concept, changing the mechanics almost entirely. This Martial Archetype is a bland rehash of the same superiority dice we keep seeing in so many UA Fighter subclasses, which I'm simply tired of, but it's also more limited.
ELDRITCH VANGUARD
The archetypal Eldritch Vanguard serves the same arcane traditions as the Eldritch Knight, not from the front lines of their arcane army, but rather in the open field, on the high hilltop, and behind enemy lines as advance scouts and couriers without peer. While the Eldritch Vanguard places specific emphasis on the Evocation and Illusion schools of wizardry, they also learn a some of the woodsman's magics, allowing them to better traverse hostile countrysides and deliver devastating ranged attacks on their foes.
SPELLCASTING
As Eldritch Knight, except you may learn wizard spells from the Evocation or Illusion schools, as well as the following spells (should you choose):
1ST LEVEL -- Goodberry, Hunter's Mark
2ND LEVEL -- Cordon of Arrows, Pass Without Trace
3RD LEVEL -- Conjure Barrage, Lightning Arrow
4TH LEVEL -- Conjure Woodland Beings
VANGUARD'S LORE
At 3rd level, you learn some skill relating to the typical duties of the Eldritch Vanguard. You learn to understand magical theory and develop a measure of survival skill for wandering the wild.
You gain proficiency in Arcana as well as one of the following: Athletics, Nature, Perception, Stealth, or Survival.
CONJURE ARROWS
At 3rd level, you learn how to conjure arrows or bolts out of thin air. As an action you can conjure 20 nonmagical arrows or bolts which appear in your hand or in a suitable container on your person, such as a quiver. These arrows last for up to 8 hours, or until you use this ability again.
ELEMENTAL ARROW
At 7th level, whenever you hit with a bow or crossbow attack you may expend a spell slot of 1st level or higher. If you do, the attack is considered magical and deals 1d6 additional damage per slot level of the expended spell slot and you may change all the damage dealt by the attack to cold, fire, or lightning damage.
For example, if you hit with a Heavy Crossbow and expend a 2nd level spell slot your attack overcomes resistance as a magical weapon would deal damage equal to 1d10 + 2d6 + your Dexterity modifier, and you could change that damage from force to your choice of cold, fire, or lightning damage.
GUIDED ARROW
Starting at 10th level, when you would miss with a bow or crossbow attack you may use your bonus action to roll 1d6 and add the result to your attack roll.
After using this ability you can't use it again until you complete a long or short rest.
ARCANE CUNNING
Starting at 15th level, when you use your action to cast a spell you may Dash, Disengage, or Hide as a bonus action. You may do so before or after your spellcasting has been completed.
SEEKING ARROW
Starting at 18th level, when you make your first attack on your turn with a bow or crossbow you may use your bonus action and expend a spell slot to automatically hit with that attack. If you do, then for the next hour, plus 1 hour per slot level above 1st, you know the direction to and your distance from the target of your attack and you have advantage on Perception checks made to hear or spot the target of your attack as well as on Survival checks made to follow tracks made by your target.
After using this ability you can't use it again until you complete a long rest.
KNIGHT
The archetypal Knight is a shining beacon of valor and a colossus on the battlefield, able to shrug off attacks with heavy armor and protect allies from harm. As the Knight wades into combat he seeks out the mightiest foe to engage and keep away from the rest of his party. His courage and endurance are a source of inspiration to those fighting alongside him.
This version of the Knight archetype doesn't invalidate the Sentinel feat and loses Rapid Strike for more party buffs. It's still a very reaction-based archetype, but the language is cleaned up and your reasons for using your reaction are less conflicting with each other. It's built to get in early and protect and encourage allies.
CAVALRY CHARGER
Starting at 3rd level, mounting or dismounting costs you only 5ft of movement, rather than half your speed. Additionally, you have advantage on saving throws against any effect that would cause you to fall or be knocked off your mount, and if you would fall or be knocked off your mount, you land on your feet as long as you are not incapacitated.
Your speed is not reduced for wearing heavy armor, and you may add half your Proficiency bonus to Initiative checks instead of your Dexterity modifier.
When you use your action to Dash, you may use your bonus action to make one melee weapon attack or to grab a creature. Finally, if you make a melee weapon attack after Dashing at least 10ft in a straight line, or while mounted and after your mount has moved at least 10ft in a straight line, you deal 1d8 extra damage with that attack.
BULWARK OF DEFENSE
At 3rd level, if you have not used your reaction this round when an enemy within 5ft of you makes an attack roll against a creature other than you, that attack roll has disadvantage. Furthermore, once per turn you may make an Opportunity Attack (PHB, pg 195) without using your reaction. And finally, if an enemy within 5ft of you would move out of your reach you may use your reaction to follow them to a distance up to half your speed.
NOBLE CAVALRY
Starting at 7th level, at the start of your first turn during a combat encounter you may choose up to six friendly creatures who are within 30ft of you, who can see you or hear you, and who can understand you. Creatures chosen this way gain 1d8 temporary hit points which last until the end of the encounter. During the encounter, a creature with temporary hit points from this feature can spend a bonus action on their turn to lose any remaining temporary hit points and add the number of temporary hit points lost this way to an attack roll, ability check, or saving throw. A creature can also use their reaction to lose remaining temporary hit points and add the number lost to their AC against one attack.
The temporary hit points granted by this feature become 1d10 at 10th level and 1d12 at 15th level.
Additionally, you gain proficiency in two of the following skills: Animal Handling, History, Insight, Persuasion, or Religion. In place of gaining proficiency in a skill, you may instead learn a new language.
HOLD THE LINE
Starting at 10th level, you have advantage on saving throws against being frightened.
If a creature did not start its turn within your reach, but moves into your reach during its turn you may use your reaction to make a melee weapon attack against that creature. Further, melee weapon attacks you make on another creature's turn deal an extra 1d8 damage. Finally, allies within 5ft of you gain a +1 bonus to AC.
SURGE OF VICTORY
At 15th level, if you use your Action Surge feature during an encounter allies within 60ft of you who can see you or hear you gain 1d12 temporary hit points. Though these temporary hit points do not fade at the end of the encounter, creatures otherwise treat these temporary hit points like they had gained them from your Noble Cavalry feature. If a creature who gains temporary hit points in this way was frightened, that effect ends.
STEEL WIND
Starting at 18th level, when you make an Opportunity Attack or when you use your bonus action to attack after Dashing, you may make two melee weapon attacks, rather than one.
Furthermore, you run toward danger, not away from it. You cannot be frightened.
SAMURAI
Coming soon...
SHARPSHOOTER
Maybe... not coming soon... I see no reason for this archetype to exist...