The Hellenic Era Heroic Age Sub-Classes An expansion of 10 Subclass options inspired by the era and historical fantasy. Sub-Class Options Class Subclass Level Description Bard College of the Orator 3rd A charming word-smith by trade to command and inspire the crowds to their will. Bard Sorority of Skalds 3rd Wandering prophets that sing the balance of nature's power. Cleric Flamen Domain 1st The fist of righteousness, law, and faith, that carve out order from chaos. Cleric Oath of the Hippocrat 1st Learned scholars of the School of Medicine that face death with practicality. Druid Circle of Nature's Blight 2nd The stalwart defenders of nature's plant and forests spirits that take on the fey traits. Fighter Samnite Archetype 3rd Taunting and elusive, charismatic opponents that frustrate their rivals in battle. Fighter Legionary Veteran 3rd A marching mass of impenetrable death, woe to any that wish to give them pause. Ranger Sagittarii Archer 3rd Master tacticians of the bow in the melees of ancient battle. Rogue Blackguard Mercenary 3rd Dark cloaked mercenaries that are relentless both in battle and attitude. Rogue Paramour Performer 3rd A mix of jester, dancer, and lover, a party without a Paramour is called a funeral. Created by Davey Designs

Bard The following options are available, in addition to those offered in the Player’s Handbook: College of the Orator The College of the Orator is the practice of bards who mastered their craft in delivery and legal dissection. A charming word-smith by trade to command and inspire the crowds to their will. College of the Orator Bardic Level Sub-Class Feature 3rd Reliable Rhetoric, A Face You Can Trust 6th Populares 14th Rabble-Rousing Reliable Rhetoric When you join the College of the Orator at 3rd Level, you gain the ability to weave personality to the point of magics, protecting yourself from harm and interruption. As a Bonus Action, you can expend one use of your Bardic Inspiration to grant yourself a bonus to Intelligence, Wisdom, Charisma, or Concentration Saving Throws. A Face You Can Trust At 3rd Level, you can bring others to pause through performance mastery. After spending 1 minute preparing your screed, you can use the Friendship Cantrip on multiple targets up to your Charisma Modifier, or the Charm Person Spell on a single target. Populares At 6th Level, you weave narratives so powerful that others fall completely under your whim. As a Bonus Action, cast the Command Spell without expending a Spell Slot, up to your Charisma Modifier per Day. In addition, you may use the Suggestion Spell as a free action, on any target affected by a Friendship, Charm, or Command spell, without expending a spell slot. Rabble-Rousing At 14th Level, your skills in quill may defeat even the most vicious sword. As an Action, roll your total amount of Bardic Dice without expending the resource and multiply the result by 2. Use the resulting amount to heal any targets within 120 feet. Once per Short or Long Rest. Sorority of Skalds The sorority of Skalds is the practice of bards that experience the truest wilderness. Wandering prophets that sing the balance of nature's power and support bountiful life. Sorority of Skalds Bardic Level Sub-Class Feature 3rd Proficiency, A Deer in the Lantern Light 6th Nature's Repose 14th Bountiful Harvest Bonus Proficiency When you join the Sorority of Skalds at 3rd Level, you gain proficiency in the Nature or Survival Skill, and Cartographer Tools. A Deer in the Lantern Light At 3rd Level, you gain the ability to halt a target in their tracks. As a Reaction, expend a Bardic Dice and multiply the result by 5. Choose 1 target within 60 feet, reducing its movement by the result, and if the target's movement is reduced to 0 it is considered Grappled until the end of your next turn. Nature's Repose At 6th Level, you and your allies are protected by nature's peace when struck down. The Skald and any Ally that has used a Bardic Dice in the last 24 hours is knocked unconscious, they gain the Sanctuary Spell for 1 minute. This does not stabilize the target or bring them out of an unconscious state. Bountiful Harvest At 14th Level, the Skald may provide for every need to bestow a powerful sense of self to themselves and allies. After a 10 minute ritual, a bountiful harvest fills yourself and up to 10 allies. Each target gains:

2d6 Temporary Hit Points

Advantage on Charisma Saving Throws

Resistance to Psychic Damage

Effect lasts until your next Short or Long Rest.

Cleric The following options are available, in addition to those offered in the Player's Handbook: Flamen Domain Following the Gods of oaths, wisdom, law, justice, and dedications to truth, the Flamen Clerics often make up the legal authority. Gods that would include this domain include Zeus, Athena, Jupiter, Juno, Apollo, Libera, Horus, Nephthys, Melqart, Taranis, Ma'at, and other smaller gods. Flamen Domain Spells Cleric Level Spells 1st Alarm, Command 3rd Detect Thoughts, Enthrall 5th Fear, Speak with Dead 7th Compulsion, Guardian of Faith 9th Geas, Legend Lore Flamen, the faithful and honorable clerics, are often called to be the law enforcement and judiciary of a city. Their fierce resolve in the deities of oaths and honor make them perfect for the role. A sword of righteousness, law, and faith, that carve order from the chaos. Bonus Proficiency At 1st Level, you gain proficiency with Heavy Armor and Martial Weapons. In addition you may choose 2 skills; History and Arcana, or Insight and Persuasion. Oath of Justice Starting at 2nd Level, you can use your Channel Divinity to infuse allies with the urgency of justice. Select up to your Wisdom Modifier (min 1) allies within 30ft, granting them the bonus effects of the Haste Spell, until the end of your next turn. Eyes of the Faithful At 6th Level, you can use your Channel Divinity to see through to one's true intentions. Choose a target within 15ft, making a contested Insight vs Deception, in order to learn their alignment, deity, cult, or past infractions with the law. Favored by the Gods At 8th Level, you infuse your strikes with righteous power. Gain the ability to deal an extra 1d8 Radiant Damage on hit once per turn, with the damage increasing to 2d8 at Level 14. Iron-Willed Fanatic At 17th Level, you see through all deceit and gain immunity to Charm and Fright effects, along with resistance to Psychic damage. Oath of the Hippocrat Following no Gods of mystery and temper, the Hippocrat swears an oath to their hero Hippocrates of Kos. Because of their unknown tactics and affiliation, they have become associated with cults of witchcraft such as Trivia, Tyche, Isis, while others choose to follow the gods of the underworld Pluto, Hades, or Osiris. Hippocrat Domain Spells Cleric Level Spells 1st Cure Wounds, Sanctuary 3rd Healing Word, Lesser Restoration 5th Aura of Vitality, Revivify 7th Aura of Purity, Death Ward 9th Anti-Life Shell, Mass Cure Wounds Hippocrates are part of the Hero Cult dedicated to their founder, Hippocrates of Kos, who formed the school of medicine that has replaced the godly whims of old. Learned scholars of the School of Medicine face death with practicality and prevention that few may grasp. Field Medic At 1st Level, you are considered to always have a Healer's Kit on hand and proficiency in the Medicine skill. Also at 1st Level, you gain the ability to Dash or Disengage as a Bonus Action if an ally is in vision and knocked unconscious. Cleanse the Body At 2nd Level, you gain the ability to cleanse a target of infection with your Channel Divinity. As an Action, discover and cleanse 1 magical, poison, or disease effect on a target equivalent to a Lesser Restoration or Protection from Poison spells. Hippocratic Oath At 6th Level, your dedication to health has made you hard to kill even while unaware. Expending a Channel Divinity, you gain advantage on Death saving throws while unconscious. Surgeon Strike Starting at 8th Level, you gain the ability to add the Wisdom Modifier to any spell or skill effect that would heal you or an ally. Respect of the Physician At 17th Level, if any target attacks you before you have attacked it, all allies within 120 feet gain advantage to attacks against that target until they strike.

Druid The following options are available, in addition to those offered in the Player's Handbook: Circle of Nature's Blight Deeply connected to nature, these Druids have gone beyond the animalistic relationship to the wild and begun to speak directly to the forest spirits. The stalwart defenders of nature's spirits that take on the fey traits. Circle of Nature's Blight Druid Level Sub-Class Feature 2nd Nature's Shape 6th Woodland Lifestyle 10th Conjure Blights 14th Nature's Harold Nature's Shape Starting at 2nd Level, you gain the ability to Wild Shape into the Blights listed on the table below. In addition you may expend a spell slot to expand your options, use Challenge Rating equal to your level divided by 3, rounding down and lasting for 1 hour. Once per Day Woodland Lifestyle At 6th Level, whenever you take a Long Rest while in connection to the earth, you are wrapped in nature's protection. You awake in the Wild Shape of a Dryad, lasting until the shape is dropped, damaged out of, or after 8 hours. Conjure Blights At 10th Level, you gain the spell Conjure Animals and may use it to summon creatures from the Blight table below. This spell does not count against your learned spells and is always considered prepared. Nature's Harold At 14th Level, you gain the ability to weave nature across great spaces. Learn the spells Speak with Plants and Plant Growth while not counted in your learned spells and always prepared. In addition, you may use the spell Transport via Plants once per day. Blight Shapes CR Shape CR Shape 0 Awakened Shrub 2 Awakened Tree 1/8 Twig Blight 3 Water Weird 1/4 Needle Blight 4 Chuul Spore Servant 1/2 Vine Blight 5 Shambling Mound 1 Quaggoth Spore Servant 6 Galeb Duhr

Fighter The following options are available, in addition to those offered in the Player's Handbook: Samnite Archetype Samnite warriors are some of the most smarmy opponents one could ever interact with. Their taunting and elusive fighting style is frustrating, creating as many rivals as their charisma inspires allies. Samnite Archetype Fighter Level Sub-Class Feature 3rd Insult to Honor 7th Smarmy Sneak 10th Red Herring 15th Dyed Illusion 18th False Start Insult to Honor Starting at 3rd Level, your taunts in battle drive even the most serious opponents wild with fury. As a Bonus Action you may taunt a creature within 30 feet, that can understand your language, and make a contested Persuasion verse Insight skill check. On a failure, the creature has disadvantage on attacks against targets other than you until the end of your next turn. Smarmy Sneak At 7th Level, you blend into the shadows and strike with silence. As a Bonus Action you gain an extra attack if made from stealth or against a surprised target. Red Herring At 10th Level, you've learned how to use allies skills to your own benefit and create openings where previously none were had. During an attack action, you may trade one attack to an ally within 30 feet, and if their attack strikes you regain the attack. This ability can be used up to your proficiency modifier per day. Dyed Illusion Beginning at the 15th Level, you have prepared for the jealousy of others and ready a deceptive death. When an attack would reduce you below 0 hit points, or knock you unconscious, you instead drop prone at 1 hit point. You may repeat this ability after a Short or Long Rest. False Start At the 18th Level, you have the ability to make a step with flourish that puts you into the fight. After rolling Initiative you may choose to expend an Action Surge, changing the result to 20, and the first creature you attack is considered Surprised. Legionary Veteran The core of any great military, these hardened veterans have served years within the depths of battle to hone their skill. A marching mass of impenetrable death, woe to any that wish to give them pause. Legionary Archetype Fighter Level Sub-Class Feature 3rd Like a Second Skin 7th Unbreakable 10th Professional 15th Hero on the Field 18th Unkillable Like a Second Skin At 3rd Level, your armor and weapon are an extension of self. Gain +1 AC if wearing Medium or Heavy armor and proficiency with a signature weapon. Signature weapons are featured in The Hellenic Era Collection, or PCs may choose to convert a weapon to d4s.

(ie. 1d8=2d4, 2d6=3d4) Unbreakable At 7th Level, you become a standard that others cling their hope, your battle cry carries the day. When you use the ability Second Wind, you and allies within 30 feet gain healing equal to your proficiency bonus. Professional Starting at the 10th Level, you learn a Legionary Fighting Style: Shield Wall - Provide an extra 2 AC to allies standing within 5 feet while using the Defense stance.

Skirmisher - Gain a +2 bonus to attack rolls if two or more enemies are within 5 feet.

Tower Shield - As a Bonus Action, force an enemy to make a Strength saving throw or be knocked prone. Repeat the ability up to your Constitution modifier per Day.

(DC 8+STR+Prof) Hero on the Field At 15th Level, your appearance fill the adventurer's soul and keeps them sharp in battle. You and allies within 10 feet gain resistance to piercing damage and have advantage on saving throws against Charm, Fear effects. Unkillable At 18th Level, you become a roving ball of death upon the battlefield, none may approach without paying a price. When struck by a melee attack, use your Reaction to reduce the damage by 1d10+Proficiency. If the damage is reduced below 0, make an opportunity attack in response. Repeat the ability up to your Constitution modifier per Short or Long Rest.

Ranger The following options are available, in addition to those offered in the Player's Handbook: Sagittarii Archer The Sagittarii are highly valued in the militaries of the time and enjoy high demand among the upper class for entertainment purposes. Some say they are able to strike the wings off a fly from 100 paces! Master ranged tacticians of the bow in the melees of ancient battle. Sagittarii Archetype Ranger Level Sub-Class Feature 3rd Precision Shot 7th Always Out of Reach 11th Eye of the Bull 15th Comfortable Surroundings Precision Shot At 3rd Level, you gain the ability to make precise shots that stagger the target. As a Bonus Action, you may add one of the following effects to an hit: Torso - Target struggles to find the air, giving disadvantage on Dexterity and Constitution saving throws.

Limb - Target can't position or swing correctly, giving disadvantage on attack rolls.

Heel - Target is hampered, speed is reduced by half and they cannot make opportunity attacks. At the end of their turn, the Target makes a Strength saving throw to end the effect. (DC 8+WIS+Prof)

Repeat this ability up to 1 + Wisdom modifier per Day. Always Out of Reach At 7th Level, you are elusive in melee and inescapable on the chase, a shadow before the sting. As a Bonus Action, you may Disengage from an enemy. During a chase or hunt, you gain an extra 10 feet of movement and advantage on skill checks related to the event. Eye of the Bull Starting at 11th Level, your attention sends a chill into the target's bones and strikes fear to their heart. A target of your Hunter's Mark spell makes a Wisdom saving throw, becoming restrained on a failure, and repeating the roll at the end of each turn. The effect lasts until the Mark fades or a save ends. (Spell Casting DC) Comfortable Surroundings At the 15th Level, you become content when resting within familiar terrain and it strengthen your resolve. Gain your Ranger Level in temporary hit points after taking a Short Rest in favored terrain, this effect doubles if taking a Long Rest.

Rogue Blackguard Mercenary Dark cloaked mercenaries, the Rogues known as Blackguards are famed for their relentless battle style and intense attitude. Bound only to their personal deity or hero cult, Blackguard Rogues are vague in their intentions other than a want for gold and battle. Blackguard Archetype Rogue Level Sub-Class Feature 3rd Battlemind Proficiency 9th Appraiser 13th Trickster Superiority 17th Relentless Strikes Battlemind Proficiency At 3rd Level, you have become a warrior of skill that deals in decisive strikes. Gain proficiency with Martial Weapons and Medium Armor. In addition you gain 2 Superiority Dice and 1 Maneuver from the Battle Master archetype in the Fighter class. Appraiser By the 9th Level, you have gained an appreciation for coin, art, and workmanship. You have advantage on Skill Checks related to identifying, locating, or evaluating the worth of objects and treasures. Trickster Superiority At the 13th Level, you become a trickster upon the battlefield and gain evermore prowess. Gain another 2 Superiority Dice and 2 Maneuver from the Battle Master archetype from the Fighter class. Relentless Strikes At 17th Level, you become a blur of death that strikes from target to target before they realize your position. If an attack reduces a target below 0 hit points, you may make an additional attack against a new target, using your Sneak attack for the damage roll.

Repeat this ability up to your proficiency modifier per day. Paramour Performer A party without a Paramour is called a funeral, for these handsome Rogues are at the center of any entertainment to be had. A mix between jester, dancer, and lover, the Paramours are considered quite dumb by those naive enough to believe the performance. Paramour Archetype Rogue Level Sub-Class Feature 3rd Smooth Talker, Fluid Defence 9th Clever Retort 13th Enraptured Enemies 17th Make Love Not War Smooth Talker At 3rd Level, you have become skilled in the arts of conversation and many find love or fear when your tongue speaks their name. You may learn 2 languages of your choice.

You also gain the Vicious Mockery and Friend cantrips, using Charisma as your spellcasting ability. Fluid Defense Starting at 3rd Level, you have learned to dance between the blades and dazzle in battle. When not wearing armor, your AC is considered 10 + your Dexterity and Charisma modifiers. (min 1 each) Clever Retort At 9th Level, your taunts rile fury into any opponent and their loss of composure becomes opportunity. As a Bonus Action, cast the Vicious Mockery cantrip on a target, gaining the additional effect of advantage on your next attack against the target. Enraptured Enemies At the 13th Level, your words have begun to mold the minds of the audience and bend their will. Gain the ability to cast Charm Person, Enthrall, Crown of Madness, and Feign Death, once per day each. Using Charisma as your spellcasting ability. Make Love Not War Beginning at the 17th Level, enemies begin to doubt their intentions after hearing such reasonable requests. You add Mislead, Glibness, and Sympathy/Antipathy to your spells, once per day each. Your previous spells may be used after each Short or Long Rest.