Mercenary Subclasses Brimming with hidden depths, Team Fortress 2 is a classic first person shooter game with experimental designs and a nine class system allowing a myriad of tactics to be used aside from the typical "shoot from cover" gameplay so common to modern first person shooters. What's more, each class from the game has its own methods of play, with hidden subclasses such as the Demoknight or Trolldier providing unique gameplay every time. The best part of the game, many agree, is the personalities that each class has, as each class is a different person. Playing as a Demoman and hearing a sword calling out for you to collect more heads from your enemies is fantastic fu, and playing as a Heavy and singing out loud in Russian as you eat your chocolate bar is hilarious for multiple reasons. Especially when you're trying to be sneaky. Inspired by /u/kendrone's attempt to make the TF2 classes into NPC enemies, I've dissected the TF2 classes and transformed them into archetypes for the D&D classes. For your viewing ease, I've included a short list here with links to the different subclasses. Any amount of feedback is appreciated. As a note, the subclasses here are not balanced for multiclassing. Additionally, I'm not really the best at flavor text, so some lenience (or assistance) there is appreciated. The Scout (Rogue) The Soldier (Fighter) The Pyro (Barbarian) The Demoman (Warlock) The Heavy (Monk) The Engineer (Wizard) The Medic (Sorcerer) The Sniper (Ranger) The Spy (Bard) Rogue Archetype: The Scout In Team Fortress 2, the Scout is an offensive class with the unique ability to double jump. He is the fastest in the game and relies competiviely on sneaking up close to an enemy and hitting them hard with his scattergun (a short doubled-barreled shotgun). Since the Rogue class can use Cunning Action to Dash, and thus achieve incredible speeds, and the play styles are similar, I thought that the Rogue class matched the Scout best. Scout You're always ahead of the team, always in front of the group. You're the Scout, the one that tells your fellows when someone is coming or where something might be hidden. You find the trails that others canno, and you move with such grace that others are left astounded at your abilities. Diligent Scouting When you take this archetype at 3rd level, you can add your Intelligence modifier to Dexterity (Stealth), Wisdom (Perception) and Wisdom (Survival) checks. Powerful Legs Honed through experience, exercise, and possibly fantastic genetics, your legs are role models for younger legs to aspire to. At 3rd level, your movement speed increases by 10 ft and when you jump, you cover twice the distance or go twice as high as normal. The damage you take from falling is halved. Remarkable Acrobat Starting at 9th level, you gain proficiency with Dexterity (Acrobatics) checks. If you already have proficiency with Dexterity (Acrobatics), you instead have double the proficiency bonus to that skill. If you already have Expertise in Dexterity (Acrobatics), then add half of your Strength modifier to that skill. Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check that involves jumping, you make the check at advantage. Double Tap Starting at 13th level, when you attack a surprised enemy, you can make one extra attack against that enemy. Acrobatic Flow When you've reached 17th level, you've learned how to control the flow of your body and can perceive how things will effect you with extreme precision. As an action, you can activate your Acrobatic Flow. This allows you to attempt to evade an attack when an enemy successfully beats your AC with an attack roll. Make a Dexterity (Acrobatics) check to avoid the attack, where the save DC is equal to the enemy's original attack roll that had beaten your AC. If you succeed on the check, you evade the attack. During Acrobatic Flow, you cannot make attacks with ranged or thrown weapons. Acrobatic Flow lasts for a number of rounds equal to your Dexterity modifier and ends at the end of your turn on the appropriate round. You can make use of this ability again after a long rest. Credit: https://wiki.teamfortress.com

Fighter Archetype: The Soldier If any personality in TF2 loves fighting, it's the Soldier. The subclass I've designed here mimics his offensive mindset and also references both the Soldier gameplay in TF2 and the way that many characters can push themselves past the restrictions nature placed on their bodies in order to obtain greater power - but at a cost. Self restraint is not something that comes easy to the Soldier. Limit Breaker There are limits on the body placed there by nature, caps on your strength and speed. Emulating the archetypal Limit Breaker allows you to surpass those limits in quick bursts of energy. To a Limit Breaker not even the sky is safe from invasion and your every strike will be framed by thunder. Sonic Attack When you take this martial archetype at 3rd level you learn how to release the constraints on your muscles when you attack, breaking the sound barrier with every attack. When you make an attack, before you roll to see if you hit, you can declare this attack to be a Sonic Attack. A Sonic Attack deals 1d4 thunder damage and 1d4 force damage in a 15 cone in the direction of your attack. Those in this range can make a Consitution saving throw to take half damage. The DC for this is equal to 8 + your proficiency bonus + your Strength modifier. Your movement speed on a turn when you use a Sonic Attack is increased by 5 ft and your Strength score is treated as though it is 2 higher than it is. The number of Sonic Attacks you can safely make is equal to your Strength modifier. You regain one safe use on a short rest and all safe uses on a long rest. If you use a Sonic Attack after you've run out of safe uses, you take 1d6 damage and a level of Exhaustion. The level of Exhaustion happens 1 minute after the Sonic Attack. At 10th level, the damage dice for a Sonic Attack increases to d6s and the number of sonic attacks you can make safely increases to double your Strength modifier. When you've reached 10th level and use a Sonic Attack, your movement speed is increased that turn by 10 ft instead of 5 ft. Thunder Jump Also at 3rd level, you can attack downwards and declare a Sonic Attack in order to perform a Thunder Jump. When you do so, you take 1d4 force damage, and everyone within 5ft of you takes 1d4 force damage and 1d4 thunder damage. You and those within 5ft of you can make a Constitution Saving Throw to take half damage. The DC for this is equal to 8 + your proficiency bonus + your Strength modifier. When you make a Thunder Jump, you jump in the air 10 ft per Strength modifier after the Sonic Attack and can move your normal movement speed while in the air. Moving in the air aside from the height increase counts as part of your movement for that turn. You land at the end of your turn and take no damage from falling as long as you only fall the distance that you jumped in the air due to the Thunder Jump. At 10th level, the damage dice for a Thunder Jump increases to d6s. Wounded Fury Starting at 7th level, you become more dangerous depending on how low your health is. When your health is 2/3 full or lower, your weapon attacks treat 1s on a damage roll as 2s. When your health is 1/3 full or lower, your weapon attacks treat 1s and 2s on a damage roll as 3s. This also effects your Sonic Attacks and Thunder Jumps. Additionally, your movement speed increases by 5 feet for each 3rd of missing health. Credit: https://wiki.teamfortress.com Rolling Thunder Beginning at level 15, when you are in the air due to a Thunder Jump and make a Sonic Attack, the attack also deals 1d6 force damage and 1d6 thunder damage in a 5x5 square centered on the target. If the target is Medium size or smaller, it must make a Constituion Saving Throw or be thrown back to the edge of the blast radius. The DC for this is equal to 8 + your proficiency bonus + your Strength modifier. Buffing Bellow When you reach level 18, you've learned to harness your spirit in a shout. Once per long rest, you can activate one of the following effects which affects all allies within earshot. You cannot activate this ability if you cannot speak and allies are not effected if they cannot hear you. You count as your own ally for the purposes of Buffing Bellow. Increased Threat Range If your allies hit an enemy when they roll a 19 on their attack roll, they treat it as a critical hit. This effect lasts until the end of your next turn.

If your allies hit an enemy when they roll a 19 on their attack roll, they treat it as a critical hit. This effect lasts until the end of your next turn. Healing Wind Your allies can spend one hit die to heal themselves if they have a hit die available and have their movement speed increased by 5ft until the end of your turn for 4 rounds after this effect is activated.

Your allies can spend one hit die to heal themselves if they have a hit die available and have their movement speed increased by 5ft until the end of your turn for 4 rounds after this effect is activated. Defense Bolstering Your allies have resistance to one type of damage of your choosing. You can choose different resistances for each ally thus effected. The resistance lasts until the end of your turn 2 rounds after this effect is activated.

Barbarian Archetype: The Pyro The Pyro's game style is one of rushing in, preferably from the flank, and laying out fire damage. They are also uniquely mostly immune to fire and its effects, such as afterburn, which is a status effect that deals fire damage over time to those that have come in contact with flames. Due to their playstyle, I thought that they best fit the Barbarian class, and I think that the fire motif can be used to make a new kind of Barbarian, that literally burns with rage. Path of the Inner Inferno Inside of you is a flame that will not die. It feeds off your emotions and emboldens you. You have learned how to harness that flame and when you rage, it bursts out, alive and ready to turn the world red with fire. Fire Projection When you take this archetype at 3rd level, you gain the ability to project fire from your hands when you rage. While you rage, when you land a melee attack, you also deal 1d4 fire damage. If you deal fire damage to a target twice within 2 turns, then that target must make a Consitution saving throw. The DC for this is equal to 8 + your proficiency + your Charisma modifier. On a failed save, the enemy is lit on fire and will take 1d10 fire damage at the beginning of their turn. This effect will last for 1 minute or until the fire is doused. The enemy can take an action on their turn to get rid of the fire. Fire Protection At 3rd level, the amount of damage from every die of fire damage dealt to you is reduced by 1. When you are raging, you have resistance to fire as well. While you are raging, if you successfully make a save to half damage dealt to you by fire, then you instead take no damage. Pyrotechnical Starting at 7th level, you learn the spell Pyrotechnics as a spell-like ability and can cast it as a bonus action without using any spell slots a number of times equal to your Charisma modifier. The number of times you can use this ability is reset on a long rest. Flame Friend Also at 7th level, you become unnaturally aware of fire and know the general direction of any fire within 1 mile of you. In order to be sensed this way, the fire must cover at least 15 feet. You also immediately know the location of any fire within 60 feet of you, no matter its size, and if a fire is magical or not by sight. Additonally you learn the language Primordial. If you already know that language, you can pick any other language to learn instead. Primoridal Flame Starting at 10th level, the fire from your Fire Projection ignores resistances and deals half damage against enemies with immunity to fire instead of no damage. The damage for your Fire Projection ability increases to 1d4 + your Charisma modifier. Mmmph! Once you reach 14th level, your use of your inner flame has created a positive feedback loop. When you deal fire damage of any sort, you build up extra energy inside of you. When you have dealt fire damage equivalent to half of your maximum health, you can unleash the extra energy as an action on your turn. Doing so allows you to heal as though you've spent four hit die, gives you resistance to all damage until the end of your next turn, and makes you immune to effects that attempt to move you against your will until the end of your next turn. Enemies within 5ft of you when you unleash this energy are struck by your Fire Projection ability. Credit: https://wiki.teamfortress.com

Warlock Archetype: The Demoman Those that know the cyclopian Demoman as a sword-wielding, grenade throwing, drunk Scottsman with more eyes than sense would think that the most natural D&D parallel is the Barbarian. This ignores however, the possibilities introduced by that sword the Demoman touts around. The sword that weakens him when touched, but grants him greater power as he kills enemies with it, the sword that whispers into his ear, "...headddds..." The Soul Collector Your patron is a collector of souls, whether for power, use as currency in the Nine Hells, to look at like imprisoned butterflies, or some other reason known only to them. This being's ultierior motive might be unknown to you and so too might the reason it has agreed to serve as your patron be inscrutable, but what it wants you to do is very obvious. It has a hold on your soul in exchange for giving you power and it wants you to collect more souls for it. Collectors of souls might be a lesser devil, a lich seeking to sustain itself by feeding souls to its phylactory, or some other entity. Expanded Spell List Soul Collector Expanded Spells Spell Level Spells 1st Bane, Dissonant Whispers 2nd Aid, Spiritual Weapon 3rd Animate Dead, Revivify 4th Death Ward, Ice Storm 5th Antilife Shell, Banishing Smite Soul Debt Starting at level 1, your patron has a hold on your soul, weakening your body. Your movement speed is reduced by 5ft, and your maximum health is reduced by your proficiency bonus. However, when you kill something with a soul or something with a soul dies within 10 ft of you, you automatically collect their soul, temporarily giving you power. You gain 5 movement speed per soul thus collected and your maximum health increases by your proficiency bonus. You also heal 1 health every time you collect a soul, unless you are at maximum health, in which case your health now matches your new maximum. You can collect a number of souls equal to your proficiency bonus. Half of your collected souls disappear at the end of a short rest and all of them disappear at the end of a long rest or if you drop to 0 health. Deathly Charge At 6th level and onwards, once per short rest you can use your action to do a Deathly Charge. You are pushed forward for double your movement speed while ignoring difficult terrain and at the end of the Deathly Charge, can make a weapon attack or a cast a cantrip spell attack, but the attack must be capable of only targeting one creature. The attack deals an extra 1d8 necrotic damage on a successful hit. Shielded Soul When you reach 10th level, your soul has become precious to your patron. You gain resistance to necrotic damage. Soul Assumption Upon reaching 14th level, you've learned how to use your collected souls as a weapon. As an action, you target a creature with a soul that you can see and release your souls. The target takes 2d10 necrotic damage per soul. You lose your souls when you do this. If the target dies to this attack, however, then you collect its soul. Credit: http://www.giantbomb.com/ New Invocations Crystallized Blast Prerequistes: Eldritch Blast When you cast Eldritch Blast, you can target a surface and create a small crystal there instead. When you chose to do this, you must turn all of your rays from Eldritch Blast into separate crystals, but they can all go onto the same surface in the same 5ft square. As a reaction after the beginning of your next turn, you can cause all of your crystallized blasts to explode. An exploding crystal deals 1d8 force damage in its square and 1d6 force damage in the squares directly next to it. You can only have up to 8 crystallized blasts at a time. Guided Charge Prerequistes: Level 6, Deathly Charge feature When you make use of your Deathly Charge, you can control the path you take instead of being pushed in only one direction. You must still move the full distance.

Collector's Blessing Prerequistes: Level 9, Soul Debt feature When you have collected a soul via use of your Soul Debt feature, you can cast the spell reincarnate without using a spell slot to create a new body for the soul. You do not require a part of the soul's old body and lose the soul as the new body is created. Monk Archetype: The Heavy The Heavy strikes hard with his fists and is a bear of a man. Though a powerhouse, he must position himself tactically in order to land his many attacks from his minigun. He has the most health in the game, multiple ways to gain resistances to damage, and one of the most powerful heals via his Sandvich. Taking inspritation from his item, Fists of Steel, the Way of Iron mimics his durability and his ability to deal multiple attacks in a short amount of time. Way of Iron No one stands taller in a storm than a Monk following the Way of Iron. They can withstand any punishment, learning how to channel their ki to turn themselves into unbreakable paragons of strength. Iron Body Starting when you choose this tradition at 3rd level, you can use your ki to make yourself as strong as iron. You can use 1 ki point to activate one of the follow effects, each of which last for a number of minutes equal to your Wisdom modifier (minimum 1) per activation. Iron Skin Your skin becomes as tough as metal. Your AC increases by 1, and you gain advantage on all Strength checks and saving throws. When you use your Deflect Missiles class ability, you also add your Strength modifier or your Consitution modifier to the damage reduction.

Your skin becomes as tough as metal. Your AC increases by 1, and you gain advantage on all Strength checks and saving throws. When you use your Deflect Missiles class ability, you also add your Strength modifier or your Consitution modifier to the damage reduction. Iron Fist Your unarmed strikes add your Strength modifier to their damage, even if you are using your Dexterity as your attack ability score.

Your unarmed strikes add your Strength modifier to their damage, even if you are using your Dexterity as your attack ability score. Iron Mind You gain resistance to psychic damage and advantage on all saving throws against being frightened or charmed. Perfect Meal Once you've reached 6th level, your experience training your body has gained you proficency with Cook's Utensils. Further, when you take a long rest, you can take two hours to create the perfect meal. This is a small meal, like a sandwich or a bowl of noodles. It takes at least 5 minutes to eat this perfect meal. When you eat this perfect meal, your health is restored to its maximum. If your health is already at its maximum, then you instead regain 1 ki point. Pumping Iron Upon reaching 11th level, you've learned how to use your momentum to allow yourself to strike at enemies near you when attacking someone else. When you use Martial Arts to make a bonus action unarmed strike you can make another unarmed attack at an enemy that isn't the enemy you made the bonus action unarmed strike against. When you use Flurry of Blows, you can make two such attacks. Credit: https://wiki.teamfortress.com Metallic Metamorphosis When you've reached 17th level, your progress in the Way of Iron causes a metamorphosis in your body. You gain 100 lbs but your body shape does not change, as your body becomes much denser. Your AC permanently increases by 1 and you gain advantage on all Consitution saving throws, as well as immunity to petrification. Every time you are dealt damage, the damage is reduced by 1 per damage dice rolled. Credit: https://wiki.teamfortress.com

Wizard Archetype: The Engineer The Engineer has 11 PhDs and has created a great deal of advanced mechanical creations, such as a sentry that targets enemies automatically, a teleporter with no set limit on its range, a mechanical hand; the list goes on. As the only true genius amongst the TF2 crowd, what class suits him more than Wizard? I've included two different versions of this, mostly because I'm not really sure that either version is balanced. Minkering Minkering, the art of Magical Tinkering, is an esoteric field of magical study almost exclusively persued by gnomes, particularly rock gnomes. A Minkerer carves arcane symbols and paths into their material of choice, using them to create new ways to channel excess arcane energy. Those that delve deep enough into the mysterious art of Minkering learn how to channel arcane power to bring their constructs to thinking life, and true masters of the art are capable of bring their constructs to full sentience. Minkering Basics At 2nd level when you choose this arcane tradition, you gain proficiency with Tinker's Tools and learn the mending cantrip as a Wizard cantrip that does not count against your total number of cantrips known. Formulaic Arcana You write your spells using special notation that makes sense to you and only you. The forumla allows you to weave certain spells faster and prepare them more easily. Beginning when you select this arcane tradition at 2nd level, casting a Wizard spell as a ritual now only adds half a minute to the spell's casting time. Also starting at 2nd level, when you take a short rest you can swap out a number of your prepared spells for other spells in your spell book. The number of spells you can swap out is equal to half your Intelligence modifier rounded up (minimum 1). Personal Crafted Focus Starting at 2nd level when you choose this arcane tradition, you can spend 2 hours and 50 gp to create a Personal Crafted Focus. This is a spellcasting focus that specifically works with your energies. As long as you have your Personal Crafted Focus on your person, your maximum health increases by 1 per Wizard level. Whenever you use a spell slot to cast a spell that has a material component that you are replacing by using your Personal Crafted Focus, you can channel excess arcane energy to create a special effect as a bonus action. You can only create a single special effect per use. You send a single ray of magical energy at a target within 60 ft of you. You make a ranged spell attack and if the ray hits, it deals 1d6 force damage.

You create a weak magical shield around yourself, increasing your AC by 1 until the start of your next turn.

You send a single ray of magical energy at an ally within 60 ft of you. The ally adds 1 to their next attack roll. This bonus lasts for 10 minutes or until expended.

You create a mental shield, giving you advantage on your next concentration check. This bonus lasts for 10 minutes or until expended. Advanced Minkering Once you've reached 6th level, you've advanced in the field of Minkering far past the usual stage. You gain expertise with Tinker's Tools and casting the mending cantrip now only takes an action instead of a minute for you. Magical Mechanical Minion Beginning at 6th level, you can spend 4 hours and 100 gp in order to create a Magical Mechanical Minion. The end result is a familiar that is customized to your liking. The minion is detailed at the end of the description of this arcane tradition, as are the rules for customizing it. You can only have one Magical Mechanical Minion at a time; if you build a new one, the old one crumples into dust and scraps of material. Mink Coat Starting at 10th level, when you cast a spell that triggers a special effect from your Personal Crafted Focus feature, you and your Magical Mechanical Minion both gain temporary health equal to your Intelligence modifier. This temporary health lasts for 1 minute. Minkering Mastery By 14th level, you have learned enough about the workings of magic items that you can modify items so that you may use them even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items that you send 4 hours working on. Additionally, when you cast the mending cantrip, you are able to do so at a range of 30 feet, no longer requiring touch. Casting the mending cantrip can also trigger an effect from your Personal Crafted Focus, as though it was a level 1 spell. Credit: https://wiki.teamfortress.com

Magical Mechanical Minion Small construct, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 7 per Creator level (1d4 + 5 per Creator level)

7 per Creator level (1d4 + 5 per Creator level) Speed 30ft. STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 8 (-1) 20 (+5) 10 (+0) 10 (+0) Damage Vulnerabilities acid, bludgeoning

acid, bludgeoning Damage Immunities poison

poison Condition Immunities blinded, charmed, deafened, frightened, exhaustion, paralyzed, petrified, poisoned

blinded, charmed, deafened, frightened, exhaustion, paralyzed, petrified, poisoned Senses passive Perception 10

passive Perception 10 Languages understands the languages of its creator but can't speak. Can make noises. Immutable Form. The Magical Mechanical Minion is immune to any spell or effect that would alter its form aside from those it or its creator cast or make use of. Innate Spellcasting. The Magical Mechanical Minion's innate spellcasting ability is Intelligence, and it uses your proficiency modifier. It can innately cast the following spells, requiring no material components. At will: alarm on itself, mental ping to itself only, magic missile only while in Sentry Mode 2/day each: detect magic, shield Master's Creation. The Magical Mechanical Minion has proficiency in whatever its creator has proficiency in. Minion Mending. When the mending cantrip is cast on the Magical Mechanical Minion, it heals for 3(1d4+1) health. Travel Mode. The general form of the Magical Mechanical Minion is in Travel Mode. In Travel Mode the minion can move normally. In any other form, the Magical Mechanical Minion cannot move. Teleporter Mode. When in Teleporter Mode, the Magical Mechanical Minion no longer takes up space as far as obstruction of other creatures movement is concerned. Actions Change form. The minion changes its form to Travel Mode, Sentry Mode, Dispenser Mode, or Teleporter Mode. Dispense. All allies within 5 ft., excluding the Magical Mechanical Minion, all heal for 2(1d4) health. Allies within 5 ft. of the minion can obtain up to 5 magical, but otherwise standard, arrows, bolts, or darts. (Dispenser Mode only) Teleport. When a creature steps into the same square as the Magical Mechanical Minion, as a reaction, it can teleport them up to 30 ft. away to a location of the minion's choice. (Teleporter Mode only) Your Magical Mechanical Minion has the stats above. You can choose a number of following modifiers equal to your Intelligence modifier. You can switch out its modifiers during a long rest. Ammo Belt While in Dispenser Mode, your Magical Mechanical Minion can use its reaction to give one of its allies within 10 ft. a single extra attack as long as they are using a ranged weapon to make the attack. Climbing Speed Your Magical Mechanical Minion gains a climb speed of 30 ft. Extra Missile When your Magical Mechanical Minion casts magic missile, it casts it as a level 2 spell. Extra Spell Your Magical Mechanical Minion can cast a spell 1/day from the following list. You choose the spell when you choose this modifier. burning hands, entangle, grease, thunderwave Flying Speed Your Magical Mechanical Minion gains a flying speed of 20 ft. Heavy Plate Your Magical Mechanical Minion's AC is increased to 18 but its movement speeds are reduced by 10 ft. Credit: https://wiki.teamfortress.com Increased Dispense Range Your Magical Mechanical Minion's Dispense action now heals allies within 10 ft. Increased Teleport Range Your Magical Mechanical Minion can teleport others up to 60 ft. away.

Knockback Missile An enemy hit by your Magical Mechanical Minion's magic missile must make a Strength saving throw or be pushed back 5ft. The DC of the saving throw is equal to the minion's spellcasting DC. Magic Resistance Your Magical Mechanical Minion has advantage on saving throws against spells. Magical Mouth Your Magical Mechanical Minion can now speak any languages it understands. Empowered Missile Prerequisite: Extra Missile Whenever your Magical Mechanical Minion casts magic missile, it adds its Intelligence modifier to the damage. Overclocked Your Magical Mechanical Minion takes 2 (1d4) damage every time it takes an action. It can take 2 actions, bonus actions, and reactions per round. All of its movement speeds are doubled. Reinforced Your Magical Mechanical Minion no longer has vulnerability to bludgeoning damage and its Strength becomes 12. Telepathic Bond Prerequisite: Magical Mouth Your Magical Mechanical Minion can telepathically speak to you and you to it, so long as both of you are on the same plane. Supercharged Prerequisite: QuickCharger Whenever your Magical Mechanical Minion is healed due to Quickcharger, it can either use the Dispense or Teleport actions at the end of the turn it took damage on even if it dosn't have the resources for that action, or it can cast magic missile instead. The actions it can take are limited by its form. Quickcharger Your Magical Mechanical Minion is no longer hurt by lightning damage and instead gains health equal to half the lightning damage it would have taken. Credit: https://wiki.teamfortress.com

Sorcerer Archetype: The Medic The Medic is a German man that views his skills in the medicial field as a happy accident resulting from his very serious research. The majority of his Team Fortress 2 skill kit is based around healing and buffing his allies, with a few options to damage as well. Since Sorcerers have more than enough ways to deal damage, I decided to give this archetype options to heal themselves and allies. Positive Plane The Positive Plane is a plane brimming with energy. It is impossible to live in such a plane, but many attempt to harness the limitless power contained within in order to fuel magic. Often, this ends in an explosion. When it doesn't, fantastic effects can be achieved. You have a piece of the positive plane within you. Maybe an explosion caused a shard of pure energy to become logged inside of you. You might be the result of an experiment with the Positive Plane or the offspring of someone that traveled there long ago, risking their very existence. Internal Healthspring At 1st level, the segment of the Positive Plane within you continously heals you. If you have at least 1 health at the beginning of your turn, you regain 1 health. You later regain 2 health instead at level 7, and 3 health at level 16. Overheal Starting at 6th level, you learn the spell Cure Wounds as a Sorcerer spell. This spell does not count against your number of spells known. Once per long rest, you can cast Cure Wounds without using a spell slot. Whenever you cast Cure Wounds, you can expend 2 sorcery points to maximize the healing done. When you do this, any healing that would push the target's health over their maximum health is given to them as temporary health that lasts 1 hour. Ubercharge When you reach 14th level, you can choose to give yourself and one of your allies within 30 ft. immunity to all damage until the beginning of your next turn. Doing so can be an action, bonus action, or reaction from you. Doing so requires that you have cast Cure Wounds at least once between the last time you used this ability and your current use of this ability. After you use this ability you cannot do it again until you complete a short rest. Positivity Overflowing Once you've reached 18th level, the piece of the Positive Plane within you has grown in power to the point that it leaks out of you involuntarily. Every time you cast a spell of 1st level or higher, you regain health equal to the spell's level. Additionally one creature within 10 ft. of you will regain 5 health. The creature healed is chosen by the GM. If there is no creature within 10 ft. of you, you regain the 5 health. Credit: https://wiki.teamfortress.com

Ranger Archetype: The Sniper A professional hitman has standards. Be polite. Be efficient. Have a plan to kill everyone you meet. The sniper represents those rules and puts them into action through his sniper rifles or via his bow, the Huntsman. He's a natural shoo-in for the ranger class, using tricks and superior skill to gain the upperhand in conflict. Bushman .or. Bushman Conclave Cultures that grow and develop deep in the unforgiving wilderness learn techniques that harness their abilities and those of nature to survive and thrive. Rangers of the Bushman Conclave learn those techniques and put them to use to sharpen there skills and increase their chances of survival in the challenging world around them. Full Action Attack When you take this archetype at level 3, you gain the ability to make a Full Action Attack. You must declare a Full Action Attack at the beginning of your turn. When you make a Full Action Attack, you are not allowed to take a bonus action, move, or use any action aside from an attack with a weapon. The attack has advantage and crits on a 19 as well as a 20. If a Full Action Attack crits, then additionally roll the weapon's damage dice twice more and add the rolls to the damage of the attack. Second Attack (Conclave only) When you reach level 5, when you use a Full Action Attack and successfully hit, you can make one more attack against the same target as a free action. This extra attack has the benefits of the Full Action Attack except for being made at advantage. Backshield Beginning at 7th level, your skill in the way of the bushman has grown and you know how to create intricate shields from branches and stone. The shields gather magic from the nature around them and produce different benefits based on their design. When you take a short or long rest, you can take 10 minutes to craft a backshield designed only for your body. You can create any one of the options below and you can only have one backshield at a time. Crafting a new backshield destroys any existing backshield of yours. Careful Camper. You have advantage against all effects that reposition you. As long as you don't move on your turn, you regain health equal to your Wisdom modifier. Danger Shield. You become aware immediately of any hostile enemies within 30 ft. of you. After a minute of taking no damage, you gain temporary health equal to your Ranger level, which lasts as long as you have the Danger Shield on. Razorback. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage from melee attacks. As a reaction you can completely nullify the damage from a single melee attack, but doing so causes the Razorback to break. Credit: https://wiki.teamfortress.com Jarate When you reach 11th level, you learn how to create Jarate, a golden liquid that can be held only in glass containers such as vials or a glass bottle. During a short or long rest, you can create enough Jarate to fill a glass bottle or 10 glass vials. You can throw such a container at a target creature or 5 ft. square within 40 ft. of you as a bonus action on your turn or as a reaction at a creature that attacks you. A glass bottle breaks when thrown this way, coating the target creature or square and a 5 ft. radius around it in Jarate. A glass vial breaks when thrown this way, coating the target creature or square in Jarate. Jarate lasts until washed off and its effects are the same as the spell Faerie Fire. Additionally, when you hit a creature that is coated in Jarate with a Full Action Attack, the weapon attack crits on an 18 as well. Credit: https://wiki.teamfortress.com

Bushman's Techniques At 15th level, you've achieved access to the highest level of bushman's abilities. Once per long rest, you can make use of this feature to trigger one of the following effects. Dead Reckoning. When you kill a creature with a Full Action Attack, you can freely and immediately make another attack on a different creature. This attack has the same benefits as the Full Action attack and triggers this effect if you kill your target with it. This effect can be triggered a number of times equal to your Constitution modifier. If this limit is reached, you suffer one level of exhaustion (as described in the Player's Handbook, page 291). Eagle Eye. When you make a Full Action Attack with a ranged weapon, you can target a creature that is within the range of your weapon without suffering disadvantage, and can target a creature that is outside of the range of your weapon but within your sight with disadvantage. Saturation Bombing. When you throw Jarate you can increase the radius of its effect. A bottle of Jarate thus thrown effects 30 ft. around the target, and a glass vial thus thrown effects 5 ft. around the target. Shock Treatment. When you nullify an attack through your Razorback, you can cause the creature that attacked you to take half of the nullified damage as lightning damage. Bard Archetype: The Spy This man of mystery was difficult for me to place. He fit so naturally into the rogue class but sneak attack is already a inbuilt mechanic for the class and anything that improved upon it to replicate the Spy's backstab mechanic from Team Fortress 2 would be ill advised. Instead I placed this smooth operator into the Bard class. The Spy's gimmick is being able to disguise as other classes in Team Fortress 2 and help his allies from behind enemy lines. The Bard's ability to be a jack of all trades and mimick the abilities of other classes while also helping his allies while not being in the frontline of combat make this a good fit. College of Sabotage Bards of the College of Sabotage are dangerous agents whose true loyalties are known only to themselves. They are trained in the arts of misdirection, knowing when to tell a tall tale to avoid their advesaries' attention or to silently sleuth off down a different path. These bards are valued not only for their ability to get protected information, but also for their ability to cover their tracks and make it seem like they were never there in the first place. Bonus Proficiencies When you join the College of Sabotage at 3rd level, you gain proficiency with martial weapons, the disguise kit, forgery kit, poisoner's kit, and thieves' tools. Saboteur's Cloak Also at 3rd level, as a bonus action on your turn, you can spend one Bardic Inspiration die and cast the spell invisibility on yourself without using a spell slot. If, while under the effects of this invisibility spell, you are required to make a skill check or saving throw based on remaining hidden, you can roll the Bardic Inspiration die and add it to your total for that check or saving throw, obeying the standard rules for Bardic Inspiration dice. Credit: https://wiki.teamfortress.com Eternal Reward Starting at 6th level, when you make a successful melee attack on a target that wasn't aware of you, you can cause one of the following effects. You can make use of this feature a number of times equal to your Dexterity modifier, regaining spent uses after a long rest. Backstab. You roll two additional damage dice. Pickpocket. Instead of dealing damage, you successfully pickpocket the creature without it noticing. You become effected by the spell invisibility until the beginning of your next turn. Poison. Instead of dealing damage, you successfully poison the creature with a poison you have on your person without the creature noticing. Push. Instead of dealing damage, you successfully push the creature 10 ft. in any direction, with the creature being unaware that you were the one that pushed it. You become affected by the spell invisibility until the beginning of your next turn. Sap. Instead of dealing damage, you force the creature to make a Constitution saving throw. If it fails, it is knocked unconscious. This effect cannot be used on a construct. If used on a mechanism or trap, this effect instead immediately breaks the mechanism or trap. You become effected by the spell invisibility until the beginning of your next turn.