Martial Archetypes Mini Pack Different fighters choose different approaches to perfecting their martial prowess. The martial archetype you choose to emulate reflects your approach. Here are some options for fighters made by /u/neldemage. Firstborn of Moradin “My strength is the eternal endurance of the mountains. I will not break.” At the dawn of creation, dwarven myths say, Moradin made the race of dwarves. His firstborn had bones cut from bedrock, souls wrought from iron, and hearts carved of gleaming diamonds. These models after which all other dwarves were patterned became known as the Hearthblood. Although the firstborn of Moradin’s making vanished in a colossal battle, their fighting techniques and mystical traditions have not been lost. A new era of heroism has arrived, and the legacy of the Hearthblood continues. Those few who most skillfully follow the paths of the ancient firstborn are slowly transformed into the image of Moradin’s original firstborn, Hjuldor. As one of the present-day firstborn of Moradin, you forge a deep connection with the earth, tapping into the power that courses through the bedrock beneath your feet, spilled from the veins of the Hearthblood. You draw on the strength of the mountains to resist injury, expand your senses through rock and stone, and root yourself in the bones of the earth. You are the stuff new legends are made of. Mountain Stance Strike Starting at 3rd level, you learn some of the tactics of the Hearthblood of old. You can call on the weight of the mountains to crash down on your foes and to ground yourself against your enemies’ attacks. As a bonus action, you can assume your mountain stance for 1 minute. Until the stance ends, you gain a +2 bonus to AC, and you can ignore being pulled, pushed, slid, or knocked prone. While in the stance, you can make a melee weapon attack with advantage. On a hit, the target is knocked prone. If the target stands up before the end of your next turn, you can make a melee weapon attack against it as a reaction if you are adjacent to it. The stance ends if you use your movement or you make two mountain stance strikes. Earthsense Starting at 3rd level, your connection with the earth allows you to sense even the faintest tremors in stone, letting you see what others cannot. You gain tremorsense out to a range of 10 feet. Strength of the Earth At 7th level, when you use your Action Surge, you gain temporary hit points equal to 1d10 + your fighter level. Stonebones At 10th level, whenever you take a critical hit, roll a d20. If you roll 11 or higher, the critical hit turns into a normal hit. Ironwilled Warrior At 15th level, you gain the focus and strength of the Hearthblood. Whenever you use your Indomitable ability, you add your Constitution modifier to the save and can use either total. Dwarven Resurgence At 18th level, you gain two additional uses of Second Wind. Additionally, when you use your Second Wind, you can make a saving throw with advantage against each effect on you that a save can end.

Glorious Myrmidon "The gods look upon my moment of glory and know envy." You are a warrior of tremendous athleticism and skill. For you, battle is the ultimate competition-a contest in which your personal triumphs and deeds of daring will win you lasting glory. You measure your victories by the fame and recognition they bring you. Folks might say that you're proud, vain, or selfish, and that your hubris is an affront to the gods. You see nothing wrong in wanting to glorify the natural gifts the gods granted you or demonstrating to the world the rewards that can be won with courage, dedication, and skill. You value fame, honor, and the stories of your triumphs over gold and other worldly treasures. You're on the lookout for opportunities to add to your own growing fame, not through bragging about what you've done but by testing yourself against worthy foes and producing evidence ofyour victories. If you can't fight the dragon on the village green, then at least you can bring back its head tied to your saddle horn to let everyone know that you bested the creature. You have little interest in dishonorable victories or foes beneath your station. If you must give battle to unworthy enemies to protect innocent people, you might choose to set your own challenge by wielding ineffective weapons, using only simple attacks, or allowing your opponents the first strike. Defeating a band of goblins hardly adds to your renown at this point in your career, but defeating them with your bare hands- now there's a story. Myrmidon Athleticism When you choose this archetype at 3rd level, you gain Expertise in Athletics and a +10 bonus to speed. Charge to Glory Starting at 3rd level, you barrel into your enemy, eager to draw blood. As part of this action, you must move 10 feet toward the target. You then lunge into the target, making a melee attack against them. The target takes an additional weapon die of damage from the attack and must make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the target is incapacitated until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. Exult in Victory At 7th level, the glory of a hard-fought victory sweeps away your fatigue when you defeat a worthy foe. When you reduce an enemy to 0 hit points with a melee attack, you gain temporary hit points equal to their CR + your fighter level and a +1 bonus to attack rolls until the end of your next turn. Deus Vult At 10th level, you become a terrifying force in battle. You gain a +5 bonus to initiative checks. Additionally, all allies within 5 feet of you have advantage on melee attack rolls, and all enemies within 5 feet of you have disadvantage on Strength and Constitution saving throws. Vanguard At 15th level, you can expend a use of Indomitable to allow an ally within 10 feet of you to reroll a saving throw that they fail. They must use the new roll. Moment of Triumph At 18th level, you exhibit a level of pure skill and power that few opponents can match, especially in single combat. As a bonus action, you become an aspect of war. For 1 minute, your weapon attacks score a critical hit on a roll of 17-20. After you score a critical hit in this way, roll an additional d20. If the second roll is 17-20, the damage of the critical is tripled instead of doubled. Once you use this feature, you can't use it again until you finish a short rest.

Herald of Seasons "The armies of the mortal world march and conquer, but in time, each falls. The seasons march forever." Night follows day, winter follows summer, and death follows life. These are the basic truths of the primal world. For those who understand this fact and watch closely, the Green Father Corellion provides inspiration and guidance, revealing omens of what is to come. Warriors who have the gifts of insight and prophecy often become great political or military leaders by using these talents wisely. As a herald of seasons, you embrace the future, whether it's promising or dreadful. You don't shy away from ill omens. Accepting what lies ahead and having the determination to prepare for it form the bedrock of your beliefs. You follow the path of adventure out of a sense of duty to your people and to the natural world. Looking into the future to prepare for the present, you seek out evil before it develops into a larger threat. As a wandering prophet or a simple helper, you travel to those places where you are most needed to maintain the natural order, whether doing so requires stopping war, ending a drought, or preventing unnatural creatures from entering the world through a planar breach. Warrior of Life When you choose this archetype at 3rd level, your Second Wind now heals for 2d10 + your fighter level. Watch the Omens Starting at 3rd level, you take heed the messages from the spirits, guarding your allies. You and all allies within 10 feet of you have advantage on initiative checks. Turn of Autumn At 7th level, you learn to scan the area, mindful of any omen that might prove useful in charting your next action. When you make an attack roll, a saving throw, or a skill check, and don't roll a 20, you can record the result. The next time you would roll a d20 before the end of your next turn, use the result of the recorded die roll instead. You can use this feature a number of times equal to your Wisdom modifier (minimum one) per day. Winter's Bite At 10th level, you call spirits of death and winter, commanding them to surround a foe to sap its vitality. As an action, you can make a special weapon attack on a target within 30 feet of you. On a hit, the target takes an additional 1d8 cold damage and 1d4 necrotic damage. Additionally, for 1 minute after hit, when the target rolls a saving throw, you can roll the same saving throw. If your total is higher than the target's, the target instead fails their saving throw. Once you use this feature, you can't use it again until you finish a long rest. Spring's Vigor At 15th level, you can call forth the power of spring's resurgence, lending strength to your allies. Whenever you hit a creature with a weapon attack, your allies within 5 feet of you gain hit points equal to your Constitution modifier + your fighter level. Grace of Summer At 18th level, your brillance and confidence shines bright in combat. When you use your Second Wind or Indomitable ability, you and all allies within 5 feet of you gain an additional use of Action Surge. You can only have one use of Action Surge at a time.