Martial Archetypes New options for Fighter players or for NPCs

Arboreal Vanguard A guardian of nature and the elements that flow through the Material Plane, you have mastered ancient arts of combat used by champions of Earth, Water, Fire and Air. Elemental Aspects When you finish a long rest, you pick 1 of the following 4 Aspects, which determine some of the abilities this class can use: Air Aspect, Earth Aspect, Fire Aspect or Water Aspect. Spellcasting When you reach 3rd level, you can augment your martial skills with the magic of the natural realm. See chapter 10 (PHB) for the general rules of spellcasting. and chapter 11 (PHB) for the Druid spell list. Cantrips. You learn two cantrips of your choice from the Druid spell list. You learn an additional Druid cantrip of your choice at 10th level. Preparing and Casting Spells. The Arboreal Vanguard table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. The spells you have prepared are determined by your choice in Elemental Aspect. Spellcasting Ability. Wisdom is your spellcasting ability for your Arboreal Vanguard spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Arboreal Vanguard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier Arboreal Vanguard Elemental Aspects You choose your spells from one of the lists below. Air Aspect Spells Spell Level Spells 1st Healing Word, Feather Fall, Fog Cloud 2nd Misty Step, Dust Devil, Warding Wind 3rd Call Lightning, Wind Wall 4th Storm Sphere, Freedom of Movement Earth Aspect Spells Spell Level Spells 1st Earth Tremor, Hail of Thorns, Detect Magic 2nd Earthbind, Barkskin, Maximilian's Earthen Grasp 3rd Slow, Meld into Stone 4th Stone Shape, Grasping Vine Fire Aspect Spells Spell Level Spells 1st Searing Smite, Faerie Fire, Cure Wounds 2nd Flame Blade, Scorching Ray, Darkvision 3rd Flame Arrows, Haste 4th Wall of Fire, Dimension Door Water Aspect Spells Spell Level Spells 1st Ice Knife, Cure Wounds, Create or Destroy Water 2nd Hold Person, Snilloc's Snowball Swarm, Lesser Restoration 3rd Sleet Storm, Water Walk 4th Control Water, Ice Storm Green Knight At 7th level, you know the Speak with Animals spell, and it does not count against the Arboreal Vanguard spells you know. Elemental Combatant Beginning at 10th level, when you take damage, other than Radiant, Necrotic, Piercing, Bludgeoning or Slashing damage, you can use a reaction to target 1 creature within 30ft of you. The targeted creature has disadvantage on its next saving throw against a spell you cast, and you have advantage on your next attack against it. Arboreal Doctrine You have mastered both the fighting styles of the elementally infused and the subtle manipulation of the elements while fighting. At 15th level, depending on which Aspect you are currently utilizing, you gain the following abilities. Air Aspect: You do not suffer disadvantage with a ranged weapon attack if it is within the weapons first range increment. Earth Aspect: You gain a +2 bonus to attack and damage rolls with Strength based attacks. Fire Aspect: While you are wielding a Martial Weapon, you gain advantage on Strength and Dexterity saving throws. Water Aspect: You are unaffected by difficult terrain and your walking speed increases by 10ft. Aspect Master At 18th level, when you use an Action Surge, you can immediately switch to a different Elemental Aspect. You can do this before or after the additional action. Additonally, you can choose for this change to last 1 round, or until your next short rest.

Arboreal Vanguard Spellcasting Fighter Level Cantrips Known 1st 2nd 3rd 4th 3rd 2 2 — — — 4th 2 3 — — — 5th 2 3 — — — 6th 2 3 — — — 7th 2 4 2 — — 8th 2 4 2 — — 9th 2 4 2 — — 10th 3 4 3 — — 11th 3 4 3 — — 12th 3 4 3 — — 13th 3 4 3 2 — 14th 3 4 3 2 — 15th 3 4 3 2 — 16th 3 4 3 3 — 17th 3 4 3 3 — 18th 3 4 3 3 — 19th 3 4 3 3 1 20th 3 4 3 3 1 Dragon Raider An elite warrior, steeped in experience, who has either trained to slay evil dragons in the name of their home, or has pledged their services to a draconic mentor, learning to mimic their abilities and fight at their side. Dragon Acolyte's Training At 3rd level, you can speak, read and understand Draconic and one other language of your choice. Dragonbrand You have either inherited or earned a symbol of a dragons strength. If may be a gift from a powerful dragon who you are in service to, it may be stolen to better counter a dragon in combat or you may have acquired it accidently. The Dragonbrand can resemble a dragons profile, a claw, a pair of dragon wings, or a Draconic symbol. At 3rd level, you choose one type of dragon from the list below. The type of dragon you choose may affect the abilities you gain later. Dragonbrand Colour Dragon Damage Type Black or Copper Acid Blue or Bronze Lightning Red, Brass or Gold Fire Green Poison White or Silver Cold You can use your Dragonbrand both for offence and defence. At 3rd level, you gain access to the following abilities. You can use a reaction to reduce damage you take by your Charisma modifier.

Once per turn, you can add your Charisma modifier to the damage you deal with a weapon attack. A dragon that is the same type as your Dragonbrand is unaffected by these abilities. You can use each of these abilities a number of times equal to your Charisma modifier. You regain all uses of these abilities when you finish a Long Rest. Draconic Aspect At 7th level, you gain one of the following features of your choice. Draconic Ward. When you use your Dragonbrand to reduce the damage you take, you gain resistance to a damage type until the end of your next turn. This includes any damage inflicted by the initial damage. Additionally, if you took damage from a melee attack and used this ability, the attacking creature takes 1D6 damage. The damage resistance and the type of damage dealt is determined by your choice of Dragonbrand. Draconic Wrath. When you inflict damage to a creature with your Dragonbrand, that creature also take additional damage equal to half your level (rounded down). This damage type is determined by your choice of Dragonbrand. Dragon Warrior's Tactics At 10th level, you gain one of the following features of your choice. Wing Cutter. Your melee attacks deal an additional 1D8 damage against flying targets. Each time your damage a flying creature with a weapon attack, it drops 10ft. If it hits the ground because of this ability, it is knocked prone. Storm Ruler. When you damage a creature with a melee weapon attack, you can use a bonus action to latch onto that creature. While latched onto a creature this way, if a different creature makes an attack against you, you can use a reaction to change the target of the attack to the creature you are latched onto. Scale Breaker. If a creature takes damage from your Dragonbrand, it has disadvantage on its next saving throw. Draconic Gift At 15th level, you gain one of the following features of your choice. Draconic Armour. While you are wearing Medium or Heavy armour, or carrying a shield, you can add your Charisma modifier to your AC. Draconic Magic. You learn three cantrips of your choice from the Sorcerer spell list. In addition, choose one 1st-level spell and one 2nd-level spell from the Sorcerer spell list. You learn these spells and can cast them at their lowest level. Once you cast either of them, you must finish a long rest before you can cast that spell again. Charisma is your spellcaster ability for these spells. Draconic Breath. You gain the ability to spit a blast of magical breath at a target within 30ft of you as a bonus action. The target must make a Dexterity saving throw or take 5D8 damage, the damage type being determined by your Dragonbrand. The DC for this breath is equal to 8 + your Proficiency bonus + your Constitution modifier.

Dragon Master's Tactics At 18th level, you gain one of the following features of your choice. Drakekiller Dive. You gain a flying speed of 30ft. You can use a bonus action to enter a special attack stance that uses your momentum to strengthen your attacks. After you enter this stance, the next attack to make deals additional damage if you move straight towards the attack target (This includes downwards movement from falling). This additional damage is equal to 1D6 for every 10ft you move. Winged Deathstorm Attack. You can use an action to make a melee attack against every creature within your weapons reach. You can also further enhance these attacks, causing all of them to deal an additional 1D6 damage, the damage type being determined by your Dragonbrand. You can only use this ability once per Long Rest. Vengeance Strike. When you take damage, you can use a reaction to make a melee weapon attack against the creature that damaged you. If you use your Dragonbrand on this attack, you can use it without expending a use of it. Plaguebearer A knight that has given their body and spirit over to dark experimentation, either mortal or mystical. As such, they are now host to a mass of plague and rotting diseases, which they can bind to their foes with dark sorcery. Epidemic Sorcery When you pick this archetype at 3rd level, you can use dark magic to manifest a selection of plagues, viruses and other afflictions within yourself. These abilities have no effect on a creature that is immune to disease. Epidemic Powers. You learn three Epidemic Powers of your choice, which are detailed in the "Epidemic Powers" section below. You learn one additional Epidemic Powers at 7th, 10th, 15th and 18th level. Each time you learn new Epidemic Powers, you can also replace one Epidemic Power you know with a different one. You can only use each Epidemic Power that you know once per short or long rest. Saving Throws. Some Epidemic Powers require a saving throw to resist the Powers effects. The saving throw DC is calculated as follows: Epidemic Power save DC = 8 + your proficiency bonus + your Constitution modifier Pox Hive Beginning at 7th level, you are unaffected by any disease unless you choose to be affected. Additionally, you gain resistance to Poison damage. Foul Weapons At 10th level, any weapons you wield become possessed by spirits that died of due to plague and decay. When a creature within 30ft of you fails it's saving throw against an Epidemic Power or if you reduce a creature to 0 hit points with an Epidemic Power: You can grant a +1 bonus to the attack and damage rolls of one weapon you are wielding (max +3). While it has this bonus, the weapon is also treated as magical. This bonus lasts until you're reduced to 0 hit points, or until your next short or long rest. Unfeeling Husk At 15th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you gain advantage on Constitution saving throws, while you are either at half your Hit Point maximum or under the effect of an Epidemic Power. Pandemic Sorcery At 18th level, you can cause mutation among your Epidemic Powers. You gain 1 of the following features of your choice. Contagious Magic. When you use an Epidemic Power that would target a single hostile creature, you can instead target two different creatures. Decaying Resilience. You gain resistance to Piercing, Bludgeoning or Slashing damage, whilst under the effect of an Epidemic Power. Epidemic Powers The Epidemic Powers are presented in alphabetical order. Corpulent Affliction. As an action, you can target one creature you can see within 30ft, causing parts of its body to swell and deform. The target must make Constitution saving throw, or take 2D6 Poison damage. Additionally, a creature that fails this saving throw, it falls prone and it's speed is reduced to 10ft for 1 minute. The target can repeat the saving throw at the start of its turn, ending the effect on a success. Dark Pustules. As a bonus action, you can infect yourself with a disease that causes growths of poisonous bile and gas to cover your skin. You gain temporary hit points equal to your Fighter level + 5. If a creature within 5ft of you hits you with a melee attack while you have these hit points, they take Poison damage equal to your Fighter level + 5. Eldritch Pox (7th level required). As an action, you can target one creature you can see within 30ft, causing it's skin and eyes to fester. The target must make Constitution saving throw, or take 6D4 Necrotic damage. Additionally, a creature that fails this saving throw, is also blinded for 1 minute. The target can repeat the saving throw at the start of its turn, ending the effect on a success. Fetid Endurance. As a bonus action, you can infect yourself with a disease that increases your endurance. For 1 minute, you gain resistance to Poison damage. If you were already resistant to Poison damage by some means, you instead gain immunity to Poison damage and the Poisoned condition. If you were already immune to Poison damage by some means, you instead gain resistance to Piercing, Bludgeoning and Slashing damage from non-magical weapons that aren't silvered, as well as immunity to the Poisoned condition. Fever of Madness. As an action, you can target one creature you can see within 30ft, causing it to suffer a mind scrambling disease. The target must make Constitution saving throw, or take 3D6 Psychic damage. Additionally, a creature that fails this saving throw, cannot use it's reaction until the end of its next turn, and it must drop all items it is currently holding.