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THE ULTIMATE

FIGHTER FOLIO

Take arms and join the fight as one


of many heroic archetypes in this
collection from across the planes.

by Clan Crafter Hralding


v1.0
THE ULTIMATE
FIGHTER FOLIO

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
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are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property
of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards
of the Coast.

2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Contents Credits
The Fighter Written and Designed by Clan Crafter Hralding
Additional subclass design by Clayton Whittle
Heroes of Yore 3
Editing by John Parker
Who is the Fighter? 3 Layout by Clan Crafter Hralding
Cover Art by Vukkostic
Layout based on template by Nathanaël Roux
Part 1: New Martial Archetypes
Interior art by the following fantastic artists:
Brawler * 5
Bidaj Doo
BreakerMaximus
Eternal Warrior 6
Camille Kuo
CGArtiste
Ironheart 8
GrandFailure
Konstantin G
Planar Avenger 10
Marin Iurii
NextMars
Spirit Chainer 12
Peter Litvik
Vukkostic
Storm Hurler 14
Storn Cook
Valorous Defender 16
Bob Greyvenstein, Elite Design Elements © Rising
Phoenix Games
Warlord * 18
Some artwork © 2015 Dean Spencer, used with
Witch Hunter * 19
permission. All rights reserved.

Part 2: Revised Archetype Features _____________________________________________

Champion 21 Inspiration and Concepts taken from the


following Sources:
Purple Dragon Knight (Banneret) 22
Complete Fighter (AD&D)
Arcane Archer 23 Complete Warrior (3e)
Dragon Magazine
Eldritch Knight 23 Player’s Handbook 2 (4e)
Pugilist Class by Benjamin Huffman
Tome of Battle: Book of Nine Swords

Part 3: Magic Items _____________________________________________

Magic Items (Alphabetical Listing) 25 Disclaimer: Fighters are sturdy and likely to
survive many battles, but improper battle tactics,
foolish decision making, and the evil scheming
of enemies both large and small may lead to
the sudden downfall of a player’s warrior(s).
Clan Crafter Hralding and the archivist cannot
be held responsible for the sudden death of
* = Also featured in player characters nor for damages pertaining to
Mordenkainen’s Codex of Allies
the improper use of the weapons, features, and
magical properties contained herein.
_____________________________________________

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THE FIGHTER
Note from the Archivist
These subclasses and archetypes have been collected
from all manner of worlds and across time itself.
Being so, they are not present in every universe or
timeline. Before choosing one of these archetypes for
a character, ask your Dungeon Master if your choice
of that archetype would fit in the setting or if it might
disrupt the game, or perhaps even disrupt the very
balance of time itself. Even if your Dungeon Master
has allowed this book to be used generally, double
check as a courtesy to your fellow players.

A Dungeon Master should treat this as playtest


material and alter features and abilities as needed.

Heroes of Yore
From Arthurian tales to ancient myths, stories tell
of heroes who excel mightily or fail tragically on
the basis of their loyalty, bravery, quick thinking,
and martial prowess. These stories often involve
the warrior fighting through challenges and difficult
circumstances, gaining magical objects of power, Grit and valor- these were the defining traits of the fighting
and utilizing them to defeat a monstrous foe. This is
man in the first age. These noble and mighty warriors were
the stuff of epic sagas, larger-than-life heroism, and
chivalric adventure—this is the stuff of the fighter. the first to wield magical weapons and armor, and stood
Trained warriors are as old as the cultures of boldly against evil with their allies, priests, and magic users.
the world. In nearly every place and at every time in
history there has been a class of warriors and among It appears that late in the first age, ancient tomes
them have risen brave combatants who took upon of fighting techniques were unearthed that detailed many
themselves great tasks and personal quests. Around
these people, tales and epic stories grew. The fighter
remarkable martial techniques and specialized styles of
embodies these figures who continue to inspire and weaponry. By the end of the second age, the most powerful
define the very spirit of adventure. fighters were said to have become high masters, even
grandmasters of their weapons. If my sources are to be
Who is the Fighter? believed, such powerful warriors could strike with force,
— Fighters are trained combatants who use their own speed, and accuracy the likes of which has never been seen
skill and might on the battlefield, and generally do not
draw power from an external source. again in the history of the realms. These ancient books, and
the later tomes of battle, are perhaps the source of many
— Fighters are defined by their techniques, choices in
weaponry, feats, and fighting style in addition to their martial archetypes and techniques seen today.
chosen archetype.

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Part 1:1:
New Martial Archetypes
4
Brawler Archetype Ragdoll
Starting at 15th level, you learn to use grappled creatures that
from Mordenkainen's are the same size category as you or smaller as improvised
Codex of Allies weapons with different properties based on their size.
When you attack using a creature as an improvised
Brawlers are ferocious fighters who train in the active and weapon, both the creature you are grappling and the target
reactive art of unarmed combat. They utilize their fists, of your attack take damage from your damage rolls. You can
grappling techniques, and quick reflexes as means to defeat use this feature three times, and you regain any expended
even the toughest of foes. Fighters who train as brawlers do uses when you finish a short or long rest.
so under great physical strain, emerging from their training
Creature Size (Relative) Properties
as living weapons of war.
Same Size Thrown (10/30), Reach
Practical Pugilism 1 Size Category Smaller Thrown (20/40), Reach
Starting at 3rd level, you master hand-to-hand combat and 2 Size Categories Smaller Thrown (25/50)
using whatever weapons happen to be at hand. As long as 3 Size Categories Smaller or more Thrown (30/60)
you are not wearing a shield, you gain the following benefits.
Dragon Wrestler
• You are proficient with improvised weapons. Starting at 18th level, you learn the secret techniques of the
• Your unarmed strikes deal bludgeoning damage equal dragon wrestlers. You can grapple creatures up to two size
to 1d4 + your Strength modifier instead of the normal categories larger than you. If you are grappling a creature
damage for an unarmed strike. The damage of your two size categories larger than you, your speed is halved. In
unarmed strikes and improvised weapons increases to 1d6 addition, you can move your full speed while grappling a
at 7th level, and 1d8 at 15th level. creature up to one size category larger than you.
• You can treat your fists as two light weapons for all
appropriate abilities, actions, feats, and fighting styles. This
allows you to make an extra unarmed strike with your
bonus action when you take the Attack action.

Grappling Techniques
Starting at 7th level, you master the art of wrestling.
You gain proficiency in the Athletics skill. You also
have advantage on Athletics rolls made to initiate or
maintain a grapple. As long as you are not wielding
any weapons and not wearing a shield, you gain the
following benefits.
• When you make an opportunity attack against a
creature, you can replace that attack with a special
melee attack, a grapple.
• When a creature tries to break your grapple
and fails, you may use your reaction to make an
unarmed strike against that creature.
• If you take the Dodge action while grappling, and
a creature you can see, except a creature you are
grappling, makes an attack against you and misses,
you may use your reaction to force that creature
to make a new attack roll against an enemy
creature you are grappling.

Unyielding Brawn
Starting at 10th level, your constant training and
lifting has strengthened and hardened your muscles.
Your carrying capacity is doubled.

Little writing exists on the brawlers, as they


seem to have been forgotten in the histories
of the scholars. What I have learned of
these strong fighters was from first-hand
experience in the taverns of many adventures. 5
Eternal Warrior Archetype
Channeling the power of a warrior lineage, an eternal
warrior is a fighter who can call upon the aid of a blade
guide. A blade guide is an incorporeal manifestation of an
eternal warrior’s fighting spirit that often takes the form of
a spectral ancestor spirit. The guide appears in the warrior’s
dreams, to grant the warrior training in skill and combat. It
can also be summoned forth by the warrior to strike enemies
on the battlefield. When an eternal warrior fights in
tandem with their blade guide, the skillful dance of
weapons can shatter even the greatest foe.

Blade Guide
Starting at 3rd level, you awaken an ancient warrior
spirit to guide your path and aid you in combat. As an
action you can summon your blade guide in a space
you can see within 30 feet of you. The blade guide lasts
for 1 minute, or until you dismiss it as a bonus action.
The blade guide uses your senses to see and hear. It
remains immobile when you are farther than 60 feet
away, when you are incapacitated, or when it is not
instructed to attack.
The blade guide is Medium in size, has a flying
speed of 30 feet, and can take any form you choose.
The blade guide is incorporeal and able to pass through
creatures, but it cannot end its turn in the space occupied
by another creature. The blade guide does not have hit “Remember that you face
points or make saving throws. not just myself, but seven
As a bonus action on each of your turns, you
generations of the world’s
can instruct your blade guide to move up to 30 feet
and make a single melee attack roll against a creature you Eternal Energy finest warriors.”
can see within 60 feet of you. Its bonus to hit is equal to Starting at 10th level, you can instruct
your Wisdom modifier + your Proficiency bonus. On a your guide to attack 2 additional
hit, the target takes force damage equal to 1d6 + half your times before recovering any expended
fighter level. uses after a short or long rest.
You can summon your blade guide any number of
times, but you can only command your blade guide to attack Blade's Counsel
a number of times equal to 2 + your Wisdom modifier, Also at 10th level, each visit with your blade guide in your
and you regain any expended uses after you finish a short dreams leaves you with even greater skill. You gain a second
or long rest. skill proficiency of your choice with Eternal Guidance, which
you can switch when you finish a long rest.
Eternal Guidance
Also at 3rd level, your blade guide begins visiting you in Eternal Vigilance
your dreams to train you with many lifetimes of experience. Starting at 15th level, whenever a creature adjacent to the
You gain proficiency in one skill of your choice. Whenever blade guide moves outside the blade guide’s reach, you can
you finish a long rest you can switch this skill proficiency to use your reaction to allow your blade guide to make an
another of your choice, losing the memories of the first skill, opportunity attack against the creature. Opportunity attacks
to learn another. made in this way do not count against the number of attacks
Additionally, whenever you finish a long rest, you the blade guide can make each short or long rest.
can choose to forget one of your fighting styles and learn
another from among the fighter’s options.
Blade Battalion
Starting at 18th level you have become a paragon of the
Empowered Blade Guide eternal warrior, and as an action, you can call upon the
Starting at 7th level, your connection with the guide service of a force of six additional warrior spirits to strike at
deepens, allowing you to add your Wisdom modifier to the your foes. These spirits appear in six adjacent spaces that you
damage of attacks made by your blade guide. can see within 30 feet of you. Each spirit you summon can
immediately make an attack against a creature that you can
see within 60 feet of yourself. The warrior spirits disappear
at the beginning of your next turn. Once you call upon the
battalion you cannot do so again until you finish a long rest.
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Eternal Warriors in the World Dream Realm Manifestation
When the eternal warrior visits their blade guide in the
Many eternal warriors are chosen by their guide in advance,
world of dreams to train in skill and combat, the blade guide
sometimes as early as childhood. In such cases, the spirit
manifests within a different world based on its personality
shows itself to the chosen warrior through a dream to
and origin. Regardless of its appearance, each dream realm is
portend its arrival. In some of these dreams, the ancient
mechanically identical.
blade guide tasks the warrior with completing more training
to become worthy of their guidance. d6
In the Forgotten Realms, these warriors tend to be 1 When you dream, you enter a green and golden plain
elves or half-elves, and follow in a psionic order of eternal where your blade guide trains you in combat technique
warriors. Some of these elven orders can trace a lineage back 2 When you dream, you experience many battles. You
many millennia, and through generations. In the Ravenloft forget most of the details when you awaken, leaving only a
setting, eternal warriors are more often evil, and may be familiarity with certain skills and fighting maneuvers
connected with trapped or lost souls. In Ravnica, these 3 Your dreams are filled with visions of the past, collected
warriors are most associated with Orzhov Syndicate and the from your blade guide’s knowledge and memories
Boros Legion. 4 When you dream, you enter a tremendous castle and its
courtyard, practicing in sport, tasks, and combat
When you are playing an eternal warrior, your DM or 5 When you dream, your blade guide challenges you with a
another player should roleplay your blade guide and help series of trials and tests of its own design
you form a relationship with it. A blade guide has its 6 When you dream, you enter into an endless black abyss,
own personality, and behaves as it did in life. It makes where your blade guide, along with monsters, terrain and
its thoughts known to the warrior and their allies when objects, appear from out of the darkness
summoned. If the personality of a blade guide is unlike
its warrior, sometimes the two argue, but most guides
and warriors get along fine.
Some good or lawful spirits are demanding of
their warrior, and call out cowardice and a lack of moral
character. Others are more reserved, and withhold their
judgements until the two share a dream together.

Blade Guide Appearance


A guide’s manifestation can vary a great deal, with some
eternal warriors forging bonds with beings that are not truly
spirits, but other types of non-physical beings from beyond
the Material Plane. Regardless of its appearance, the blade
guide is mechanically identical.
d8
1 Your blade guide takes the form of one of your ancestors,
and shares the wisdom of many generations
2 Your blade guide is an ancient warrior hero, perhaps one
mentioned in stories or tales of old. Its years of leadership
and combat experience now serve as your guidance
3 Your blade guide appears as an angelic figure wreathed in
light. It offers divine knowledge to your cause
4 Your blade guide takes on a fearsome shape as a shrouded
figure with ghostly features. It whispers its secrets in
waking dreams and nightmares alike
5 Your blade guide appears as a constellation of stars joined
together with beams of light into a humanoid shape. Its
understanding comes from beyond this world
6 Your blade guide looks like a cloud of ever-burning smoke
that takes the shape of a winged humanoid. Its knowledge
is singed into your mind with each dream
7 Your blade guide is a vibrating psionic construct that
contains the collected thoughts of hundreds, or even
thousands, of psychic warriors
8 Your blade guide looks like you, but different in some
manner. Perhaps shadowy, ethereal, or a different color. It
holds hidden knowledge from within your own spirit
7
Ironheart Archetype Thicket of Blades
Starting at 10th level, whenever you damage a creature with
When the time comes to take up arms against seemingly a melee weapon attack, you can mark that creature for 1
impossible odds, there are some who rise to the task, to defy minute, or until you mark another creature. Whenever a
their fate and win the day even when all hope seems lost. marked creature within 5 feet of you takes any sort of willing
These brave few embody the archetype of the Ironheart, an movement, even if the creature has taken the Disengage
unyielding juggernaut of battle whose devotion to a quest, action, you can use your reaction to make an opportunity
a cause, or a group of allies is so strong they can shoulder attack against the marked creature.
nearly any struggle. Their bodies and spirits are strengthened In addition, whenever you hit a marked creature
through martial training and tested in the chaos of battle. with an opportunity attack, the creature can’t willingly move
Through calamity and turmoil, the ironheart fights on, outside your reach until the start of your next turn.
unrelenting even in the face of sure defeat and
certain death.

Steely Resolve
Starting at 3rd level your supreme dedication and
intense focus allow you to temporarily set aside the
pain of your injuries.
You have a delayed damage pool- a
reservoir of stamina and energy that can forestall
damage. The pool begins at 0. Whenever you would
take damage, and your delayed damage pool is not
already full, you can instead add a portion of that
damage to your delayed damage pool. You can only
add as much damage as your delayed damage pool
can hold. Damage being added to the pool cannot be
reduced in any way. At the end of your next turn,
you take damage equal to the damage stored in your
delayed damage pool, which then resets to 0.
When you receive healing, you choose
whether it affects your damage pool, your hit
points, or both (you can split the amount of healing
as you wish).
At 3rd level, your delayed damage pool
can hold up to 10 points of damage. Any damage
beyond that reduces your hit points as normal. The
maximum damage your pool holds increases by 5 at
7th, 10th, 15th, and 18th level.

Ironheart Surge
Starting at 3rd level, your unwillingness to fail and
unrelenting resolve let you shake off many injuries
and push beyond pain that would break even the most
Ironclad Mettle
At 15th level, by drawing on the courage of your convictions
hardened warriors. Whenever you use your Second Wind
and an ironclad strength of will, you can resist magical
feature to reduce the damage in your delayed damage pool,
attacks with greater effectiveness than other warriors.
it is reduced by an additional 1d6. This additional healing
When you are subjected to an effect that allows you to make
increases to 2d6 at 10th level.
a Constitution or Wisdom saving throw to take only half
Additionally, at the end of any turn when you
damage, you can choose to instead take no damage if you
use your Action Surge, before taking any delayed damage,
succeed on the saving throw. Once you use this feature you
you can remove half the damage stored in your delayed
cannot do so again until you finish a short or long rest.
damage pool.

Shattering Counter My Life as a Shield


Starting at 18th level, your ironbound will can shift the fate
Starting at 7th level, you can channel the pain of your
of the world as your life becomes the ultimate defense of
injuries into a counter-strike, lashing out at your enemies
all who stand with you. Whenever a creature that you can
with renewed vigor. When you roll damage for a melee
see within 30 feet of you would take damage, you can use
weapon attack as part of the Attack action, you can add an
your reaction to reduce the damage the creature would take,
amount of damage to the damage roll equal to one quarter of
and add the damage the creature would have taken to your
the damage stored in your damage pool (rounded up). You
delayed damage pool. You can only reduce as much damage
can only gain the benefit of this extra damage once per turn.
in this way as your delayed damage pool can hold.
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Delayed Damage Manifestation
When an ironheart receives damage in their delayed damage
pool, it may manifest with personal flair, and look markedly
different from other ironhearts. Regardless of its appearance,
the delayed damage is mechanically identical.
d10
1 Your tenacity and unrelenting willpower give you the
strength to push through any pain, albeit temporarily
2 Your wounds do not immediately appear when you are
damaged. After a delay when you take the damage, the
appropriate wounds spontaneously appear on your body
3 Your wounds initially do not bleed, and instead appear as
thin black marks on your skin. Upon receiving damage
from the delayed damage pool, the marks redden and
begin to bleed as they normally would.
4 Your skin changes to a vibrant color and becomes more
intense in hue as you put damage into your delayed
damage pool. You choose the color
5 A holy or unholy aegis appears to protect you for a
moment when you put damage into your delayed damage
pool. It shatters when you receive the delayed damage
An ironheart knight’s life 6 When you would take damage, a translucent echo of
yourself appears to take the damage for you. When you
seems to be one rife with recieve the delayed damage you feel the effects of the
danger, and the tales of their damage that the echo took

adventures always serve to 7 Whenever you delay damage, your eyes darken or begin to
glow with an unstable energy. You choose the color
entertain. I wonder how 8 Your delayed damage manifests as a limited control over
many of these tales are lost, your fate. You look and feel completely untouched for a
moment after taking damage. After a delay when you take
never told- those who did damage, you feel the damaging energy hit you all at once
not survive their journey. 9 When you delay damage, a field of energy surrounds your
body, armor, and weapons. It collapses after you receive
damage from the delayed damage pool
Ironhearts in the World 10 Your delayed damage pool is a reservoir of divine energy
connected to one or more deities. Your weapons and
Becoming an ironheart is a matter of willpower and bravery.
armor glow with holy or unholy power while you have any
Any person with a steadfast heart and a strong resolve can damage in your delayed damage pool
rise to become one of these warriors, but it is a dangerous
road to follow. These warriors tend to be devoted defenders
of the common good, willing to lay down their own lives Ironheart Bond
to save many others. Far from seeking death, they use their Many ironhearts are unshakably bound to some ideal, task or
force of will to push past mortal blows that would lay low person, though it may not be a formal oath. Your Dungeon
any other. When an evil ironheart arises, they are sometimes Master can allow you to roll on the following table, to choose
known as a black knight, a title that strikes fear into the from among the options, or to make your own.
hearts of their enemies. d4
In the Forgotten Realms, these warriors are often
1 Task. You are bound to a mission, perhaps to defeat a
guardians of lords and ladies, or are the honor-bound great foe, or prevent a terrible fate from coming to pass
defenders of great cities like Baldur’s Gate or Neverwinter.
2 People. Your bonds are made with those around you,
Ironheart mercenaries are rare, but sometimes exist in the who you are sworn to protect. It may be family, friends, a
company of Flaming Fists, and similar martial companies. leader, or even to a group like a tribe or martial order
In the Ravenloft setting, some ironhearts may
3 Land. Your bond is to a specific place such as a nation, an
originally have been divine warriors or paladins cut off from ancestral homeland, a natural environment, or a city
their divine source by the dark powers.
In worlds like Eberron, ironhearts may be more 4 Ideal. You uphold a code or ideal which guides your
actions. Most ironhearts have an ideal which matches their
literally mechanical in nature, and could be the result of alignment, like freedom or inversion for chaotic, justice or
implanted technology, or magical experimentation and truth for lawful, balance or restoration for neutral, peace
tinkering. The toughest of warforged juggernauts can also be or purity for good, corruption or power for evil
represented with this archetype.

9
Planar Avenger Archetype Ethereal Flurry
Starting at 10th level, whenever you use the Ethereal Strike
Planar avengers are warriors chosen by fate who can cleave feature during an Attack action, you may teleport again
through the planes of existence with the strike of their with each successive attack you make, up to the number of
weapons. These fighters are also capable of imbuing their attacks granted by the Extra Attack feature. The additional
forms with energy from the elemental planes to perform teleportation does not expend extra uses of your Ethereal
feats beyond the mortal capacity of most other warriors. Strike. The total distance you may teleport on your turn is
These individuals are rare, and often use their gifts to excel still limited to your current movement speed.
in roles such as agents of justice, bounty hunters, dissidents,
or hired killers. The planar avenger is a lethal opponent in Plane Strider
open combat or in pursuit with stealth and guile. Few are At 15th level, your ability to move through the planes
prepared for the wrath of a planar avenger when it falls upon reaches its apex, allowing semi-permanent travel for you and
them, and fewer yet can stop it when it arrives. your companions. You can cast the plane shift spell once, and
you regain this ability when you finish a long rest.
Ethereal Strike
Starting at 3rd level when you choose this martial archetype, Ultimate Planar Affinity
you gain the ability to weave between the planes with your At 18th level, your affinity with the planes of existence
strikes, closing the gap between you and your target. intensifies, empowering your elemental manifestation.
Once during each of your turns when you take Air: When using your Ethereal Strike feature you can
the Attack action, you can choose a creature you can see, teleport an additional 20 feet (a total of 30 additional feet).
and forfeit a number of feet of your movement to teleport Earth: When you use your Ethereal Strike feature, the
up to the number of feet you forfeited. You must teleport difficult terrain becomes shards of living earth. Your allies
to an unoccupied space you can see, and you must end this are unaffected by the difficult terrain. Additionally when a
movement closer to the chosen creature than you began. hostile creature moves into or within the area, it takes 2d6
After you teleport in this way, until the end of your piercing damage for every 5 feet it travels.
turn, you can use your bonus action to return to the origin Fire: When you use your Ethereal Strike feature, each
point of your first teleportation during this turn. creature of your choice within 5 feet of your arrival point
You can use this ability a number of times equal to must succeed on the saving throw or take damage.
2 + half your fighter level, and you regain any expended uses Water: When you use your Ethereal Strike feature, each
when you finish a short or long rest. creature of your choice within 5 feet of your arrival point
Elemental Planar Affinity must succeed on the saving throw or be knocked prone.
At 7th level you gain an affinity with one of the elemental
planes of existence, which manifests in your skills and
abilities. Choose the elemental plane of air, earth, fire, or
water. Whenever you make a melee weapon attack you may
choose to substitute your weapon’s normal damage type with
another damage type depending upon the chosen plane.
Air: You gain proficiency in the Acrobatics skill.
Whenever you teleport with your Ethereal Strike feature,
you can teleport an additional 10 feet. Your weapons can deal
lightning damage instead of their normal damage type.
Earth: You gain proficiency in the Nature skill. Whenever
you teleport with your Ethereal Strike feature, you can
choose to make the ground within a 15 -foot radius of your
arrival point become difficult terrain. Your weapons can deal
acid damage instead of their normal damage type.
Fire: You gain proficiency in the Intimidation skill.
Whenever you teleport with your Ethereal Strike feature,
you can choose to have one creature within 5 feet of your
arrival point succeed on a Dexterity saving throw (DC equals
10 + your Wisdom modifier) or take fire damage equal to
1d6 + half your fighter level. Your weapons can deal fire
damage instead of their normal damage type.
Water: You gain proficiency in the Medicine skill.
Whenever you teleport with your Ethereal Strike feature,
you can choose one Large or smaller creature within 5 feet
of your arrival point. The chosen creature must succeed
on a Strength saving throw (DC equals 10 + your Wisdom
modifier) or be knocked prone. Your weapons can deal cold
damage instead of their normal damage type.
10
Planar Avengers in the World
Rumors of a plane-jumping or teleporting warrior can
The life of a planar avenger is not one often chosen by lead to planar avengers receiving attention from forces
ordinary warriors, and only followed by those with great beyond their control. Becoming acquainted with such
latent potential. Whether through their own inborn abilities, entities is rare, and is not always a positive encounter.
or awakened by an outside force like an extraplanar being, If the DM decides that a planar avenger has
these rare warriors have attained the capability to pass received the attention of an extraplanar force, they
through the veil between worlds. Planar avengers derive should determine whether the attention is positive or
their power from a direct connection with the planes of negative, and then roll or choose an option from the
existence, and unlike warlocks or paladins, do not draw their table below to determine the origin of the being that
power from a specific being or patron. Nonetheless, because takes note of the character. If the attention is positive,
their great abilities rarely go unnoticed by emissaries of the planar avenger can receive knowledge, quests,
beings living beyond the Prime Material plane, many of these training, or items from the entity. The DM determines
fated warriors dedicate themselves to the powers within what they offer to you, and what they ask in return. If the
those planes, acting as their agents in exchange for wealth, attention is negative, the entity may try to work against
the planar avenger’s interests, or even attempt to arrange
power, or training in their impressive abilities.
their swift and painful demise.
In the Forgotten Realms and Eberron, planar
avengers are exceedingly rare, and only the most informed
of scholars, spies, or travelers may have heard of them. The
transient nature of such warriors, along with their tendency Extraplanar Attention
to arrive in times and places of great importance, only adds The powers of a planar avenger are drawn from the planes
to their mythical status. Such fighters are, however, less rare themselves, and no being of any power can cut them off.
in the world of Ravnica, where the fabric between the planes However, many planar avengers of the Prime Material Plane
is more threadbare and planar travel is more common. These are sought by people of note, or in some cases, an extraplanar
fighters are notably absent in Ravenloft, as the nature of the entity. Such an arrangement is usually mutually beneficial,
realm precludes the use of plane-shifting magic. with the benefactor granting the warrior knowledge
or training in exchange for their services. On occasion,
Ethereal Strike Manifestation however, the arrangement is brought about by force.
Roll on or choose from the table below to determine
d8
the appearance of your teleportation with Ethereal
Strike. Regardless of its appearance, the teleportation is 1 Prime Material. There are many powerful mortal beings
mechanically identical. in need of planar agents, such as wizards or sorcerers of
note. For goodly, evil, or simply academic purposes, one
d8 can quite easily enter into the service of such folk
1 A flash of light surrounds you as you vanish. You arrive at 2 Celestial. The eternal war with the demons of the abyss
your destination with a quiet popping sound and the devils of the nine hells is rarely fought directly by
2 With a puff of smoke, you disappear, leaving behind only a the Celestial Plane’s inhabitants. Mortals walk the material
faint burning smell. A wisp of smoke briefly surrounds you planes as messengers and mercenaries, rooting up evil
at your destination where it is found
3 You cleave through the fabric of reality with your weapon, 3 Abyssal / Infernal. There are two sides to each coin, and
opening a tear through which only you can leap for service in their endless machinations, the devils and
demons offer great power to those who answer their calls
4 A ripple in the fabric of reality moves swiftly past you like
a swift wind, moving toward your destination. As it passes, 4 Feywild. The chaotic reaches of the Feywild are home to
you ride upon it, vanishing from sight and arriving as it both light and dark. Both mortal and immortal races battle
blows past for control of this plane, now that the Spellplague has
brought it nearer to the Prime Material
5 As you move through the planes, you leave behind a
ghostly trail of images of you walking to your location, 5 Ethereal. Though it has no native residents, the Ethereal
giving the impression that, for a moment, you are in more Plane is home to powerful lost souls who may give all they
than one place at the same time have to escape or put their spirit to rest
6 The chaotic geometry of planes beyond comprehension 6 Psionic. Both Githyank and Githzerai make these agents
consumes you, distorting not just your image but their allies, usually to aid in their endless wars. Militaristic
your body as well. Your form appears to be rapidly or monastic, they demand adherence to their codes
deconstructed and reassembled again in a new position
7 Shadowfell. Dark creatures roam the Plane of Shadow—
7 As you fade from sight, the air around you, and the breath liches, shadovar, shadow elves, and worse, each with vile
of nearby creatures becomes chilled. Crystals of ice and violent schemes for which they require agents in the
appear for a moment on the ground and objects around material planes
your arrival point.
8 Interplanar Hub. Between the planes are important
8 From above you, lightning silently strikes your body, cities and worlds that act as trade hubs. Within these are
leaving a ring of energy arcing on the ground where you powerful figures who aim to strengthen their domain,
once stood. At your arrival point, another bolt strikes the and may call upon planar avengers to ensure its status as
ground, and you appear in its place neutral crossroads of the planes
11
Spirit Chainer Archetype
A spirit chainer is a mighty warrior whose training has
bonded them to an otherworldly weapon called a spirit chain.
The ability to summon such a weapon is gained by becoming
part of a group tasked with entrapping, recovering, or
destroying the lost spirits of the dead. Such fighters are often
called upon to do battle against undead creatures and spirits,
but in combat against a living foe, the spirit chainer is no
less potent. Other spirit chainers may begin to follow this
archetype from a gift from some higher power, such as a god
of the dead, a lord of light, or a demi-lich. With incredible
precision, the spirit chain moves in intricate motions and
powerful sweeps to hinder and bind the chainer’s foes.

Bonded by Chains
Starting at 3rd level your soul becomes bonded to a weapon
called a spirit chain, that you are proficient with. This brutal
chain with large hooks or blades at each end moves in
tandem with your will, allowing you unparalleled control.
You can summon the chain as a bonus action on your
turn, causing it to appear instantly in your hand. You can
unsummon the weapon as a bonus action, after which it
disappears until summoned again. You cannot be disarmed of
a spirit chain.
The spirit chain can be wielded in two stances.
When you draw the weapon you choose a stance, and you
can change stances as a bonus action.
Stance 1: You hold the chain with both hands near
its center. In this stance it has the two-handed and reach
properties, and deals 1d10 slashing damage on a hit.
Stance 2: Held close to each end with a length of
chain in the middle, the spirit chain is wielded like two one-
handed weapons with the light and finesse properties, each
dealing 1d6 slashing damage on a hit.

Spirit Chain Techniques


Additionally at 3rd level, you gain access to specialized
attacks that can only be performed with a spirit chain. Once
during your turn when you take the Attack action while
wielding the spirit chain, you can choose to replace one of
the attacks with one of the following techniques:
Attach: Make an attack roll against the target. If Imbalance: You strike with your chain at a creature,
the attack hits, the chain deals piercing damage instead of attempting to set them off balance for their next strike or
slashing, and a hooked end attaches to some portion of the defense. Make an attack roll against the target, and if the
target. While attached in this way, the creature’s movement attack hits, it deals only half its normal damage and you can
speed is reduced by 10 feet, and whenever the creature choose whether to affect the creature’s attack or defenses. If
moves, you are moved the same number of feet in the same you choose attack, the next attack the creature makes is made
direction. You remain attached until you fail an attack roll with disadvantage. If you choose defenses, the next attack
against the target, until the target uses their action to break roll made against the creature is made with advantage.
the connection, or until you end the connection as a reaction. Pull: If you are attached to a creature, or grappling
Hold: Make an attack roll contested by the target’s a creature with your chain, you can forcefully move them.
Strength (Athletics), or Dexterity (Acrobatics) check. If you Make an attack roll contested by the target’s Strength
win the contest, the attack causes no damage or other ill (Athletics) check. If you win the contest, the attack deals
effect, but the target is grappled. This special grapple has a piercing damage instead of slashing, and you can move the
range equal to your spirit chain’s current reach, but does not creature up to 15 feet in a straight line towards you. If the
prevent movement towards you, and cannot be used to push grappled creature would move though your space in this
creatures. While grappling with your spirit chain in this way, you can choose to move through it, provided you have
way, you cannot attack with it. Creatures two or more size the room to manuever around it. Creatures two or more size
categories larger than you automatically win the contest. categories larger than you automatically win the contest.

12
Chain of Power Spirit Chainers in the World
At 7th level, your spirit chain becomes magical for the
Spirit chainers pursue lost souls in the world, bringing them
purpose of overcoming resistance and immunity to
to rest or unto eternal torment as their calling dictates. These
nonmagical attacks and damage.
grim soldiers often serve as part of a martial order under
While you are grappling a creature using your spirit
the will of a master, one of immense power and with an
chain, you can use your action to attempt to restrain it. Make
intimate connection to death or undeath. spirit chainers are
an attack roll contested by the target’s Strength (Athletics)
normally met with caution by the common folk, who see
check. If you win the contest, the creature is also restrained
their presence as an ill omen. However, those familiar with
until the grapple ends, trapped by the chains of your weapon.
death, such as priests or caretakers, may be more likely to see
In addition, you can grapple and restrain
the presence of a spirit chainer as maintaining the natural
incorporeal undead creatures such as banshees, ghosts, and
cycle of life and death.
shadows with the spirit chain, overcoming their natural
In the Forgotten Realms, these warriors may seek
immunity to these conditions.
out and destroy undead in the service of one of the lawful
Soul's Reach gods of death such as Kelemvor. Larger cities, especially
Starting at 10th level, you can extend or contract the length those of the eastern kingdoms, may even have small enclaves
of your chain, granting you the following benefits: of spirit chainers who take part in religious ceremonies
around death. They are, however, just as likely to serve dark
• Your reach when wielding the spirit chain in either stance gods or dark creatures such as liches, who use them to hunt
is extended by 5 feet. down and retrieve souls for ill purposes.
• You gain a climbing speed equal to half your walking speed In Ravenloft these fighters are seen the most
while wielding your spirit chain. favorably, and indeed are the most common of any realm.
• Whenever you use the spirit chain to aid you in swinging, Being in such high demand, and being such targets of the
extending a leap, or crossing a gap while it is attached to a ire of dark forces, they more often remain secretive about
solid object you gain advantage on the skill check. their profession.

Circle of Control Spirit Chain Appearance


Starting at 15th level, as a bonus action you can enter Depending upon the material makeup and origin of
a special guarded stance until the start of your next their chain, a spirit chainer may wield a unique looking
turn, whirling your chains precisely to hinder your foe’s weapon. Regardless of its appearance, the chain is
movement. While in this stance, you gain +2 AC, and mechanically identical.
you can use your reaction to make an opportunity attack d8
whenever a creature moves within your reach, unless that
1 An ordinary steel chain with large hooks or blades
creature has used the Disengage action before moving.
attached on either end. The chain animates in your grasp,
In addition, you gain the ability to use spirit chain and the hooks or blades appear to be held aloft by an
techniques when you make opportunity attacks. unseen force

Master of the Chain 2 A rope made of braided metallic strands, woven together
by an expert hand. In your hands, the metal appears to
At 18th level, your reach is increased by an additional 5 feet twist flexibly, and its sharp strands unfurl at its ends
in both stances.
Additionally, whenever your grapple would 3 A spiked chain, a traditional and exotic weapon of shadar-
kai, gith, and other non-human races. Its motions are light
be broken, you can choose to shackle the creature with and swift in your hands, despite its weight and unwieldy
phantom chains until the beginning of your next turn. The appearance
phantom chains impose the grappled condition, and the DC
4 An extremely thin, metallic whip which shimmers in the
to escape them is equal to 13 + your Strength modifier. You
light. Its material is supernaturally strong and moves along
can use this feature twice, and you regain any expended uses with the precise motions of your fingers
when you finish a short or long rest.
5 A chain which appears to have been crafted from solidified
rays of light. When it connects to an object or creature,
the chain glows with an inner luminescence
6 A sturdy vine covered in sharp thorns and foliage.
Making these chains may still be possible Normally it is rigid and hard as stone, but its form begins
to writhe and twist when you hold it
by mortal hands, though only the finest of
7 An articulated spine of a large creature, with blade-like
dwarven smiths could hope to attempt the edges of sharpened bone. When you hold it, each side
feat. Such a chain would be incredibly rises and moves, pointing its sharpened edges outward

valuable, at least as far as chains go. 8 A slender length of intertwining, suckered tentacles.
When you hold it, the weapon appears to attach itself
underneath your arms, and wraps around your forearms
and hands
-Hralding
13
Storm Hurler Archetype Gale-Force Throw
At 10th level, the rushing winds that hold your weapon aloft
There are few martial traditions that can compare to that of extend your range when throwing and lighten the weapons
the storm hurler. These mighty warriors are a primordial in your grasp.
force upon the battlefield, able to throw weapons with Once during each of your turns, when you throw
the swiftness and power of a lightning bolt. Their strong a weapon as part of the Attack action, you can choose to
connection to storms, wind, thunder, and lighting can arise double the range of that weapon. In addition, if you choose
from many sources, be they gods on high, an elemental boon, to extend the range of a heavy or two-handed weapon in this
planar ancestry, or simply a personal affinity with these manner, you do not have disadvantage on the attack roll.
primal forces of nature. For a storm hurler assisted by the
winds of fate, it is far more deadly when a weapon leaves Lightning Ricochet
their hands than when they hold onto it. Starting at 15th level, whenever your thrown weapon
ricochets, it arcs, moves, and strikes like a bolt of chain-
Bonus Proficiencies lightning. Whenever you use your bonus action to use
At 3rd level, your training and stormbound affinity grant the Stormwind Ricochet feature, you can choose up to 2
you proficiency in one of the following skills: Athletics, additional creatures to ricochet the weapon towards, forcing
Intimidation, Nature, Perception, or Survival. each to succeed on a Dexterity saving throw or take damage
Additionally, you gain proficiency with improvised equal to the weapon’s damage roll, including any bonus
weapons. When you make an attack with an improvised damage dice. The DC for the saving throws is equal to 8 +
weapon you can use either your Dexterity or your Strength half your attack roll.
modifier for the attack roll and damage.
Stormbolt Strike
Windborne Throws At 18th level, your strikes are imbued with the primordial
Starting at 3rd level, your throws are empowered with a energy of the storm’s wind. Whenever you hit a creature
rush of wind that accompanies the projectile. Whenever you with a melee weapon or improvised weapon, you can choose
throw a weapon as part of an attack, hit or miss, it returns to to imbue the strike with the energy of a storm. The attack
your hand immediately after the attack, swiftly gliding on the deals an additional 3d6 lightning damage on a hit. You can
winds. You can catch it without spending an action. imbue a strike with energy in this way a number of times
In addition, empowered by the winds, you gain the equal to your Wisdom modifier, and you
ability to throw any weapon with relative ease. Whenever regain any expended uses when you
you are wielding a melee weapon or an improvised weapon, finish a long rest.
it gains the thrown property. The distance you can throw
a weapon depends on its other properties. If a weapon you
are throwing has multiple properties use the lower of the
distances. You have disadvantage when throwing weapons
with any of the following properties: heavy, reach, special, or
two-handed.
Weapon Properties Thrown Range
Finesse, Light, or Thrown (30/120)
Improvised, Versatile, or no properties (20/60)
Heavy, Reach, Special, or Two-handed (10/30)

Stormwind Ricochet
Also at 7th level, whenever you throw a weapon as part
of the Attack action and the attack hits, you can use your
bonus action to attempt to ricochet the weapon with the
winds, striking another creature within 10 feet of the first
target. The second creature must succeed on a Dexterity
saving throw with a DC equal to 8 + half your attack roll or
take damage equal to the weapon’s damage roll, including
any bonus damage dice (You do not add any extra modifiers
from your attributes or other features). You can use this
feature a number of times equal to your Wisdom modifier,
and you regain any expended uses when you finish a short
or long rest.

14
Storm Hurlers in the World Storm Omen
Before their martial training as a storm hurler began, some
The martial techniques of storm hurlers are only known
receive an omen, signaling a beginning to their journey. Your
by a small number of warriors. Throughout the worlds of
Dungeon Master can allow you roll on the following table, to
the multiverse, fighters tend to manifest this power after
choose from among the options, or to make your own.
receiving some kind of strange omen or event in their lives.
In the Forgotten Realms, a storm hurler may learn d6
their fighting techniques through a master who is well versed 1 Returning Throw. At some point in your life when you
in a tradition of some kind, such as a martial order. These threw an object, perhaps as part of a game or other
warriors train mostly in the northern reaches and cold, activity, the object mysteriously returned to your hand
mountainous regions of the world. 2 Storm Event. You have been through a great storm which
The winds of Barovia are almost living, holding the tested your survival skills and trained your martial abilities;
spiritual essence and negative emotional energy of those who when you emerged from the winds, you had gained an
have become trapped within the realm. Storm hurlers who affinity with these natural forces
find themselves in Ravenloft may hear dark whispers upon 3 Lightning Rod. You seem to be fated to catch the
the chill winds of the realm. lightning, and have been struck by lightning 1d6+1 times in
Ravnican storm hurlers are most found among your lifetime
the warriors of the Boros Legion, who have an angelic 4 Whispering Wind. Throughout your life, when a strong
connection to the sun and wind. In Gruul Clan they may lead gust passed you by, sometimes your name seems to be
a more warlike existence providing ranged assistance to their whispered in a voice upon the wind
raiding allies. Those found in the Selesnya Conclave most 5 Personal Cloud. A small storm cloud has followed your
often train to connect with the natural spirits of wind. movement during difficult times in your life
6 Ominous Thundering. A distant booming thunder
Wind Throw Manifestation accompanied some important events in your life
The force that carries a storm hurler’s weapon can appear
quite different between two fighters. This manifestation can
mark the identity of a storm hurler, and set them apart from
others. Regardless of its appearance, the weapon throw is Throughout the worlds and in many realms, fighters
mechanically identical. have trained in techniques and styles which allow the
return of weapons to their grip after a throw. Though the
d8 most common may be connected to the power of the
1 The moment a thrown weapon leaves your grip, a gust stormwind, there are many who can manifest this ability
rushes past you, carrying your weapon on a swift and through martial ability alone. Fighters of this kind would
swirling wind select option 2, or 3 for their Wind Throw Manifestation.
2 Whenever you throw a weapon, it begins to spin rapidly in
the air, moving and striking with an erratic momentum Dungeon Masters who wish to detach this
3 As you throw a weapon, it begins to fly unnaturally straight archetype from its relationship with the stormwind
and swift, almost like an arrow shot from a bow can change the damage type of the Stormbolt Strike
4 Whenever you throw a weapon, it is trailed by smokey feature to another, and limit the manifestations of the
black clouds filled with crackling sparks of lightning Wind Throw to suit their game. Depending on the kind
of fighter, this may be the same kind of damage dealt
5 When you throw a weapon, its striking surface is
surrounded by a blood-red energy that trails after the
by their weapon, thunder damage, radiant damage, or
weapon as it flies another of the character’s choosing, such as cold or fire.
This choice would be made upon reaching 18th level as
6 Any weapon you throw seems to animate itself and move a fighter.
with a mind of its own, flying out, striking several times,
and returning to your grip
7 When a thrown weapon leaves your grip, a wispy spiritual
force manifests, taking hold of your weapon and striking
your target before returning it to you. You can choose the
shape and appearance of this spiritual force

8 Your weapon throws are assisted by a limited form of


psionics, and when you throw a weapon, your mind “Like storms, they provide
expands to notice minute details of your enemies—the
positions and motions of their limbs, the vulnerabilities no warning. When you hear
in their armor, the arc of your throw. This vision in the their thunder, the lightning has
mind's eye lasts only as long as the instant of your throw
already struck.”

-Thaku Azull,
Hobgoblin Warblade
15
Valorous Defender Archetype “Shield techniques such as the snapping
Those who bear the title of valorous defender are stalwarts, testudo have been in use for centuries,
guardians, and noble protectors who train in the art of
if not millennia. These techniques saw
using a shield in each hand. The training and focus upon
shields leads to the development of many techniques significant advances, however when first
that aid in defending allies from attacks and effects alike. implemented by a vanguard of fighters
Valorous defenders charge into battle, knocking foes
aside, and striking them down with the edge of their great equipped with two shields.”
shields. Those who stand behind their shields know that a
valorous defender’s protection can be the difference between
life and death. -Commentaries on the Martial Arms
Training Manual by Aleph Swenlan
Twin Shield Bearer
Starting at 3rd level, you learn to use two shields adeptly to
defend yourself. When wielding a shield in your main hand
and off-hand, you gain AC bonuses from both shields. Bulwark Defense
In addition, you learn to strike your foes with Beginning at 7th level, you learn to stand as a bulwark
the face and edge of your shields. You can use shields you between your foes’ oncoming attacks and your allies.
are wielding as light weapons which deal 1d4 bludgeoning Whenever you are wielding two shields, if you are between a
damage + your Strength modifier on hit. ranged attacker and an ally, you provide three-quarters cover
If you wield a magic shield in this manner, your to the ally instead of half cover.
attacks made with the shield count as magical for the purpose Additionally, you can leap into the fray to defend
of overcoming resistance and immunity to nonmagical your allies. Whenever a creature you can see within 15
attacks and damage. If the magic shield has an additional feet of you is attacked, you can use your reaction to move
bonus to its AC (such as a +1 shield) you gain the same bonus adjacent to the creature being attacked, and change the target
to attack rolls and damage rolls made with it. of the attack roll to yourself.

Shielding Rush
At 10th level, whenever you take the Attack action, you can
choose to replace any of your attacks with a readied shielding
rush. For each attack you replace with a shielding rush, you
gain an additional reaction that can only be used for your
Bulwark Defense feature or for an opportunity attack.

Improved Shield Bash


Also at 10th level, your shield’s damage die is increased to
a d6. Whenever you successfully push or knock a creature
prone while wielding two shields, your shields bash the foe,
dealing bludgeoning damage equal to your shield’s damage
die + your Strength modifier.

Hold the Line


Starting at 15th level, whenever you are wielding two shields
and make a Dexterity saving throw against any effect in a
cone, line, or sphere, you can hold back some of the effect
with your shields to protect your allies. If you succeed on the
saving throw, and are between the effect’s point of origin and
any creatures other than yourself, you can use your shields
to make a zone of safety, granting each creature behind you
three-quarters cover against the effect.

Surging Shield Defense


At 18th level, whenever you use your Action Surge while
you are wielding two shields, you and up to 2 adjacent allies
gain a +2 bonus to AC until the start of your next turn. If
a creature gaining this bonus moves more than 5 feet away
from you, the bonus AC is lost.

16
Valorous Defenders in the World Color
You can roll or select a color for each part of your shield’s
Two shields, when wielded by untrained hands are no more
decoration: its background, pattern, and symbol.
effective than a single shield. Worse, their bulk and size
entirely prevents offensive maneuvers in the heat of battle. d10
The valorous defender can be understood as a particular 1 Red
fighting specialization that regains some of the functionality 2 Blue
of weaponry while also maximizing the potential defensive 3 Purple
capabilities of the shield. Valorous defenders may be 4 Yellow
guardians of nobles, royals, villains, and other important 5 Green
figures, but they also can be drawn to the archetype out of 6 Orange
deep friendship or out of devotion to a set of companions. 7 White
In the Forgotten Realms, as in most other worlds, 8 Black
these knights often become members of organizations that 9 Silver
protect a specific person, item, or place. When hired, or 10 Gold
when acting as mercenaries they are thought of as specialists,
defending targets as varied as carts and kings. Pattern
In Ravnica these warriors are found mostly in You can roll or select a pattern for your shield, which sits
the Boros Legion and acting under official order as part of atop the background. You can also create your own.
the Azorius.
d10
Personalizing your Shield: 1 Fess. Horizontal line through the middle of the shield
Heraldry Tables 2 Pale. Vertical line through the middle of the shield
Many shields are emblazoned with symbols and colors 3 Bend. Diagonal line through the middle of the shield
associated with the shield-bearer or those to whom they 4 Chevron. A ‘V’ shape pointing upwards
swear allegiance. Not every shield is decorated in this 5 Cross. A vertically aligned cross shape, like a ‘t’
manner, but these colorful marks can help add some 6 Saltire. A diagonally aligned cross, like an ‘X’
character to your most well-loved pieces of equipment. 7 Chief. Line across the top of the shield
8 Bordure. Line around entire border of the shield
Shield Shape 9 Pile. A triangular wedge, pointing upwards or downwards
Shields can vary a good deal in shape and size, but regardless 10 Roundle. A circle aligned with the center of the shield
of its appearance, the shield is mechanically identical.
Symbol
d6 The symbol upon a shield is the foremost portion of the
1 Kite Shield design. The symbol may represent the shield-bearer’s
2 Heater Shield personality, a noble house, a leader, or a land.
3 Oval Shield
d10
4 Round Shield
5 Buckler 1 A large wild mammal, such as a lion, wolf, bear, boar,
elephant, or stag
6 Tower Shield
2 A small mammal, such as a badger, hare, fox, otter,
hedgehog, or squirrel
Dungeon masters who want to allow shields with 3 A large bird, such as an eagle, falcon, owl, crane, ostrich,
different mechanics and properties can find the or swan
Martial Arms Training Manual for stats on bucklers, 4 A small bird, such as a dove, raven, swallow, magpie, or
spiked shields, tower shields, and wall shields. To aid plover
in compatibility between the two supplements, the
5 A reptile, such as a snake, lizard, crocodile, gecko, or
following changes can be implemented to this archetype. tortoise
6 A domesticated animal such as a horse, goat, chicken,
• Valorous defenders using two bucklers gain an
sheep, or bull
extra reaction that can only be used for the Shield
Parry technique, the Shielding Rush feature or the 7 An exotic animal, such as a rhinoceros, porcupine,
kangaroo, monkey, or zebra
Protection fighting style technique.
8 A different type of creature or plant such as an amphibian,
• Valorous defenders using a spiked shield gain an dinosaur, fish, insect, tree, flower, fruit, or fungus
extra 2 damage on all damage rolls with a spiked 9 A monster or fantastical beast, such as a dragon, hydra,
shield. hippogriff, phoenix, unicorn, sphinx, centaur, owlbear,
wyvern, kraken, or mermaid
• Even valorous defenders are unable to wield a wall 10 The mark of an organization or group such as the Flaming
shield at the same time as another shield. Fist, Knights of the North, Acquisitions Incorporated, or a
church like those of Bane, Moradin, or Tyr

17
Warlord Archetype White Raven Tactics
Starting at 7th level, your knowledge of the white raven
from Mordenkainen's Codex of Allies style of battle tactics allows your allies to weave in and out of
combat. Whenever a creature within your presence takes the
A warlord is a leader among fighters, a skilled commander Attack action that creature can move up to 5 feet in addition
gifted with tactical genius and keen insight. Warlords draw to the effects of their attack. An ally can only benefit from
from their experiences and the maneuvers and tactics used by this extra movement once per turn.
their predecessors to dictate a battle’s terms.
Focused Presence
Leadership Style Starting at 10th level, as a bonus action or in place of one
At 3rd level. you gain proficiency in one of the following of your weapon attacks as part of the Attack action you
skills, History, Insight, or Perception, and another of the can designate a 50 foot radius within 120 feet of you. Your
following skills, Deception, Intimidation, or Persuasion. Commander’s Presence shifts position from around you to
Additionally, you choose whether you use your Charisma or the area you designated and remains there until you use this
Intelligence to lead. ability again or you are incapacitated. You can also end this
effect as a bonus action.
Command Points
Starting at 3rd level, you gain command points, which Cunning Maneuver
represent your ability to bolster your allies in combat. You Starting at 15th level, in place of moving, you can instead
have a number of command points equal to half your fighter allow up to three allies who can see or hear you to move
level plus your Charisma or Intelligence modifier. You regain up to half their speed. The chosen allies must be capable of
all expended command points when you finish a long rest. taking actions to move in this manner.
The DC for any command that requires a saving throw
equals 8 + your Proficiency bonus + your Intelligence or Unified Command
Charisma modifier. Starting at 18th level, your commands can unleash a
devastating combination of your allies’ abilities.
Commander's Presence Shield Wall. You can use your action and spend
Also at 3rd level, as long as you are not incapacitated, your 2 command points to target up to three allies. The targets
presence allows you to inspire and issue commands to gain +1 AC until the start of your next turn. If two or
allies around you. Your presence extends 50 feet from you more of the targeted allies are adjacent to each other, they
in all directions. As a bonus action or in place of one of gain an additional +1 AC for each adjacent ally targeted by
your weapon attacks as part of the Attack action, you can this ability.
spend one command point to allow one creature within Pin the Foes. You can use your action and spend
your presence that can see or hear you to take one of the 3 command points to choose up to two allies within your
following maneuvers. presence that can see or hear you. The targeted allies can
Charge. As a reaction, the ally can move up to half move up to their speed. Any creature adjacent to both of
their speed and make one melee weapon attack against a your allies or to you and one of the chosen allies at the end of
creature within their reach. their movement must succeed on a Strength saving throw or
Fire. As a reaction, the ally can make one ranged become restrained until the end of your next turn.
weapon attack or one spell attack with a cantrip that deals Lamb to the Slaughter. You can use your action and
damage against a creature both you and the ally can see. spend 5 command points to target one enemy creature and
Hold Fast. The ally gains +2 AC until the start of up to three allies within your presence that can see and hear
your next turn. This increases to +3 AC at 10th level, and +4 you. Those allies can move up to half their speed towards
AC at 18th level. the target and make one melee attack against it. At the
Retreat. The ally can move up to their speed start of the creature’s turn, that creature must succeed on a
without provoking attacks of opportunity. Constitution saving throw if you or an ally has hit it with an
Shape Up. The ally gains temporary hit points attack since you used this ability. It suffers disadvantage on
equal to your fighter level + your Charisma or Intelligence the saving throw if it has been hit by three or more attacks.
modifier, and if the ally was at 0 hit points when you issued On a failed saving throw, the creature is stunned until the
this command, it also regains 1 hit point. start of its next turn.
Strike True.
The ally gains advantage
on the next weapon
attack it makes before
the start of your next
turn, and if the attack
hits the attack deals
bonus damage equal to
your fighter level.

18
Witch Hunter Archetype Witnessing a witch burning was not a sight for the faint
of heart, but what I discovered soon after made it all far
from Mordenkainen's Codex of Allies worse- these trials were done through such means as the
As an archetypal witch hunter, you are an expert at defeating “mechanism” of superstition I have documented here.
supernatural threats. A fighter who becomes a witch hunter
is typically mentored by an older, experienced hunter,
you learn to overcome a variety of unnatural defenses and
attacks, including those of undead, lycanthropes, and other
creatures of horror.
Otherworldly
Perception
Bonus Proficiencies Starting at 10th level, you see
When you choose this archetype at 3rd level, you gain past the tricks and illusions
proficiency in two of the following skills of your choice: of your foes. When you fail a
Arcana, History, Investigation, Insight, Nature, or Wisdom saving throw against
Perception. You can gain proficiency with a tool of your an illusion spell, a Wisdom
choice in place of one skill choice. (Perception) check to detect a
hidden creature or object, or a Wisdom (Insight) check to
Hunter's Mysticism determine if someone is lying to you, you can use this feature
Starting at 3rd level, your study of supernatural arcana gives to reroll it with advantage and take the second result. You
you a limited ability to use magic. You can cast detect magic can use this feature a number of times equal to your Wisdom
as a ritual. You can cast protection from evil and good, but you modifier, and you regain all expended uses when you finish
can’t cast it again with this feature until you finish a long a long rest.
rest. You also learn one of the following cantrips, green-flame
blade, or produce flame. Wisdom is your spellcasting ability Hunter's Spellblade
for these spells. In addition, you gain the ability to speak one Starting at 15th level, you learn to weave your spells into
of the following languages of your choice: Abyssal, Celestial, your attacks more effectively. When you take the Attack
or Infernal. action on your turn, you can replace one of your attacks with
a spell attack using the cantrip you learned from Hunter’s
Purified Defenses Mysticism. You can use this feature up to three times,
Starting at 3rd level, you learn to ward yourself against and you regain all expended uses when you finish a short
damage from many monsters’ attacks. You gain resistance to or long rest.
one of the following damage types: acid, necrotic, poison, or
psychic. When you finish a long rest, you can switch your
resistance to another from among these options. You can
only benefit from one of the resistances gained
from this feature at a time.

Silvered Weapons
Starting at 7th level, any weapon you hold is
surrounded by a silvery mist allowing you to
strike at ghosts and monsters with ease. Your
attacks with your weapons count as magical
for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
You can use your bonus action to briefly sharpen
these mists until the end of your turn,
gaining extra damage on your next damage
roll made with a weapon attack. The bonus
damage equals half your fighter level. If
the target is an aberration, celestial, fey,
fiend, or undead the bonus damage instead
equals your fighter level. In addition, if the
damage causes the target to make a Constitution
saving throw to maintain concentration, it has
disadvantage on that save.
Starting at 18th level, the bonus
damage equals your fighter level, and equals
one-and-a-half times your fighter level against
aberrations, celestials, fey, fiends, or the undead.
19
Part 2:
2:
Alternate and Revised
20 Archetype Features
Champion Archetype Remarkable Athlete +
Starting at 7th level, your constant physical exertion
The noble champion is a much beloved hero of trains your body for any challenge, granting the
the people. Its hefty strikes can bring low even the following benefits:
mightiest of dragons, but their otherwise lackluster
abilities rarely incite the awe and excitement • You can add half your proficiency bonus (round up)
of other great warriors. To compensate, many to any Strength, Dexterity, or Constitution check you
champions have begun to train tirelessly in difficult make. You cannot add this bonus if the check is already
challenges, strenuous exercises, and advanced benefiting from a feature, such as Expertise, that
fighting techniques. Going beyond the skills of other doubles your proficiency bonus.
• When you make a running long jump, the distance you
fighters, these champions have earned their title and
can cover increases by a number of feet equal to twice
reasserted the glory of this archetype.
your Strength modifier.
• You can hold your breath twice as long as normal.
Revised Champion Features • You gain a swimming speed equal to half your walking
Champions are simple and solid warriors, but lack a speed.
specialty outside landing critical hits during a fight. • You gain a climbing speed of 5 feet.
These changes are designed to allow the champion
to cleave through smaller creatures more easily, to Improved Fighting Styles +
allow them more out-of-combat utility, and to give a few
At 10th level, you can choose a second option from
lightweight perks to the basic fighting styles at higher
the Fighting Style class feature. In addition, each
levels. The entire revised archetype is provided below.
fighting style gains an additional bonus.
Improved Critical + Archery
Beginning when you choose this archetype at 3rd Your short range with any ranged weapon is extended by
level, your weapon attacks score a critical hit on a roll 60 feet. Your long range is extended by 120 feet.
of 19 or 20.
In addition, whenever you score a critical Defense
hit, you can choose to forego the additional damage Whenever you take the Dodge action on your turn, you
from the critical hit. If you do, you can immediately can make a single weapon attack as a bonus action.
make an extra attack with advantage using the Dueling
same weapon against a creature you can see within Once per turn, while you are wielding a weapon in one
the range of that weapon. This extra attack cannot hand, and no other weapons, you can reroll a missed
critically hit. attack, but you must take the result of the second roll.
Great Weapon Fighting
Whenever you reroll a 1 or 2 on a damage die, also add
the 1 or 2 to the total damage for the damage roll.
Protection
You can move up to 20 feet when using the protection
fighting style.
Two-Weapon Fighting
Whenever you are wielding a weapon in each hand, and
you use your bonus action to make an extra attack, you
can instead make two extra attacks, one with the main-
hand weapon and one with the off-hand weapon.

Superior Critical +
Starting at 15th level, your weapon attacks score a
critical hit on a roll of 18–20.
In addition, whenever you forego additional
damage from a critical hit, the extra attack
automatically hits.

Survivor
At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain
hit points equal to 5 + your Constitution modifier if
you have no more than half of your hit points left. You
don’t gain this benefit if you have 0 hit points.

21
Purple Dragon Knight Archetype
Purple dragon knights are a lesser-known kind
of fighter found mostly in the Forgotten Realms,
specifically in the region surrounding the Sword
Coast. In other realms these fighters are known as
bannerets, and are not bound to membership in a
specific order of knights.

Revised Purple Dragon Knight /


Banneret Features
These changes are designed to make the banneret
a more capable playmaker for their allies, and make
its healing and inspiration more consistent by using
Charisma for these abilities. You need the original
version of the archetype in Sword Coast Adventurer’s
Guide to utilize these changes.

Strategic Stroke
When you choose this archetype at 3rd level, you learn
to make openings in the defenses of your enemies.
Whenever you hit a creature with a weapon attack, as
a bonus action you can use the Help action, but you
must use it to assist an ally in attacking a creature
within your reach.

Rallying Cry +
This ability is amended as follows:
When you use your Second Wind feature,
you can choose up to 5 allies within 60 feet of you.
Each chosen ally regains hit points equal to your
Charisma modifier + your fighter level. If you choose
an unconscious creature, it does not need to see or
hear you to gain this benefit.

Inspiring Surge +
This ability is amended as follows:
When you use your Action Surge feature, you
can choose one creature within 60 feet of you that is
allied with you. As a reaction, that creature can move
up to its current speed and make one melee or ranged
weapon attack, provided that it can see or hear you.
The inspired ally gains a bonus to the attack roll and
damage roll equal to your Charisma modifier.
This ability does not gain any bonus at
18th level. Instead you gain the Purple Dragon’s
Spirit Feature.

Purple Dragon's Spirit


At 18th level, you become a paragon among bannerets,
embodying the ultimate strength and courage of a purple
dragon knight. You can use each of the Action Surge,
Indomitable, and Second Wind abilities one additional
time before recovering them when you finish a short
or long rest.

22
Other Archetypes
These archetypes have optional changes, or only
require one or two changes detailed below.

Revised Arcane Archer Features


Arcane archers are unique and interesting
combatants, who are appropriately damaging, but
unable to utilize their thematic core often enough for
some players’ tastes. To compensate for the additional
power of having more uses of Arcane Shot, this is
a choice given to arcane archers at 7th level which
replaces the Curving Shot feature. You need the
original version of the archetype in Xanathar’s
Guide to Everything to utilize these changes.

Magic Arrows +
You may choose to amend your abilities as follows:
You do not gain the Curving Shot feature.
Instead, you can fire an additional Arcane Shot, and
you recover any expended uses after a short or long
rest. You gain another additional usage of your Arcane
Shot at 15th level.

Revised Eldritch Knight Features


Eldritch knights are a well appreciated hybrid of
fighter and wizard that struggles at times to utilize
their spells and weapons simultaneously thorough
the progression of levels. The following changes are
to allow more fluid combat while retaining most of
the core functionality of the archetype. You will need
the original version of the archetype in the Player's
Handbook to utilize these changes.

War Magic +
Whenever you take the Attack action, you can use
your bonus action to cast a cantrip in place of one
weapon attack.

Improved War Magic +


Whenever you take the Attack action, you can use
your bonus action to cast a spell in place of two
weapon attacks.

23
Part 3:
3:
Magic Items
24
Crystalglass Blade Helm of the Haughty Hero
Weapon (longsword), rare (requires attunement) Wondrous item, rare (requires attunement)
A crystalglass blade is far sharper and stronger than any steel This helm is said to have been
and reflects light in colorful patterns when a light is shone worn by a great and noble, if Helm of the
through it. These blades are cut from ancient and enchanted overconfident griffon-rider Haughty Hero
crystal mines deep within the earth, and fashioned by expert whose deeds shaped an entire
hands and magical tools. When held, it seems to make your realm. Its gold and steel plating
reflexes quicken. is adorned with horns and
You gain a +2 bonus to attack and damage rolls metallic wings. The helm is still
made with this weapon. Whenever you use the Dodge action inhabited with the spirit of its
while wielding this weapon, you can defend yourself with the former wielder, and endows
blade, gaining +1 AC until the start of your next turn. its wearer with some aspects
Whenever you use the Dodge action while wielding of their personality. It has the
this blade, and a creature attacks you with a melee weapon, following properties:
and the attack misses, you can use your reaction to clash your
• Heroic Host. The helm cannot
crystalglass blade into their weapon, potentially shattering
be removed in battle. You
their weapon. If the attacker’s weapon is nonmagical, the
must succeed on a DC 16
attacker must succeed on a DC 15 Dexterity saving throw
Wisdom saving throw to
or have their weapon shatter and become unusable until it
be able to willingly flee
is repaired.
from a battle before you are
victorious.
• Booming Voice. Your voice can project from the helm up
to three times as loud as normal. You gain advantage on
Persuasion checks made with a booming voice.
• Glimmering Armor. In bright light, the helm and any other
armor you are wearing shines and glints with golden
reflections. You have +1 AC in bright light.
• Unshakable Will. While wearing the helm, you gain
advantage on checks made to avoid the Charmed and
Frightened conditions.

Imminent Cuirass
Armor (breastplate), very rare (requires attunement)
While wearing this armor, you gain a +2 bonus to AC. As a
reaction, you can choose to grant an ally you can see within
30 feet of you a +2 bonus to their AC. While the ally is
protected by this property, your own armor loses its bonus
AC until you end the effect as a bonus action, or until the ally
is more than 30 feet away from you.
Crystalglass Blade
Standard of the Commander
Wondrous item, uncommon (requires attunement)
This tall banner attached to a 10-foot metal pole has magical
sigils in each of its four corners and constantly moves as if
blown by a light wind. When held, the image in the center of
the banner changes to a symbol chosen by the wielder.
Creatures of your choice within 100 feet of the
banner have advantage on saving throws made against the
Echo-Grounding Boots Frightened condition.
Wondrous item, rare (requires attunement by an Echo Knight) As a bonus action while you are holding the
These boots stabilize the dunamis allowing an attuned echo banner, you can give an allied creature within 100 feet of
knight to manifest echoes faster and farther away. While you supernatural confidence in their strikes. The ally gains
wearing these boots, your echo can be moved an additional advantage on weapon attacks until the end of your next
15 feet during your turn. In addition the range you can turn. The ally must be able to see the banner to gain the
maintain an echo is increased, only being automatically benefit of this property. You can use this property 3 times,
destroyed if your echo is more than 60 feet from you at the and it regains any expended uses when you finish a short
end of your turn. or long rest.

25
Sword of Iron Saddle of Chivalry
Weapon (longsword), rare Wondrous Item, Rare (Requires attunement)
This blade appears to be a completely unadorned iron To protect oneself, one’s allies, and one’s faithful mount, a
longsword, roughly hammered, and with visible dents and saddle of chivalry will suit. Mostly found in tombs of lost
marks from its forging. The unassuming exterior hides a heroes and sometimes still in use by lords and powerful
deadly and perhaps magical weapon. Whenever you score a knights, these rare saddles are crafted from fine leathers
critical hit with this weapon you can choose to roll a d20 and and polished steel. While you are on a controlled mount
use the result on the following table instead of the normal that is wearing this saddle, the mount has resistance to all
damage for that critical hit. damage. You must not be incapacitated to grant your mount
this benefit.
d20
Whenever you are controlling a mount that is
1 Your strike still automatically hits, but does not deal wearing this saddle, and you are moving closer to an allied
extra damage.
creature who is restrained, grappled, incapacitated, or
2-4 Instead of rolling for damage, your attack deals maximum stunned, and whose location you know, the mount adds 30
damage with its normal damage dice. Then add any feet to its speed. The movement must be ended closer to the
relevant modifiers.
ally than you began to gain the benefits of this property.
5-10 You land a critical hit. (Roll all of the attack’s damage
dice twice and add them together. Then add any
relevant modifiers.) Scimitar of the Flaming Wind
Weapon (Scimitar), Legendary (Requires attunement)
11-15 Roll all of the attack’s damage dice twice and add them
together. Then add any relevant modifiers two times.
This steel and ivory scimitar holds a ruby in its hilt that is
imbued with the power of a fiery tempest. You gain a +3
16-19 You land a critical hit. In addition, the target must succeed bonus to attack and damage rolls made with this weapon.
on a DC 15 Constitution saving throw or be Stunned until
As long as the scimitar is on your person, you are protected
the start of your next turn. If the affected creature fails
the saving throw, it can repeat the saving throw at the from extreme weather, hot or cold.
start of its next turn. This weapon can summon the power of a great fire
from within its enchanted ruby, which holds 6 charges. The
20 Roll all of the attack’s damage dice twice and add them
together, then multiply it by 2. Then add any relevant
weapon regains any expended charges at dawn each day.
modifiers twice. During your turn, you can expend 1 charge to turn
the scimitar into a blade of pure flame until the start of your
next turn. Whenever you make an attack with the scimitar of
fire, make an attack roll, and each creature in a 15 foot arc in
Returning Shield front of you must succeed on a Dexterity saving throw (DC
Armor (shield), rare (requires attunement) equals your attack roll) or take fire damage equal to 3d8 + 3 +
This shield has a bladed rim that can cut through flesh as your Strength or Dexterity modifier.
easily as it flies through the air. While wielding this shield, While the scimitar is flaming, when you make
it can be used as a weapon in the off-hand with the light and an attack roll you can expend 1 charge to make a flaming
thrown (30/60) properties, and deals 1d6 slashing damage whirl with the scimitar. Each creature within 15 feet of you
on a hit. When the shield is thrown, hit or miss, it returns must succeed on a Dexterity saving throw or take 4d8 + 3
to your hand immediately after the attack. You can catch it fire damage (DC equals 8 + your Proficiency bonus + your
without spending an action. Strength or Dexterity modifier).

Roaring Lion Shield


Armor (shield), rare (requires attunement)
This shield is made in the shape of a roaring lion’s head,
and its shimmering ruby eyes seem to look around at its
surroundings with a mind of its own. While holding this
shield, you gain a +1 bonus to AC. This bonus is in addition
to the shield’s normal bonus to AC.
While you are wielding this shield, you can
command the lion’s head to emerge and bite down with its
open jaws on a Large or smaller creature within 5 feet of
you. That creature must succeed on a DC 14 Dexterity saving
throw or be grappled by jaws of the shield. The grappled
creature must succeed on a DC 18 Strength (Athletics) check
to escape the jaws' grapple.
Once per day, you can have the shield make a
frightening roar, and each creature of your choice within Roaring Lion
30 feet must succeed on a DC 14 Wisdom saving throw or
become frightened until the end of its next turn. Shield
26
Blade of the Dragon Shogun
Weapon (Longsword), Rare (Requires attunement by a Samurai)
The original blade of this kind, for which the others are Blade of the
named, is a katana constructed from the bones of slain
dragons. The original was wielded by a legendary samurai Dragon Shogun
who stood at the head of a clan, and honorably fought for
their people against five evil chromatic dragons. Most of
these blades, while magical, are mere reconstructions of the
first shogun’s weapon, which was lost long ago.
When wielded by a samurai, the skill and
swordsmanship of the dragon shogun invigorates their body
and mind. Your Fighting Spirit feature recovers its expended
uses when you finish a short or long rest.

Variant: Dragon Shogun’s True Blade (Legendary)


This weapon has the same properties and effects as the Blade
of the Dragon Shogun, but is endowed with the might of
five dragons. You gain a +3 bonus to attack and damage rolls
made with this weapon. Whenever you use your Fighting
Spirit feature, you can select an effect from the following
choices. Any effect that requires a saving throw has a
DC equal to 8 + your Proficiency bonus + your choice of
Strength or Dexterity modifier:
Black: The first creature you hit with a weapon attack Severing Handaxe
this turn must succeed on a Constitution saving throw or be Weapon (Handaxe), Uncommon (Requires attunement)
blinded until the end of their next turn. These axes were made by dwarven craftsmanship, and
Blue: Any creature you hit with a weapon attack this turn enchanted by runic magic inscribed on their blades. Some of
must succeed on a Strength saving throw or be pushed up to these have made their way out of the dwarven lands, stolen
10 feet and is knocked prone. by raiding bands of goblins and orcs.
Green: Any creature you hit with a weapon attack this The axe has a special thrown distance of (60/120).
turn has its AC reduced by 2 until the start of your next turn Whenever you hit a Large or smaller creature with this
(minimum AC equals the creature’s natural armor). This weapon, its speed is reduced by 5 feet until the end of its
effect can stack up to three times on the same creature. next turn. If the attack was a critical hit, its speed is instead
Red: The first creature you hit with a weapon attack this reduced by 10 feet until the end of its next turn.
turn is struck with a wave of flames. That creature, and each If a creature’s speed is reduced by 10 or more feet in
creature of your choice within 10 feet of it must succeed this way, the affected creature also takes 1d6 damage for each
on a Dexterity saving throw or take fire damage equal to 5 feet it willingly moves before the end of its next turn.
half your level.
White: Your attacks inflict slowing effects to creatures.
Any creature you hit with a weapon attack this turn must
succeed on a Constitution saving throw or have their speed
reduced by half until the end of their next turn. Additionally,
a creature whose speed is reduced in this way also has Thanks for Reading
disadvantage on weapon attack rolls.
This folio of fighters is based upon original
Weapon Master's Dream
Wondrous Item, Rare research and works of old, but it has been edited
Said to have emerged fully formed from the dreams of an and compiled by the Clan Crafter Hralding at
eternal warrior, this opalescent emblem has a constantly
shifting edge that appears to move more wildly when it is my instruction. If you find an errant piece of text
inspected closely. in the material presented within please comment
As an action, you can touch the emblem, and
in the discussion or send an animal messenger to
transform any weapon you are holding, even a magic
weapon, into another weapon’s shape. The new form must Hralding, as any errors are likely the dwarf’s
be a weapon which you are proficient with, and it returns fault and not found in my original documents.
to its original shape when you take an action to touch the
emblem again, or after 10 seconds if the weapon is not
actively held by you. -The Archivist

27

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