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3 NEW ARCHETYPES

ARCHETYPES
FOR 5E
BY DONALD STELLING

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Great Weapon Fighter
Great Weapon Fighters employ the use of Unyielding Avalanche
extremely large and powerful weapons, most At 15th level, if you hold your ground and
of which must be wielded with two hands. allow your enemy to attack first; i.e., do not
While the attacks of Great Weapons can be move and hold your attack until your
slower, nothing can match their sheer power, opponents attack you first in the round. You
range, and striking force. can use your reaction to gain a +2 bonus to
your Armor Class, Saving Throws and
Requirement: Great Weapon Fighting Style attack and damage rolls that turn.

Charge Shockwave
Staring at 3rd level, when choosing this A18th level, using a two-handed weapon,
Archetype, the fighter can take the dash you can once per turn, as your only action,
action as a bonus action. Further, his initial slam the ground with a mighty blow,
attack when using a two-handed melee sending out a shockwave of force in a 15-
weapon inflicts maximum damage if it hits foot cone. Enemies caught in the blast must
its mark. make a Dexterity saving throw (DC 8 + your
proficiency bonus + your Strength
Sweeping Strike modifier). On a failed save, each target takes
Beginning at 7th level, when using a two- 4d6 force damage, is knocked back 5-feet,
handed weapon, if you land a killing blow and must make a secondary Strength saving
you gain a follow-up attack to any adjacent throw (DC as above) or be knocked prone.
enemies within melee range that
On a successful save, a target only takes half
automatically hits for your weapons normal
damage. damage. This ability can be used once per
long rest.
Power Attack
Starting at 10th level, you can perform a
massive, strong attack that focuses more on
hitting hard than accuracy with a two-
handed weapon. This attack is done with
disadvantage and if it hits, the target must
make a Dexterity save (DC 8 + your
proficiency bonus + your Strength modifier)
or suffers double your weapons maximum
damage (before modifiers). Even if the save
fails, the target takes maximum normal
weapon damage. Once you use this feature,
you must finish a short or long rest before
you can use it again. Starting at 17th level,
you can use it twice before a rest, but only
once on the same turn.

Martial Archetype
Percussor
Dealers of death, a Percussor's sole goal is to Dodge, you can move up to half your speed
execute their targets as quickly and as part of your reaction. This movement
efficiently as possible. Percussor abilities doesn't provoke opportunity attacks.
focus on closing quickly with their prey and
striking with devastating force. Many foes Additionally, you have advantage on ability
do not even see a Percussor's blade until it is checks and saving throws against being
too late. grappled or restrained.

Hidden Weapon Deathstrike


When you choose this archetype at 3rd level, Starting at 17th level, you become a master
you use your reaction to hurl a thrown of instant death. When you attack and hit a
weapon at a target, dealing the weapons creature that is surprised, it must make a
Constitution saving throw (DC 8 + your
normal damage. However, the target must
Dexterity modifier + your proficiency
make a Dexterity saving throw (DC 8 + your bonus). On a failed save, double the damage
proficiency bonus + your Dexterity of your attack against the creature.
modifier). Failure results in the target
suffering disadvantage on his next attack roll
and is attack with advantage until his next
turn. Success results in your weapon causing
only its normal damage.

Misty Step
At 3rd level, as a bonus action, you briefly
surround yourself with a silvery mist,
instantly teleporting up to 30 feet away to an
unoccupied space that you can see. You then
have advantage on the first melee attack you
make before the end of the turn. Once you
use this feature, you must finish a short or
long rest before you can use it again.
Starting at 10th level, you can use it twice
before a rest, but only once on the same
turn.

Extra Attack
Beginning at 9th level, you can attack twice,
instead of once, whenever you take the
Attack action on your turn.

Escape Artist
At 13th level, when you use Uncanny

Rogue Archetype
Two-Weapon Fighter
Two-Weapon Fighting, or dual wielding, range. You make a melee attack on each
employs the use of a weapon in each hand. affected enemy, using either your main or
This style of combat allows one to rain off-hand weapon, but both weapons cannot
hit the same target more than once. This
blows upon their enemies, riposting and
replaces your normal attack actions during
whirling across the battlefield in a dizzying the round. The attack is so furious that even
ballet of death. if you miss you still hit for your weapons
normal damage, sans all modifiers
Requirement: Two-Weapon Fighting Style (including magic). Once you use this
feature, you must finish a short or long rest
before you can use it again. Starting at 17th
Two-Weapon Specialist level, you can use it twice before a rest, but
Staring at 3rd level, when choosing this only once on the same turn.
Archetype, the Two-Weapon Fighter gains
the following benefits when wielding any Crimson Edge
one-handed weapon in each hand. At 15th level, your strike opens a painful
wound. Once per turn as bonus action, you
• You can use two-weapon fighting can cause a strike that deals double damage
even when the one-handed melee and causing a lingering painful wound that
weapons you are wielding aren’t causes 1d4 points of damage on each of the
light. victims turns for two turns. Once you use
• You can draw or stow two one- this feature, you must finish a short or long
handed weapons when you would rest before you can use it again. Starting at
normally be able to draw or stow 20th level, you can use it twice before a rest,
only one. but only once on the same turn.
• You may use the weapon‘s Versatile
Die while wielding it in only one War Cry
hand.
A18th level your bravery, honor, and
fighting prowess has become legendary.
Parrying Riposte
When the Two-Weapon Fighter draws their
Beginning at 7th level, while wielding two
blades and bellows a war cry, all opponents
weapons, you can use your reaction to parry
an attack when you are hit by a melee attack. within 60 feet must succeed on a Wisdom
When you do so, the damage you take from saving throw (DC 8 + proficiency bonus +
the attack is reduced by 1d10 + your strength or dexterity modifier) or become
Strength modifier + your fighter level. stunned until the end of their next turn.

If you reduce the damage to 0, you can This feature may only be used a number of
immediately make one melee attack on the
times equal to your 1 + your Charisma
parried opponent.
modifier (minimum of 1). Expended uses
replenish after a short or long rest.
Whirlwind Attack
Starting at 10th level, as an action, while
wielding two-weapons, you spin, swinging
your weapon at every foe within melee

Martial Archetype

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