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Subclasses

Starting at 7th level, your unarmed strikes are


considered magical for the purpose of overcoming
Celestial Lancer
resistance and immunity to nonmagical attacks and Feared frontline warriors bearing lances and unique,
damage. streamlined armor, Celestial Lancers are famous for
their Meteor Jump, a supernatural technique taught
BRUTE FORCE only to the rare few. The lancers trace their origins
Also at 3rd level, you can maneuver your opponents back to an order of dragon hunters who learned
to gain a ruthless edge in combat. When you hit a to leap above diving dragons and pin their wings
creature with an unarmed strike or a melee attack with a swift, downward lance strike. This technique,
using an improvised weapon, you can use your combined with a suite of mystical powers drawn
bonus action to attempt to grapple the target or deal from the yawning sky, makes the lancers decisive
an extra 1d6 damage. warriors in the arena of vertical combat. Though
This damage increases as you gain higher levels Celestial Lancers may be hampered in claustrophobic
in this class. At 5th level, the extra damage you deal dungeons, they excel underneath the open sky, where
increases to 1d8 damage, at 11th level it increases to they can leap high and come crashing down for
1d10 damage, and at 17th level, it increases to 1d12 devastating impacts.
damage.
LANCE SPECIALTY
IMPOSING PHYSIQUE Beginning when you select this archetype at 3rd
Starting at 7th level, you learn to speak more with level, when you wield a lance, you do not suffer
your prodigious muscles instead of your words. disadvantage when attacking creatures within 5 feet
You gain proficiency in the Intimidation skill, and of you. However, you must still wield a lance two
you can use your Strength bonus instead of your handed when not mounted.
Charisma bonus for Charisma (Intimidation) checks.
Additionally, your capacities for carrying, lifting, METEOR JUMP
pushing, and pulling are doubled. Starting at 3rd level, you can perform a
supernaturally high leap. Once on each of your turns,
HAYMAKER you can use 20 feet of your movement to perform
At 10th level, you can put all your force into one a high jump reaching 10 feet in height. You need
blow. When you use the Attack action on your turn not move 10 feet immediately before making this
to make an unarmed strike, you can choose to forgo jump, and do not provoke opportunity attacks while
any additional attacks you could make with your jumping or falling. You can land within 10 feet of
action to make a single, devastating blow. For each where you began. At the end of a fall, subtract 10
attack you would give up in this way, you can add feet from the distance you fell when calculating your
two extra damage dice to the attack’s damage roll. falling damage.
OWLBEAR WRESTLER The height you can jump and the distance you
Starting at 15th level, you’ve learned how to pin subtract when you fall increases as you gain levels in
down even the most towering foes. You have this class, as shown on the Meteor Jump table below.
advantage on Strength (Athletics) checks you make Meteor Jump
to grapple creatures of Large size and smaller, and
Fighter Level Jump Height
you can attempt to grapple creatures of any size
category. 3rd 10 feet
5th 20 feet
SKULLBREAKER
11th 30 feet
Starting at 18th level, your blows are able to rattle
even the greatest of foes. Once on each of your 17th 40 feet
turns when you deal damage to a creature with an
unarmed strike or an improvised weapon, you can PLUNGING ATTACK
choose to shatter their resolve. You gain resistance to Also at 3rd level, you can direct the momentum of
any damage that creature deals to you until the start gravity into your strike. Once on each of your turns,
of your next turn. when you hit a creature with a melee weapon attack
while falling, you can add 1d6 to the damage roll for
every 10 feet you fell, up to a maximum of 5d6.

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APEX MOMENT SURPRISE ATTACK
Starting at 7th level, you gain the mystical ability At 3rd level, you’ve learned to strike foes when they

Fighters
to hang at the peak of your jump before you come least expect it. Once per turn, you can deal an extra
plunging back down. When you use your Meteor 1d6 damage to one creature you hit with an attack
Jump ability, you can choose to hover until the start if you have advantage on the attack roll. The attack
of your next turn instead of falling immediately. must use a finesse or a ranged weapon.
When you do so, you can’t use your Meteor Jump on You don’t need advantage on the attack roll if
your next turn. another enemy of the target is within 5 feet of it,
that enemy isn’t incapacitated, and you don’t have
EARTHSHAKER
disadvantage on the attack roll.
Beginning at 10th level, at the end of a fall of 20 feet
The amount of extra damage increases as you
or higher, you can use a bonus action to strike the
gain levels in this class. At 7th level, this damage
earth like a meteor. Each creature in contact with
increases to 2d6, at 11th level, this damage increases
the ground within 10 feet of where you land must
to 3d6, and at 15th level, this damage increases to
succeed on a Dexterity saving throw (DC equals 8 +
4d6.
your proficiency bonus + your Strength modifier) or
be knocked prone. COMMANDEER
You can use this feature a number of times equal At 3rd level, you can replace one of your attacks with
to your Strength modifier (a minimum of once). You an attempt to steal an item being carried by another
regain all expended uses when you finish a long rest. creature. You can’t attempt to steal an object that is
being worn as clothing or armor, nor can you steal an
CELESTIAL AURA
object that is being held in one of the target’s hands.
By 15th level, you can draw mystical power from
Make a Dexterity (Sleight of Hand) check, opposed
your connection to the open sky. When you use your
by the target’s AC. On a success, you successfully
Second Wind feature, you and each friendly creature
steal that object. You must have a free hand to use
you choose within 10 feet of you gain temporary hit
this ability.
points equal to your fighter level.
THREE SHEETS
COMET STRIKE
Starting at 7th level, whenever you use your
Starting at 18th level, you plummet wreathed in
Second Wind ability, you can also take the Dash or
flames like a devastating meteor. When you use your
Disengage action as part of the same bonus action.
Earthshaker ability, a creature that fails its saving
throw takes 4d6 fire damage, or half as much on a CHARMED LIFE
success. Additionally, when you roll initiative and By 10th level, you can saunter into trouble and make
have no uses of your Earthshaker feature left, you it out unscathed, thanks to your considerable luck.
regain one use of that feature. You can gain advantage on one ability check, attack
roll, or saving throw that uses Dexterity or Charisma.
Corsair Once you use this ability, you can’t use it again
The wide-open ocean, the salty breeze, and until you finish a short or long rest.
the freedom of a ship—these are the things a
corsair values more than anything else. Though SLIPPERY POSITIONING
an archetypal corsair is no less trained than Starting at 15th level, whenever a hostile creature
their military counterparts, they prefer a more that you can see within 60 feet moves, you can move
swashbuckling, charismatic approach to life, and take 5 feet without using your reaction or provoking
well to privateering, smuggling, exploring, and other opportunity attacks. On each round, you can use this
self-directed work. ability a number of times equal to your Dexterity
modifier.
BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you UNTOUCHABLE SWORDSMAN
gain proficiency in the Sleight of Hand skill, if you By 18th level, you are legendary with a cutlass.
did not already have proficiency. Whenever you hit a creature with your Surprise
Attack, the target has disadvantage on attack rolls
against you until the start of your next turn.

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Subclasses
DANGER SENSE
Dungeoneer Beginning when you choose this archetype at 3rd
Only fools would think to dive headfirst into
level, you have advantage on Dexterity saving throws
an abandoned crypt filled with monsters and
against effects that you can see, such as traps and
deathtraps, but it seems only fools emerge from such
spells. To gain this benefit, you can’t be blinded,
crypts laden with as much loot as they can carry.
deafened, or incapacitated.
The archetypal dungeon delver is a veteran of such
suicidal dungeon delves, and has become intimately KICK IN THE DOOR
familiar with the hazards therein. In the course Also at 3rd level, you know how to charge through
of their adventures, such a dungeoneer will have each chamber of a dungeon and come out alive.
adopted countless best practices, along with a litany When you initiate combat by kicking down a
of unproven superstitions which they believe keeps door, diving in from overhead, crashing through
them alive. Principles from “always be the first one to a window, or any other suitably reckless tactic (as
hit the monster” to “never be the first one to touch a adjudicated by the GM), you have advantage on your
treasure chest” line a dungeoneer’s journal. However, initiative roll and on attacks you make during your
it’s probably better to be paranoid and superstitious first round of combat. You can’t gain this benefit
than lying at the bottom of a pit trap, incinerated by a when you are surprised or when fighting creatures
fireball, or digested by a mimic. you can’t see.
DUNGEONEER'S INTUITION
By 7th level, you have a second sense for the unique
hazards present in a dungeon. You have advantage
on ability checks you make to detect shapechangers,
traps, and unseen magical effects, and can make a
check to detect such hazards even if you wouldn’t
normally make such a check.
MONSTER KILL
Starting at 10th level, when you hit an
aberration, fey, fiend, monstrosity, or undead
with a weapon attack, you can deal an extra
die of damage to the target. You can use this
ability three times, and regain all expended
uses when you finish a short or long rest.
LETHALITY PREVENTION
By 15th level, you are a foremost expert in
avoiding death. Whenever you would take
damage in excess of 50 hit points but aren’t
killed outright, you can instead reduce the
damage taken to 50 hit points.
AVOIDANCE
Starting at 18th level, when you are subjected
to an effect that allows you to make a
Strength, Dexterity, or Constitution saving
throw to take only half damage, you instead
take no damage if you succeed on the saving
throw, and only half damage if you fail.

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