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Legendary Classes Legendary Player

Welcome to Legendary Classes! The next major update for Characters


Legendary Player Characters, a supplement for Dungeons
and Dragons 5th Edition that intends to give rules for buffing As mentioned to the left of this text, this is meant as a
up players so one on one games (1 DM and 1 Player) is much supplement for the Legendary Player Characters document.
more possible! You can find the links to the full 127 page document below!
Now of course, let me start by saying the obvious: This Google Drive
class breaks all typical 5e balancing conventions, it should Homebrewery
not be used in regular play, nor should it be compared to It is not mentioned in the class specifically, but this class
regular 5e classes. does still use Legendary Actions. Nothing has been changed
Legendary classes are meant to make a single player worth about the Legendary Action rules from the LPC document,
the equivalent of 3 players (Without just tripling damage and the legendary actions you can choose for this class can
output and HP) So it's going to be significantly more be found at the end of this document!
powerful than the regular version of the class.
Encounters
Why? When calculating encounters for a player with this class,
Why would you use this? Why would you play D&D with two consider them to be equivalent to three characters of the
people when it's meant for a larger group? There's a myriad of same level.
reasons really, but below are a few good ones. I recommend using milestone leveling with this system,
however if you do not and want to use XP, then you should
It's easier to schedule and prepare for, instead of having to reward a third of the xp they would normally gain (So they
manage the schedules of six different people, you've don't level rapidly)
reduced that total to two, making it much easier to If the PC is using Auric Emotions or Signs of Labors in
arrange sessions for D&D. tandem with this class, treat them as three and a half
This helps with protagonist syndrome... In a normal characters. If they are using both in tandem with this class,
campaign, no one player should outshine the others, and treat them as four characters.
you'll often hear horror stories of players who try to take
the spotlight... In solo games with one player and one DM,
that is not a problem! The singular player can shine as
Leveling
bright as they want without worry of making other players Legendary Classes are special, even aside from their
feel useless. increased power. Their maximum level has been increased
from 20 to 30, and not only that-but every legendary class will
It can simply be a lot of fun. I've played solo games a lot have rules for leveling beyond 30. To an infinite amount.
with my partner, and before I began making Legendary Again I strongly recommend using milestone leveling, as I
Player Characters, it was... Really difficult to actually run do not have a good experience total required for levels
encounters and make characters without things feeling beyond 20 (Especially once you begin going into 31+)
really bad, because D&D isn't made for solo play. You can find what features the Legendary class gains for
every level beyond 30 on the same page that their legendary
Of course as mentioned, there's far more reasons than just actions are listed.
those three. If you don't think you'd like this, then that's
perfectly fine! Solo play isn't for everyone. I personally prefer Multiclassing
it and that's just how I play the game, everyone plays in their
own way. Assume the following for multiclassing:
For anyone else who prefers solo style or is interested in You may multiclass as normal up to level 30.
giving it a try, then this class and the full Legendary Player
Characters document are right up your alley! Once you hit level 31, you begin receiving the Leveling
Beyond 30 features for your particular class. You do not
receive any features they would receive at an earlier level.
For example, a level 10 Legendary Rogue and level 20
Legendary Sorcerer wouldn't receive Legendary
Sorcerer's 21-30 features when they begin leveling beyond
30, nor would they receive Legendary Rogue's 11-30
features.
Legendary Fighter
Proficiency Mastery Mastery Maneuvers
Level Bonus Features Die Dice Known
1st +2 Martial Mastery, Semi Proficiencies d4 3 3
2nd +2 Armor Expert, Weapon Expert d4 3 3
3rd +2 Combat Training, Martial Archetype d4 3 4
4th +2 Ability Score Improvement d4 3 4
5th +3 Extra Attack d6 4 5
6th +3 Archetype Feature, Combat Training (2) d6 4 5
7th +3 Legendary Ability Score Improvement, Weapon Expert (2) d6 4 6
8th +3 Ability Score Improvement, Armor Expert (2) d6 4 6
9th +4 Warriors Ideology d6 5 7
10th +4 Archetype Feature, Combat Training (3) d6 5 7
11th +4 Extra Attack (2) d8 5 8
12th +4 Ability Score Improvement, Weapon Expert (3) d8 5 8
13th +5 Heart of War d8 6 9
14th +5 Archetype Feature, Combat Training (4) d8 6 9
15th +5 Legendary Ability Score Improvement d8 6 10
16th +5 Ability Score Improvement, Armor Expert (3) d8 6 10
17th +6 Extra Attack (3), Weapon Expert (4) d10 7 11
18th +6 Archetype Feature, Combat Training (5) d10 7 11
19th +6 Ideology Improvement d10 7 12
20th +6 Ability Score Improvement d10 7 12
21st +7 Archetype Feature, Combat Training (6) d10 8 13
22nd +7 Weapon Expert (5) d10 8 13
23rd +7 Legendary Ability Score Improvement, Extra Attack (4) d12 8 14
24th +7 Ability Score Improvement, Armor Expert (4) d12 8 14
25th +8 Archetype Feature, Combat Training (7) d12 9 15
26th +8 Ideology Improvement d12 9 15
27th +8 Weapon Expert (6) d12 9 16
28th +8 Ability Score Improvement d12 9 16
29th +9 Extra Attack (5) d12+2 10 17
30th +9 Master of War d12+2 10 17
Equipment
Class Features You start with the following equipment, in addition to the
Your Class gains the following features equipment granted by your background:
Hit Points (a) Chain Mail, (b) Scale Male or (c) Leather Armor
Hit Dice: 2d10 (a) A Simple/Martial weapon and a shield or (b) 2
Hit Points at 1st Level: 20 + two times your Constitution Simple/Martial weapons
modifier (a) A light crossbow and 20 bolts or (b) 2 Simple weapons
Hit Points at Higher Levels: 2d10 (11) + two times your with the light property
Constitution modifier per Fighter level after 1st. (a) A dungeoneer's pack or (b) An explorer's pack
Proficiencies Semi Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Shields Additionally at 1st level, you choose a number of skills equal
Weapons: Simple Weapons, Martial Weapons to the amount you normally get upon choosing your starting
Tools: None class (2 as a Fighter) you gain semi proficiency in these skills.
Saving Throws: Strength, Dexterity/Constitution (Choose 1) Meaning you add half of your proficiency bonus (Rounded
Skills: Choose 2 from Acrobatics, Animal Handling, down) to checks made with them.
Athletics, History, Insight, Intimidation, Perception, and Additionally, choose one saving throw you lack proficiency
Survival in. You gain the same bonus to rolls made for that particular
saving throw.
Martial Mastery If you ever gain proficiency in a skill or saving throw you
Upon choosing this class at 1st level, you begin to achieve a had semi-proficiency in, you may move your semi-proficiency
level of martial mastery and warfare knowledge unlike any to a new one of the same type.
other warrior. You only gain this feature if Fighter is the first class you
choose. You can not have two instances of this feature from
Maneuver Dice
separate classes.
The fighter table shows how many Mastery Dice you have to
perform the Maneuvers you know. To use a Maneuver, you Armor Expert
must expend one of these dice. You can only use one Once you reach 2nd level in this class, you have reached a
Maneuver per attack, ability check or saving throw. You level of comfort and experties with armor that few others
regain all expended Mastery Dice upon completing a short or possess.
long rest. Upon receiving this feature, you may choose one of the
Your Mastery Dice begin as d4's, and increase in size as Armor Schools as seen below. You gain the Tier 1 feature for
you gain levels in this class; as shown in the fighter class your chosen armor school. These features only work with
table. armor of their respective school (You can't benefit from the
tier 2 ability of the Light armor school while wearing Heavy
Maneuvers Known armor for example)
The Maneuvers Known column of the Legendary Fighter At levels 8, 16 and 24, you may either choose a different
class table shows how many Maneuvers you know at any Armor School to gain the Tier 1 feature of, or to advance an
given level. existing Armor School by 1 Tier (From Tier 1 to 2, Tier 2 to 3,
Whenever you gain a level in this class, you may exchange ect)
one Maneuver you know for another.
Armor School: Unarmored
Advanced Maneuvers Combat while wearing no traditional armor
Some Maneuvers are Advanced Maneuvers, these ones are
unique Maneuvers that have some sort of prerequisite (Often Tier 1. While wearing no armor and not wielding a shield,
requiring a specific Mastery tier in a given weapon) in order you have a natural AC equal to 10 + Double this Schools Tier +
to learn them. Your Strength or Dexterity Modifier.
Tier 2. You may now benefit from this Schools natural armor
Maneuver Saving Throws while wielding a shield. If you are not wielding a shield, you
If a Maneuver requires a creature to make a saving throw, gain a +1 bonus to your AC.
your Maneuver saving throw DC is as follows:
Maneuer save DC = 8 + your proficiency bonus + your Tier 3. At the start of your turn, you may reduce your AC by
Strength or Dexterity modifier (Your choice) up to 6 (No action required) You gain a bonus to damage rolls
equal to twice the amount you reduced until the start of your
next turn.
Armor School: Shields Weapon Expert
Combat while wielding a Shield Additionally upon reaching 2nd level in this class, you have
Tier 1. If your weapon has the Versatile trait, you are able to achieved a greater skill and understanding with weapons
benefit from it while wielding a shield. than most others have achieved.
Tier 2. You can not be disarmed of shields you are wielding. Upon receiving this feature, you may choose one of the
Tier 3. You may now benefit from holding two shields,
Weapon Schools as seen below. You gain the Tier 1 feature
for your chosen weapon school. These features only work
gaining the AC bonus from each.
with weapons of their respective school (You can't benefit
from the tier 1 ability of Polearms with anything other than a
Armor School: Light Armor
Polearm)
At levels 7, 12, 17, 22 and 27, you may either choose a
Combat while wearing something such as Leather Armor different Weapon School to gain the Tier 1 feature of, or to
Tier 1. You are resistant to falling damage. advance an existing Weapon School by 1 Tier (From Tier 1 to
Tier 2. You can don or doff light armor as a bonus action, 2 or Tier 2 to 3)
and any kind of clothes are considered to be light armor for
you, which have the same statistics as leather armor. Weapon School: Blades
Tier 3. Attacks of opportunity have disadvantage against you. Shortswords, Daggers, Longswords, Greatswords and similar
weapons
Tier 1. When you attack with a blade, you can choose
Armor School: Medium Armor whether it deals Piercing or Slashing damage.
Combat while wearing something such as Half-Plate Tier 2. When you hit a creature with a weapon attack, you
Tier 1. If you move up to half your movement speed during
may deal slashing damage to a creature within 5-feet of the
your turn, you gain a +1 bonus to your AC until the start of
target equal to your Strength or Dexterity modifier (Your
your next turn.
choice)
Tier 2. If your speed would be reduced, it is reduced by 5-
Tier 3. When you roll a natural 1 on a weapon attack, you
feet less.
may reroll it, using the new result even if it is a 1.
Tier 3. If you are able to add your Dexterity modifier to your
AC while wearing medium armor, the amount of your modifier
you can add is increased by 1. Weapon School: Bows
Shortbows and Longbows
Tier 1. You gain a +2 bonus to attack rolls.
Armor School: Heavy Armor Tier 2. You can not have disadvantage on your attack rolls
Combat while wearing something such as Plate Armor (Having disadvantage will still cancel out advantage)
Tier 1. You ignore the Strength requirements for heavy
Tier 3. The long range of bows you wield is doubled (A
armor and heavy armor is considered to have half of its normal
longbow would now have a long range of 1200)
weight for determining how much you are carrying.
Tier 2. If you did not move during your turn, you are
considered to have half-cover until the start of your next turn Weapon School: Cleavers
or until you move, whichever comes first. Handaxes, Battleaxes, Greataxes, Sickles and Similar Weapons
Tier 3. You may use your Strength modifier in place of your Tier 1. When you roll the maximum possible result on your
Dexterity modifier whenever making a Dexterity saving throw. damage die, you may immediately move up to 5-feet without
provoking attacks of opportunity.
Tier 2. When you would add your Mastery die to an attacks
damage roll and the die rolls a 1 or 2, you may treat it as a 3.
Tier 3. After scoring a critical hit, your critical hit range is
doubled for your next attack before the end of your turn (From
19-20 to 17-20 for example)
Weapon School: Crossbows
Weapon Schools
Hand Crossbows, Light Crossbows, Heavy Crossbows
These weapon schools are not definitive, and you
Tier 1. You ignore the loading property of crossbows you may need to stretch things in order to put some
wield. weapons into it (Such as putting Whips into
Tier 2. You no longer require a free hand to load a weapon Blades) Work with your DM to determine what
with the ammunition property, you still need the ammunition works for your character.
Some weapons may even be able to fall into
on you however.
multiple categories. Such as a Spear being both a
Tier 3. Once per round when you take the attack action, if Skewer and Polearm, and a Rapier being both a
you make all of your attacks against the same target, you may Blade and a Skewer... With that said, a single
make one additional attack as apart of the same action. weapon should only ever benefit from one weapon
school at a time.

Weapon School: Polearms


Glaives, Pikes, Spears, Quarterstaffs and Similar Weapons Combat Training
Tier 1. When you miss with a weapon attack, you may use
Upon reaching 3rd level, you begin to undergo intense
your reaction to deal bludgeoning damage to the creature you
combat training in order to fight in the style you like. You may
missed equal to your Strength or Dexterity modifier (Your choose a Combat Trait from the options listed later in this
choice) document. Some features have a level prerequisite (Listed in
Tier 2. Whenever you successfully hit with a readied attack, the features name), in order to choose that feature, you must
you deal an additional damage die. have at least that many levels in the Fighter class.
Tier 3. When you make an attack roll against a creature larger Upon reaching the following levels in this class, you may
than you, you gain a bonus to your attack roll equal to two
select an additional Combat Trait that you meet the
prerequisites for: 6th Level, 10th Level, 14th Level, 18th
times the size category difference (If the foe is large and
Level, 21st Level, and 25th Level.
you're medium, it'd be a +2 bonus)
Ability Score Improvement
Weapon School: Skewers When you reach 4th level, and again at 8th, 12th, 16th, 20th,
Tridents, War Picks, Lances, Rapiers and Similar Weapons 24th and 28th level, you can increase one ability score of your
Tier 1. For every 5-feet you've moved in a straight line
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
towards a target, you gain a +1 bonus to the damage roll of above 20 using this feature. Alternatively, you can choose a
your next attack before the end of your turn. feat.
Tier 2. Your attacks against creatures whose AC involves When you reach 7th level and again at levels 15 and 23, you
their Dexterity modifier in some way gains a +2 bonus to gain a Legendary Ability Score Improvement. You may either
damage rolls. gain the benefits of a regular ASI as per the rules up above,
Tier 3. When you score a critical hit against a creature, you
or you may take a Legendary Feat, which are listed in the
may lodge your weapon into them. While lodged, the creature
Legendary Player Characters document.
suffers the weapons damage die at the start of each of their
Extra Attack
turns. The weapon remains until a creature pulls it out as an
action.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
When you reach certain levels in this class, the number of
Weapon School: Strikers attacks you can make as part of your Attack action increases;
at 11th level (3 attacks), at 17th level (4 attacks), at 23rd level
Flails, Warhammers, Mauls, Maces and Similar Weapons (5 attacks) and at 29th level (6 attacks)
Tier 1. When attacking a creature wielding a shield, you gain
a bonus to damage rolls equal to their shields AC bonus.
Tier 2. Whenever you deal damage against a creature
wearing heavy armor or with a natural AC above 18 that does
not involve Dexterity (Such as a Dragon with their scales) you
halve all healing they receive until the start of your next turn.
Tier 3. When you score a critical hit on an enemy, you may
declare attack rolls, skill checks, or saving throws. Until the
end of your next turn, the struck creature suffers a penalty to
the chosen roll type equal to your Mastery die.
Warriors Ideology
Once you achieve 9th level in this class, your ideology behind
the purpose of combat and war in general has begun to
cement itself. Choose one of the following features detailed
below, at levels 19 and 26, your chosen feature improves in
some way.
Many of these features generate a temporary Mastery die.
Unless otherwise stated, this die is a d4, and is lost upon
leaving initiative.
Carnage. Whenever you score a critical hit, you gain a
temporary Mastery die. You may have a maximum of 1 of
these temporary die at a time. At level 19 you may have a
maximum of 2 at once, and at level 26 a maximum of 3.
Eternality. At the start of your turn, you may expend 1
regular Mastery die to gain 2 temporary Mastery die. You
may have a maximum of 2 of these die at a time. At level 19
you may have a maximum of 4 at once, and at level 26 a
maximum of 6.
Freedom. Whenever you succeed on a saving throw, you
gain a temporary Mastery die. You may have a maximum of 1
of these temporary die at a time. At level 19 you may have a
maximum of 2 at once, and at level 26 a maximum of 3.
Perseverance. Whenever you are struck by a critical hit,
you gain a temporary Mastery die. You may have a maximum
of 1 of these temporary die at a time. At level 19 you may
have a maximum of 2 at once, and at level 26 a maximum of
3.
Superiority. When a creature takes the attack action
against you and fails to damage you on its turn, you gain a
temporary Mastery die. You may have a maximum of 1 of
these temporary die at a time. At level 19 you may have a
maximum of 2 at once, and at level 26 a maximum of 3.
Heart of War
Beginning at 13th level, your heart beats in anticipation for
the call of war. Whenever you roll initiative, you recover
expended Mastery die equal to half your Mastery die
maximum (Rounded down)
Master of War
Finally at 30th level, you have achieved a level of combat
superiority and skill that few others can match, granting you
the following benefits:
Once per turn when you roll a Mastery die, you may reroll
it. If you do so, you must use the new result.
You gain a temporary mastery die as per your Warriors
Ideology feature at the start of each of your turns, which
disappears at the end of your turn. This die does not count
against you maximum temporary mastery die.
Every 10 minutes that pass, you recover one expended
mastery die.
Brute Overwhelming Force
Who needs fancy strategy or cunning plans? You have a very At 14th level, your weapons become even more forceful. You
straightforwards plan of attack: Attack. may now apply Brute Force on attacks that are benefiting
from maneuvers that add your Mastery die to the attacks
damage roll.
Brute Force
Upon choosing this archetype at 3rd level, you hit harder than Bloody Fuel
many other fighters. Whenever you hit with a weapon you are Beginning at 18th level, your strongest hits are restorative to
proficient in, you may deal additional damage on the attack you. When you score a critical hit with a weapon attack, you
equal to one roll of your Mastery Die (Maximum of 1d12, this may restore hit points equal to the bonus damage dealt from
feature does not gain any numerical bonuses from level 29+) the critical hit.
If the attack is benefiting from a Maneuver that adds your You may use this feature a number of times equal to half
Mastery die to its damage roll, you do not add this features your Constitution modifier (Rounded down, Minimum of 1)
bonus damage to the attack. You regain all expended uses upon completing a long rest.
Weapon Preference Very Stubborn
Additionally at 3rd level, you have become more adept with Upon reaching 21st level, your stubborn nature is near
your favorite weaponry. Choose any Weapon School, your tier limitless. If you successfuly make yourself have 1 HP with
for that school increases by 1. your Stubborn feature, you regain usage of your reaction.
Brutal Force Pure Fuel
Beginning at 6th level, your strongest hits are even stronger. Finally at 25th level, your violent fuel is more readily
Whenever you score a critical hit with a weapon attack, you available. You may now use Bloody Fuel a number of times
can roll an additional die for determining the damage of the equal to your Constitution modifier (Minimum of 2) Rather
critical hit. than half your Constitution modifier.
At 21st level, you may roll another die for determining the
damage of the critical hit (Two die total)
Stubborn
Upon reaching 10th level, you are incredibly stubborn in
fights. When you are reduced to 0 HP, you may use your
reaction to make a weapon attack before falling unconscious.
If you reduce a creature to 0 HP with this attack, you are
reduced to 1 HP instead of falling unconscious.
Cavalier Bonus Proficiencies
The archetypal Cavalier excels at mounted combat. Usually Additionally at 3rd level, you gain proficiency in one of the
born among the nobility and raised at court, a Cavalier is following skills of your choice: Animal Handling, History,
equally at home leading a cavalry charge or exchanging Insight, Performance, or Persuasion. You additionally learn
repartee at a state dinner. Cavaliers also learn how to guard one language of your choice.
those in their charge from harm, often serving as the
protectors of their superiors and of the weak. Compelled to Superior Mount
right wrongs or earn prestige, many of these fighters leave Upon reaching 6th level, your mount summoned from Find
their lives of comfort to embark on glorious adventure. Steed begins to grow with you further, granting it the
following benefits:
Born to the Saddle Its maximum HP increases by an amount equal to three
Starting at 3rd level, your mastery as a rider becomes times your Fighter level.
apparent. You gain the following features:
If its proficiency bonus is lower than yours, it may use
You have advantage on saving throws made to avoid your proficiency bonus instead.
falling off your mount. If you fall off your mount and
descend no more than 10 feet, you can land on your feet if
you're not incapacitated. Riders Bond
Mounting or dismounting a creature costs you only 5 feet Beginning at 10th level, you have learned how to form a true
of movement, rather than half your speed. bond with your mount. Over the course of 1 week, you may
form a bond with a willing creature to make it your bonded
You gain the Steed Caller combat trait if you do not mount. The creature must be capable of being considered a
already have it. mount (Such as a horse, drake, wyvern or even willing
dragon. This is heavily up to DM discretion)
The creature may be returned to life by casting Find Steed
if it is dead and willing. Any benefits a creature you summon
by Find Steed would receive, your bonded mount also
receives.
If you bond with a new creature, your old bond
immediately ends.
War Mount
Once you achieve 14th level, you are able to command your
mount with grace and dignity. As a bonus action and by
expending 1 Mastery Die, you may allow your mount to make
an attack, choosing any one from its statblock.
You may choose whether to add the Mastery Die to the
attack or damage roll of your mounts attack (But not both)
Enduring Mount
At 18th level, you are able to allow your mount to hold on
even in the most dire of circumstances. When your mount
would be reduced to 0 HP but not killed outright, you can
expend a Mastery Die to cause it to be reduced to 1 HP
instead.
Tireless Adventure
Beginning at 21st level, your mount becomes impossible to
tire. Your mount is now immune to the Exhausted condition,
and can not have its speed reduced by any means.
As One
Finally at 25th level, you are not simply a rider and mount,
you are one entity. Whenever you or your bonded mount
takes damage, either of you may choose to transfer any
amount of the damage to the other, provided both are willing.
You must be mounted on your Bonded Mount to use this
feature.
Champion Intense Training
Regular fighters already train a lot, they need to in order to Beginning at 21st level, you begin to improve your body
reach their desired power... Champions though? They take it beyond mortal limits. Choose either your Strength, Dexterity
to the extreme. Seeking perfection in both body and skill, or Constitution score. Your chosen score increases by 2, and
Champions are what most people think of when they think of its maximum increases by 4.
a Fighter.
Strainful Living
Further Training Finally at 25th level, your body has become fully accustomed
Upon choosing this archetype at 3rd level, you begin to to intense activity. You are able to short rest while performing
receive the fruits of your training. You may select an Strenuous activity, if you engage in more than 1 minute (10
additional Combat Trait from your Combat Training feature. rounds) of combat during a short rest, it is interrupted. These
rounds do not need to be consecutive.
Remarkable Athlete
Once you reach 6th level, your body becomes further honed
to endure the trials you subject it to. You have advantage on
saving throws against any non-magical feature that would
give you a level of exhaustion.
In addition, when you make a running long jump, the
distance you can cover increases by a number of feet equal to
your Strength modifier.
Physical Peak
Additionally at 6th level, your physical skill extends to
physical activities in which you aren't familiar in. Whenever
you make a Strength, Dexterity or Constitution ability check
that does not already include your proficiency bonus, you may
add half of your proficiency bonus to it (Rounded up)
Mixed Master
Beginning at 10th level, you're able to make use of your full
body when striking. When you make an attack with a weapon
using Strength or Dexterity, you gain a bonus to the attack
and damage rolls equal to half of the modifier of the ability
score not used (Rounded up, Minimum of 1)
Extra Improvement
At 14th level, your training advances further. Choose either
your Strength, Dexterity or Constitution score. Your chosen
score increases by 2, to a maximum of 20.
Survivor
Once you reach 18th level, you have become the pinnacle of
battlefield endurance. At the start of each of your turns, you
regain hit points equal to 5 + your Constitution modifier
(Minimum of 1) if you have no more than half of your hit
points left. You don't gain this benefit if you have 0 hit points.
Juggernaut
What's the point of knowing all these amazing abilities and
being practically a god with your weapons when you keel over
in the first few seconds of combat? Fighters who follow this
archetype praise the superiority of defense.
Unbreaking
Upon choosing this archetype at 3rd level, you have
strengthened your defense. Whenever you suffer
Bludgeoning, Piercing or Slashing damage, you may subtract
your Mastery die from the damage taken (This reduction
cannot reduce the damage taken below half of its original
value)
Armor Preference
Additionally at 3rd level, you have become more adept with
your favorite armor. Choose any Armor School, your tier for
that school increases by 1.
Juggernauts Resilience
Upon reaching 6th level, your fortitude is truly indomitable.
Choose two saving throws, whenever you are forced to make
a saving throw with one of the ones chosen, you may add
your Mastery die to the saving throws result. If your Mastery
Die has a flat numerical bonus (Levels 29+) You do not add
this numerical bonus.
At levels 14 and 21, you may choose an additional two
saving throws to apply this feature to.
Expanding Protection
Once you reach 10th level, your defensive abilities grow.
Choose any three damage types other than psychic, you may
now apply your Unbreaking damage reduction to the chosen
damage types.
At levels 18 and 25, you may choose an additional three
damage types to apply Unbreaking to (Other than psychic)
Magus Archetype Mystical Profession
Warriors who practice in the arts of magic, Magus' blend Upon choosing this archetype at 3rd level, you must choose a
steel and sorcery into a terrifying and lethally effective full spellcasting class from the below list. You gain that
combination. Not all Magus' can be put into the same classes casting ability, being considered a caster of level
category however: Some focus on arcane magic, while others equal to half your fighter level (Rounded down) For example,
may focus on druidic magic, or even occult magic. if you were a 7th level Magus, you'd have the spellcasting
equivalent to a 3rd level Full caster.
You use that classes spell list as normal, and follow their
normal progression for learning spells (Whether it be a
prepared caster or a known caster)
Class Profession Name
Bard (Charisma) Musical Warrior
Cleric (Wisdom) Holy Vanguard
Druid (Wisdom) Primeval Warden
Sorcerer (Charisma) Legacy Defender
Warlock (Charisma) Eldritch Knight
Wizard (Intelligence) Arcane Guard

War Magic
Upon reaching 6th level, you are able to blend your combat
with magic seamlessly. Whenever you take the attack action,
you may replace one of your attacks with a cantrip.
Magus Strike
Beginning at 10th level, your steel aids your sorcery. After
hitting a creature with a weapon attack, that creature has
disadvantage on its next saving throw against one of your
Magus Spells before the end of your next turn.
Arcane Charge
Once you reach 14th level, you become capable of moving
across the battlefield in flashes of magical energy. As a bonus
action on your turn and by expending a Mastery Die, you may
teleport to an unoccupied space that you can see.
The range of this teleport is equal to 5 times the number
rolled on your Mastery die in feet.
Arcana Knight
At 18th level, your leftover magic begins to fuel your martial
abilities. Whenever you expend a spell slot of 3rd level or
higher, you regain one expended Mastery die.
Mayhem Magic
Beginning at 21st level, your mastery over magic and steel
heightens. When you take the attack action, you may use your
bonus action to cast a spell of 3rd level or lower.
Quick Recharge
Finally at 25th level, your magic recovers at an astonishing
rate. Whenever you finish a short rest, you recover all of your
spell slots of 3rd level or lower.
Prodigy Archetype
Some people are just naturally gifted when it comes to
things. Some are natural geniuses that can learn things with
little effort, some are natural adepts at magic who practically
have it flowing through them, and some... Are immediate
experts when it comes to martial combat.
Prodigious Skill
As a prodigy, you do not need any sort of special abilities or
techniques to be a master at your craft. Whenever you would
gain an Archetype feature (Levels 3, 6, 10, 14, 18, 21 and 25)
you instead gain the Ability Score Improvement feature.
This functions exactly as a normal Ability Score
improvement, you can increase your stats or you can select a
non-legendary feat.

Inspiration
This was inspired by u/DarkAureole and their
Fighterer subclass, which is a joke subclass they
made with their twitch chat.
With Legendary PCs I felt this was fitting as a
potential option to allow for further customization,
so I added it as one of the subclass options!
Rune Knight Runic Mastery
Rune Knights enhance their martial prowess using the At 10th level, you may invoke each Rune you know from Rune
supernatural power of runes, an ancient practice that Carver twice, rather than once in between rests.
originated with giants. Rune cutters can be found among any
family of giants, and you likely learned your methods first or Everlasting Size
second hand from such a mystical artisan. Whether you Once you reach 14th level, you begin to grow more
found the giant's work carved into a hill or cave, learned of accustomed to your larger stature. There is no longer a time
the runes from a sage, or met the giant in person, you studied limit on your Giants Might feature, and you may use it any
the giant's craft and learned how to apply magic runes to number of times between rests.
empower your equipment.
Master Invoker
Giants Might Beginning at 18th level, you become a true adept at invoking
Upon choosing this archetype at 3rd level, you have learned the runes. You may invoke a rune you know on your turn
how to imbue yourself with the might of giants. As a bonus without requiring any action, you may only invoke one rune
action, you magically gain the following benefits: per turn.
If you are smaller than Large, you become Large, along
with anything you are wearing. If you lack the room to Titan
become Large, your size doesn't change. While you are At 21st level, you receive another growth spurt! When you
large, your reach increases by 5-feet. grow from Giants Might, you may choose to become Huge
You have advantage on Strength checks and Strength instead of large if there is enough room to do so. If you do,
saving throws. your reach is increased by 10-feet rather than 5.
Your melee weapon attacks deal 1d6 bonus damage. This Master Rune
increases to 1d8 at Fighter level 14, and 1d10 at Fighter Finally at 25th level, you have perfected one of your runes
level 21. into its purest form... Choose one of the following features,
which can not be changed after it is chosen:
These benefits last for a minute, until you fall unconscious, Haug. You are permanently under the effects of the Hill
or you use a bonus action to end the state. You may use this Runes invoked effects while in Giants Might.
feature twice, and you regain all expended uses of it upon Ild. While in your Giants Might feature, your weapon
completing a long rest. attacks deal an additional 1d6 fire damage on hit.
Ise. You are permanently under the effects of the Frost
Rune Carver Runes invoked effects while in Giants Might.
Additionally at 3rd level, you can use magic runes to enhance Skye. While in your Giants Might feature, you have a flying
your gear. You learn two runes of your choice, from among speed equal to your walking speed.
the runes described on the next page, and each time you gain Stein. While in your Giants Might feature, if a creature is
a level in this class, you can replace one rune you know with not immune to being Charmed, it has disadvantage on attack
a different one from this feature. At Fighter levels 7, 10, 14, rolls against you.
and 21, you learn an additional rune. Uvar. You are permanently under the effects of the Storm
Whenever you finish a long rest, you can touch a number of Runes invoked effects while in Giants Might.
objects equal to the number of runes you know, and you
inscribe a different rune onto each of the objects. To be
eligible, an object must be a weapon, a suit of armor, a shield,
a piece of jewelry, or something else you can wear or hold in
a hand. Your rune remains on an object until you finish a long
rest, and an object can bear only one of your runes at a time.
In addition to this, you gain proficiency in smith's tools, and
you learn to speak, read and write Giant.
Runic Barrier
Upon reaching 6th level, you learn to sacrifice your runes for
defense. When you or a creature within 60-feet of you is hit
with an attack, you may expend your reaction to reduce the
damage taken to 0.
In order to use this feature, you must remove a rune off of
an item benefiting from it.
Runes Skye (Cloud Rune)
The following runes are available to you when you learn a This rune's magic emulates the deceptiveness of a cloud giant.
rune. If a rune has a level requirement, you must be at least While wearing or carrying an object inscribed with this rune,
that level in this class to learn the rune. If a rune requires a you have advantage on Dexterity (Sleight of Hand) checks and
saving throw, your Rune Magic save DC equals 8 + your Charisma (Deception) checks.
proficiency bonus + your Constitution modifier. In addition, when you or a creature you can see within 30
feet of you is hit by an attack roll, you can use your reaction to
Haug (Hill Rune)
invoke the rune and cause that attack to target a different
This rune's magic bestows a resilience reminiscent of a hill
creature within 30 feet of you (other than the attacker), using
giant. While wearing or carrying an object inscribed with this
the same roll. This magic can transfer the attack regardless of
rune, you have advantage on saving throws against being
the attack's range. Once you invoke the rune, you can't do so
poisoned, and you have resistance against poison damage.
again until you finish a short or long rest.
In addition, you can invoke the rune as a bonus action,
gaining resistance to bludgeoning, piercing, and slashing
damage for 1 minute. Once you invoke the rune, you can't do Stein (Stone Rune)
so again until you finish a short or long rest. This rune's magic channels the insightfulness of a stone giant.
While wearing or carrying an object inscribed with this rune,
you have advantage on Wisdom (Insight) checks, and you have
Ild (Fire Rune)
darkvision out to a range of 60 feet. If you already have
This rune's magic channels the masterful craftsmanship of fire
darkvision, its range increases by 30 feet.
giant smiths. While wearing or carrying an object inscribed
In addition, when a creature you can see ends its turn within
with this rune, your proficiency bonus is doubled for any
30 feet of you, you can use your reaction to invoke the rune
ability check you make that uses your proficiency with a tool.
and force the creature to make a Wisdom saving throw. Unless
In addition, when you hit a creature with a weapon attack,
the save succeeds, the creature is charmed by you for 1
you can invoke the rune to summon fiery shackles: the target
minute. While charmed in this way, the creature has a speed of
must succeed on a Strength saving throw or be restrained for
0 and is incapacitated, descending into a dreamy stupor. The
1 minute. While restrained by the shackles, the target takes
effect ends if the charmed creature takes any damage or if
2d6 fire damage at the start of each of its turns. The target can
someone else uses an action to shake the creature out of its
repeat the saving throw at the end of each of its turns,
haze. Once you invoke the rune, you can't do so again until
banishing the shackles on a success. Once you invoke the
you finish a short or long rest.
rune, you can't do so again until you finish a short or long rest.

Uvar (Storm Rune)


Ise (Frost Rune)
Using this rune, you can glimpse the future like a storm giant.
This rune's magic evokes a frost giant's stoic calm. While
While wearing or carrying an object inscribed with this rune,
wearing or carrying an object inscribed with this rune, you
you have advantage on Intelligence (Arcana) checks, and you
have advantage on Wisdom (Animal Handling) checks and
can't be surprised as long as you are not incapacitated.
Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to
In addition, you can invoke the rune as a bonus action to
enter a prophetic state for 1 minute or until you're
increase your Strength score by 2 for 10 minutes. This
incapacitated. Until the state ends, when you or another
increase can cause your score to exceed 20, but not 30. Once
creature you can see within 60 feet of you makes an attack
you invoke the rune, you can't do so again until you finish a
roll, a saving throw, or an ability check, you can use your
short or long rest.
reaction to cause the roll to have advantage or disadvantage.
Once you invoke the rune, you can't do so again until you
finish a short or long rest.
Maneuvers Change Target
Below are the maneuvers available for a fighter to learn. A When you miss a creature with a weapon attack, you may
fighter knows a number of maneuvers according to the expend a Mastery die to remake the attack roll against
amount for their fighter level in the fighter class table, and another creature within 5-feet of the target. This attack has
only one maneuver may be used per attack, ability check or disadvantage, however you may add the expended Mastery
saving throw. die to the attack roll.
As a note, if a feature says "Equal to your Mastery Die" or
something similar, that means you roll your mastery die and Charlatan's Guile
use whatever you rolled as the number for said feature. Whenever you make a Dexterity (Sleight of Hand), Charisma
(Deception), or a Charisma (Performance) check, you can
expend a Mastery Die and add it to the result of your roll. You
Borrowing and Inspiration can use this Maneuver after you roll, but before you find out
A huge thank you to u/LaserLlama. Many whether you succeed or fail.
maneuvers found here are borrowed from or A skill check using an ability score with a negative modifier
inspired by the martial exploits they have made for can not benefit from this feature.
their Alternate Fighter/Barbarian class and Warlord
class.
I asked for permission and received permission Cheap Shot
to do so, so again, huge thank you! Check out their As a reaction to another creature within 5-feet of you
Patreon for more amazing content. attempting to use a reaction or legendary action, you may
expend a Mastery die to attempt to stop them. The creature
must succeed on a Constitution saving throw, on a failed
saving throw they do not use their reaction/legendary action
Agonizing Strike and they lose usage of it as if they used it normally.
When you hit a creature with a weapon attack, you may
expend a Mastery die and add it to the attacks damage. Combat Appraisal
Additionally, if this attack causes the struck creature to make As an action and by expending a Mastery die, you may target
a Concentration check, they suffer a penalty to their check a creature within 60-feet of you. You learn if it is your equal,
equal to the bonus damage of the Mastery die. inferior or superior in one of the following attributes of your
choice:
Assassin's Grace
Whenever you make a Dexterity (Acrobatics) or Dexterity Strength Score Armor Class
(Stealth) check, or roll initiative, you can expend a Mastery Dexterity Score Total Hit Points
Die and add it to your roll. You can use this Maneuver after
you roll, but before you know whether you succeed or fail. Constitution Score Current Hit Points
A skill check using an ability score with a negative modifier Fighter Class Levels Proficiency Bonus
can not benefit from this feature.
Total Class Levels Maneuvers Known
Blinding Strike If you roll a 6 or higher on your Mastery die, you may
As a bonus action, you can expend a Mastery Die and force a instead learn this information about 2 attributes.
creature within 10 feet to make a Constitution saving throw.
On a failure, it takes piercing damage equal to your Mastery Commander's Presence
Die and is blinded until the start of your next turn.
A creature must have eyes in order to be blinded by this Whenever you make a Charisma (Intimidation), Charisma
feature. (Persuasion), or Intelligence (History) check, you can expend
a Mastery Die and add it to your roll. You can use this
Burst of Strength Maneuver after you roll, but before you know if you succeed
or fail.
Whenever you make a Strength or Athletics check in order to A skill check using an ability score with a negative modifier
lift or open something, you may expend a Mastery die and can not benefit from this feature.
add the result to your check.
Cripple
When you hit a creature with a weapon attack, you may
expend a Mastery die and add the die to the attacks damage.
It additionally must make a Dexterity saving throw, on a failed
save its speed is reduced by 5 times the number rolled on
your mastery die until the start of your next turn.
Curved Toss Launching Blow
When you hit a creature with a weapon attack, you may When you hit a creature with a melee weapon attack, you
expend a Mastery die to cause the attack to curve. A creature may expend one Mastery die and add the result to the
within 5-feet of the struck target suffers slashing damage damage roll. The struck creature is additionally pushed 5-feet
equal to your Mastery die. away from you. If the result of your Mastery die was 6 or
higher, they are instead pushed 10-feet away from you.
Disarm
Upon hitting a creature with a weapon attack, you may Lunge
expend a Mastery die and add the die to the attacks damage. When you make a melee weapon attack, you may expend one
It additionally must make a Strength saving throw, on a failed Mastery die to increase the attacks range by 5-feet. If the
save it must drop one item of your choice, which lands at the attack hits, you deal additional damage on the attack equal to
creatures feet. your Mastery die.
Encourage Mock
As a reaction to a creature within 60-feet making an attack As a bonus action, you may expend a Mastery die and mock a
roll or saving throw, you may expend a Mastery die to creature within 60-feet of you. The creature must succeed on
encourage them. If the creature is an ally, they gain a bonus a Wisdom saving throw, on a failed save, they become
to their attack roll equal to your Mastery die. If the creature is Insulted until the end of your next turn.
an enemy, they suffer a penalty to their attack roll equal to A creature who is Insulted has disadvantage on attack rolls
your Mastery die (Due to the confusion of you encouraging against creatures other than you, and they consider all terrain
them) while moving away from you to be difficult terrain. For every
5-feet they move in this difficult terrain, they suffer psychic
Hefty Shove damage equal to your Mastery die.
In place of an attack, you may expend a Mastery die to force a Navigator's Sense
creature within your reach to make a Strength saving throw.
On a failed save, they are pushed a number of feet away from Whenever you make a check using Cartographer's or
you equal to Your Strength modifier x Your Mastery die Navigator's tools, you can expend a Mastery Die and add it to
(Minimum of 5-feet) your roll. You can use this Maneuver after you roll, but before
For example, if your Strength modifier is 4 and you rolled a you know whether you succeed or fail.
3, they'd be pushed 12-feet. It's probably best to just round A skill check using an ability score with a negative modifier
that down to 10 feet can not benefit from this feature.
Heroic Endurance Overwhelm Shield
Whenever you make a saving throw against being Stunned, As a bonus action while a creature wielding a shield is within
Incapacitated or knocked Unconscious, you can expend a 5-feet of you, you may subject an abnormal amount of force to
Mastery die and add it to the result of your saving throw. You the shield. You may expend a Mastery die to deal damage to
can use this Maneuver after you see the result of your roll, but the creature equal to one roll of your Mastery die + Your
before you know if you succeed. Strength modifier.
Hurl Parry
In place of an attack, you can expend a number of Mastery As a reaction to being hit by a melee weapon attack, you may
Die up to your Dexterity modifier (Minimum of 1) to throw an expend one Mastery Die to gain a bonus to your AC against
object you are holding at a target you can see within 60 feet, that attack equal to your Mastery Die.
forcing it to make a Dexterity saving throw. On a failed save,
both the object and target take bludgeoning damage equal to Rally
the amount of Mastery Die Expended + your Strength
modifier. As a bonus action, you can expend a Mastery die to rally
If you expend two or more mastery die, the target suffers yourself and your allies. Yourself and a number of other
half damage on a successful save instead of no damage. creatures equal to your Charisma modifier (Minimum of 1)
Note: This maneuver uses dexterity to determine how may immediately move up to half their movement speed
many die you can expend while using strength for the save without provoking attacks of opportunity.
and damage roll
Rampage
Once per turn if you have reduced a creature to 0 HP at any
point in this turn, you may expend a Mastery die to regain
usage of your bonus action.
Riposte
As a reaction to being targeted with a melee attack, you may
expend a Mastery die and make an attack with a melee
weapon you are holding. If your attack roll is higher than the
attacking creatures attack roll, their attack misses regardless
of your AC, and they suffer damage equal to your Mastery die
(This damage is the same type as your weapon)
Ripping Strike
When you hit a creature with a weapon attack, you may
expend a Mastery die to leave a messy wound, rolling the
mastery die. At the start of each of the creatures turns, they
suffer necrotic damage equal to the total rolled.
This lasts until the creature receives magical healing or
another creature uses an action to make a medicine check
and succeed on the check (DC for the check is the same as
your Maneuver DC)
Scholar's Mind
Whenever you make an Intelligence (Arcana), Intelligence
(Nature), or Intelligence (Religion) check, you can expend a
Mastery Die and add it to your roll. You can use this
Maneuver after you roll, but before you know if you succeed
or fail.
A skill check using an ability score with a negative modifier
can not benefit from this feature.
Second Wind Survivalist's Craft
As a bonus action, you can expend a Mastery Die to recover Whenever you make a Wisdom (Animal Handling), Wisdom
hit points equal to your Mastery Die + Your Fighter Level. (Medicine), or Wisdom (Survival) check, you can expend a
You can only use this maneuver if you have suffered Mastery Die and add it to your roll. You can use this Master
damage since the beginning of your last turn, and you can not after you roll, but before you know if you succeed or fail.
recover more HP from this feature than the damage you have A skill check using an ability score with a negative modifier
suffered since then. can not benefit from this feature.
Sieging Blow Tendon Cutter
When you hit a nonmagical object with an attack, you may As a reaction to a creature within 5-feet of you attempting to
expend a Mastery die to maximize the damage of the attack move, you may expend a Mastery die and make an attack roll
against the object. If the object is destroyed from this attack, against them. On a hit, instead of dealing damage, their
you regain the mastery die expended to use this maneuver. movement speed is reduced to 0 until the end of their current
turn.
Silencing Strike
When you hit a creature with a weapon attack, you may Tinker's Experience
expend a Mastery die and add the die to the attacks damage. Whenever you make an ability check with a set of Artisan's
It additionally must make a Constitution saving throw, on a tools you are proficient in, you can expend a Mastery Die and
failed save it is unable to speak or cast spells with verbal add it to your roll. You can use this Maneuver after you roll,
components until the end of your next turn. but before you know if you succeed or fail.
A skill check using an ability score with a negative modifier
Sleuth's Observation can not benefit from this feature.
Whenever you make an Intelligence (Investigation), Wisdom
(Insight), or a Wisdom (Perception) check you can expend a Tripping Strike
Mastery Die and add it to your roll. You can use this When you hit a creature with a weapon attack, you may
Maneuver after you roll, but before you know if you succeed expend a Mastery die an add the die to the attacks damage. It
or fail. additionally must make a Strength saving throw, failing prone
A skill check using an ability score with a negative modifier on a failed saving throw.
can not benefit from this feature.
Total Precision
Speech When you make a weapon attack against a creature, you may
Over the course of 1 minute or longer (The nature of the expend a Mastery die and add it to the attack roll. You may do
speech may require it to take longer), you may expend a so before or after seeing the attack roll, but before you know
mastery die to deliver either an Inspirational Speech or an if the attack misses.
Intimidating Speech. A number of creatures equal to your If an attack benefiting from this feature exceeds a creatures
Charisma score (Score, not modifier) who heard your speech AC by 10 or more, it becomes a critical hit.
are affected by it. Creatures cannot be affected by either
speech if their Charisma score is equal to or higher than Wild Strike
yours. When you make a melee weapon attack, you can expend a
The effects of the speech remain on a creature for a Mastery Die as part of the attack to strike with wild abandon.
number of hours equal to your Charisma score + Your You must subtract your Mastery Die from your attack roll.
Mastery die.
Inspirational Speech. All creatures who heard the speech However, on hit, you deal additional damage equal to two
feel motivated. Whenever they make an ability check that is times the number subtracted.
related in some way to your speech, they may add your
Mastery die to the check (For example, if you were motivating
people to be able to build something quickly, they'd add it to
checks related to building)
Intimidating Speech. All creatures who heard the speech
feel demoralized. Whenever they make an ability check that is
related in some way to your speech, they subtract your
Mastery die from the check (For example, if you gave a
speech about how hopeless it was to continue building a wall,
they'd subtract your die from checks made to build the wall)
Advanced Maneuvers Defensive Sacrifice
Below are the maneuvers available for a fighter to learn that Shields Tier 3
requires a bit more skill to acquire. Every advanced When you are hit with a weapon attack, you may
maneuver has a prerequisite, requiring you to be a specific permanently reduce the AC of a shield you are wielding by 1
tier in a weapon or armor school (Such as requiring being to reduce the attacks damage to 0. If a shield has lost 2 AC
tier 2 in Cleavers) from this feature it is destroyed.
A maneuver with such a prerequisite can only be used for Shields that are not destroyed may be repaired over the
attacks with weapons belonging to its prerequisite weapon course of a long rest if you possess smithing tools.
school.
Advanced maneuvers otherwise function normally. Destruction
Meaning they are learned as you would regular maneuvers, Strikers Tier 2
count against your maneuvers known and requiring the When you hit an object with a weapon attack, you can
expenditure of Mastery die. expend a Mastery die to increase its destructive force. The
damage of the attack is multiplied by an amount equal to half
Arrow Storm of your Mastery die (Rounded down)
Bows Tier 3
As an action and by expending a Mastery die, you may Haft Block
select a 30-foot radius you can see within your weapons Polearms Tier 3
range, all creatures of your choice must succeed on a As a bonus action on your turn, you can expend a Mastery
Dexterity saving throw against your Maneuver DC, suffering die to block with your weapons haft. Until the start of your
piercing damage equal to your Mastery die + Your Dexterity next turn, you reduce all melee weapon damage you take by
modifier (Or Strength modifier if you have the Strongbow an amount equal to your Mastery die.
combat trait) on a failed save, or half as much on a successful If you are disarmed of or make an attack with your polearm
one. this effect ends early.
You must have ammunition for each individual target.
Heart Pierce
Blade Rush Crossbows Tier 3
Blades Tier 1 Before you make an attack, you can expend a Mastery die
As an action or in place of up to two attacks, you may to declare this to be a Heart Piercing attack. This attack has
expend a Mastery die to move up to your speed in a straight disadvantage, however on a hit it is automatically a critical
line. All creatures you pass through must succeed on a hit.
Dexterity saving throw, suffering damage equal to two rolls of An attack can not be a Heart Piercing attack if you already
your Mastery die + Your Strength or Dexterity modifier (Your had disadvantage on the attack roll.
choice) on a failed saving throw.
Attacks of opportunity made against you while using this Immovable Jab
maneuver suffer a penalty to their attack roll equal to your
Mastery die. Skewers Tier 1
This maneuver is strenuous to use, thus it can only be used In place an attack, you can expend a Mastery die to jab
once per turn. forwards with impossible strength. A creature within your
weapons range must succeed on a Dexterity saving throw, or
Bloodletting Strike suffer damage as if they were struck by your weapon. They
also suffer additional damage equal to your Mastery die.
Cleavers or Skewers Tier 1
When you hit a creature with a weapon attack, you may Knowing Attack
expend a Mastery die and add it to the attacks damage.
Additionally, all healing the struck creature receives is halved Polearms Tier 2
(Rounded down) until the start of your next turn. As a reaction to a creature moving within your melee
weapons reach, you can expend a Mastery die and make an
Curving Shot attack against them. On a hit, you deal bonus damage equal
to your Mastery die.
Bows Tier 1
When you miss a creature with a ranged weapon attack
roll, you can expend a Mastery die to reroll the attack against
another creature within 30-feet of your initial target. This
creature must still be within the bows range. On a hit, the
attack deals bonus damage equal to your Mastery die.
Maim Steel Wind Assault
Blades or Cleavers Tier 2 Blades Tier 3
When you score a critical hit, you may expend a mastery In place of an attack, you can expend a Mastery die to
die to roll an additional d20. If this die would also critically flourish your melee weapon and disappear. Choose up to 5
hit, you may lop off one of the creatures appendages. In creatures you can see within your movement speed (Not
special cases such as creatures with tentacles, the DM accounting for speed reductions) you make an attack roll
decides what kind of detriments this would inflict upon the against each target. On a hit, a creature suffers damage equal
creature. to your Mastery die + Your Strength or Dexterity modifier
A creature with a missing leg has their speed halved, if they (Your choice)
are missing all of their legs their speed is 0. A creature with You then appear in an unoccupied space within 5-feet of a
one arm can't use two handed equipment or wield two items. creature targeted by this maneuver.
If this additional die does not also critically hit, you instead This maneuver is strenuous to use, thus it can only be used
add your Mastery die to the attacks damage. once per turn.
Pinning Shot Sunder
Bows or Crossbows Tier 2 Strikers Tier 3
When you hit a creature with a ranged weapon attack, you When you make an attack against a creature, you may
can expend a Mastery die to cause the missile to lodge itself choose to make it a Sundering Blow by expending a Mastery
deep in the creature. For every lodged missile in them, a die. This attack has disadvantage and deals half damage on a
creature has its speed reduced by 5-feet, and suffers piercing hit, however if the creature is wearing manufactured armor
damage equal to your Mastery die at the start of each of its (Such as plate armor) it suffers a -1 penalty to its AC. This
turns. penalty remains until the damage is repaired, and this penalty
A creature can remove up to two missiles from themselves can stack from multiple Sundering Blows.
as an action. Armor is considered completely destroyed if the creatures
AC becomes equal to 10 + Their Dexterity Modifier while
Shielded Advance wearing it.
Shields Tier 1 An attack can not be a Sundering Blow if you already had
When you are targeted with a melee attack of opportunity, disadvantage on the attack roll.
you can expend a Mastery die as a reaction to add the result
of the die to your AC for that attack. You must be wielding a
shield to use this Maneuver.
Terra Breaker Wind Slash
Polearms or Strikers Tier 2 Blades or Cleavers Tier 2
As an action or in place of up to two attacks, you may You must use a slashing weapon for this Maneuver.
expend a Mastery die to strike the ground and cause it to In place of a weapon attack, you may slash with such force
shake. All other creatures within 20-feet of you must succeed that the wind becomes a lethal blast, making a ranged
on a Strength saving throw, suffering damage equal to two weapon attack against a creature within 60-feet of you
rolls of your Mastery die + Your Strength or Dexterity (Which can use either Strength or Dexterity) On a hit the
modifier (Your choice) on a failed saving throw, or half as target suffers damage as if they were struck by the weapon
much on a successful one. used to create this wind blast.
Creatures who fail this saving throw are also knocked As a bonus action you may expend a Mastery die to make
prone. an attack with this wind.
This maneuver is strenuous to use, thus it can only be used
once per turn.
Unstoppable Blow
Cleavers Tier 3
In place of an attack, you can expend a Mastery die to roll
3d20, the results of which can not be altered in any way. If all
die would critically hit, you can decapitate your target
creature. The creature instantly dies if it can not survive
without a head.
Vault
Polearms Tier 1
In place of an attack, you can expend a Mastery die to use
your weapon to propel yourself. You can immediately make a
standing High or Long jump, gaining a bonus to the jump
distance equal to your Mastery die. Movement from this jump
does not provoke attacks of opportunity.
Water Impalement
Bows, Crossbows or Skewers Tier 2
After dealing piercing damage to a creature, you may
expend a Mastery die to force them to make a Constitution
saving throw. On a failed saving throw, it becomes so difficult
for them to breath that it's like they are underwater.
The creature cannot speak and thus they cannot supply the
verbal components for spells, they are also considered to be
suffocating. At the end of each of their turns, they may repeat
this saving throw, ending the effect on a successful save.
This maneuver is strenuous to use, thus it can only be used
once per turn.
Wracking Strike
Strikers Tier 2
When you hit with a weapon attack, you can expend a
Mastery die and add it to the attacks damage roll.
Additionally, the struck creature must succeed on a
Constitution saving throw, on a failed save they suffer one of
the following effects of your choice until the start of your next
turn:
Its speed is reduced to 0.
It can only speak falteringly.
It can only take an action or bonus action on its turn, not
both.
It has disadvantage on Dexterity saving throws.
Dual Wielder
Combat Traits When you engage in two weapon fighting, you may make your
Below you will find the features you are able to select from offhand attack as apart of your attack action rather than as a
your Combat Training feature at levels 6, 10, 14, 18, 21 and bonus action. If you do so, you are unable to use your bonus
25. action to make any sort of attack.
Additionally, you may add your ability modifier to your
Action Surge offhand attack if you were not already.
You are able to push yourself beyond your limits, gaining an
additional action this turn (No action required) Once you use Duelist
this feature, you may not do so again until you complete a When you are wielding a melee weapon in one hand and no
short or long rest. other weapons, you gain a bonus to that weapons damage
If you have at least 14 levels in this class, you may choose rolls equal to half your proficiency bonus (Rounded up)
this feature a second time; gaining an additional usage
between rests. Fighting Spirit
If you have at least 25 levels in this class, you may choose As a bonus action on your turn, you can give yourself
this feature a third time; gaining an additional usage between advantage on all weapon attack rolls until the end of your
rests. turn. When you do so, you also gain temporary hit points
equal to your Fighter level.
Aggressive Armor You may use this feature three times, regaining all
While wearing armor that is outfitted with weapons or expended uses upon completing a long rest.
something similar (Such as spiked armor, or barbed armor)
you may use your bonus action to attack with the armor. This Forceful Shot
natural attack uses your choice of Strength and Dexterity, When using a Shortbow or Longbow, you may use your
and the damage die is a 1d4. Strength modifier instead of your Dexterity modifier.
When attacking with a bow while using this feature, you
Archer's Eye have a -1 penalty to your attack rolls with them; however you
Immediately before making an attack with a ranged weapon also have a +2 bonus to damage rolls with them.
you are proficient with, you may choose to gain a bonus to
said attack roll equal to your Mastery die. Great Weapon Fighting
You may use this feature a number of times equal to your When you roll a 1 or 2 on a damage die for an attack you
Dexterity modifier (Minimum of 1) You regain all expended make with a melee weapon that you are wielding with two
uses upon completing a short or long rest. hands, you can reroll the die and must use the new roll, even
If you have the Forceful Shot feature, you may use your if the new roll is a 1 or a 2. The weapon must have the two-
Strength modifier for calculating the number of uses you handed or versatile property for you to gain this benefit.
have for this feature.
Horde Breaker
Battlefield Cleaner Once on each of your turns when you make a weapon attack,
When you hit a creature with a weapon attack, the creature you can make another attack with the same weapon against a
takes extra damage equal to your Mastery die if it is below different creature that is within 5 feet of the original target
half its hit point maximum. A creature may only be afflicted and within range of your weapon.
with this damage once per round.
Improvised Fighter
Cautious Combat You are proficient with improvised weapons, and attacks
At the start of your turn, you may choose any number equal to made with improvised weapons you wield use a damage die
or less than your proficiency bonus (No action required) All equal to your Mastery die. Most improvised weapons (Such
weapon attacks you make receive a penalty to their damage as a chair, plate or something similar) will not be able to be
rolls equal to your chosen number until the start of your next used for more than one attack (DM discretion regarding how
turn. many attacks an improvised weapon can be used for)
However, all instances of weapon damage against you also
gain a penalty to their damage rolls equal to this bonus until Marine Archer
the start of your next turn. This penalty is applied before Provided you are not wearing medium or heavy armor, and
resistances are applied. not wielding a shield, you have a swimming speed equal to
your walking speed. Additionally, provided the target is within
Colossus Toppler half of your weapons short range, you do not have
When a Large or larger creature within 5 feet of you hits or disadvantage on attack rolls made with ranged weapons
misses you with an attack, you can use your reaction to attack while underwater.
that creature immediately after its attack, provided that you
can see the creature.
Marine Warrior Steed Caller
Provided you are not wearing medium or heavy armor, and You can cast the Find Steed spell without expending a spell
not wielding a shield, you have a swimming speed equal to slot. After you do so, you may not do so again until you
your walking speed. While in water or within 5-feet of a body complete a long rest.
of water no smaller than a lake, you gain a +1 bonus to your
AC, attack rolls and damage rolls. Versatile Warrior
While wielding a single weapon with the versatile property
Novice Runesmith and no shield, you gain the following benefits depending on
Select a rune from the Rune Knight subclass, you learn that whether you are wielding it in one or two hands.
rune and are able to inscribe it on your equipment as per the One Hand. You gain a +2 bonus to your Armor Class.
subclasses rules. You are unable to invoke the rune you learn Two Hands. You gain a +3 bonus to the weapons damage
from this feature. rolls.
You can not select this if your subclass is Rune Knight.
Weapon Juggler
Offensive Shields You can draw a weapon that has the thrown property as apart
You gain proficiency with shields as a martial melee weapon, of the attack you make with the weapon.
which deals 1d6 bludgeoning damage on a hit. If a shield has Additionally, if you hit an attack made with the thrown
a magical bonus to its AC, that bonus is also applied to its property of a weapon and the target is within your weapons
attack and damage rolls. short range, you may cause it to bounce off the target and
On a successful hit with a shield, instead of dealing damage return to your hand.
you may push them up to 5-feet away from you.
Reckless Combat
At the start of your turn, you may choose any number equal to
or less than your proficiency bonus (No action required) All
weapon attacks you make gain a bonus to their damage rolls
equal to your chosen number until the start of your next turn.
However, all instances of weapon damage against you also
gain a bonus to their damage rolls equal to this bonus until
the start of your next turn.
Resilient Body
Your HP maximum increases by an amount equal to four
times your level in this class. Everytime you gain a Fighter
level, your maximum HP increases by an additional 4 HP.
You may select this trait multiple times.
Sightless Warrior
You have blindsight with a range equal to 5 times your
proficiency bonus in feet. Within that range, you can
effectively see anything that isn't behind total cover, even if
you're blinded or in darkness. Moreover, you can see an
invisible creature within that range, unless the creature
successfully hides from you.
Skirmisher
When an attack misses you, you may move up to half of your
speed as a reaction. This movement does not provoke attacks
of opportunity.
Stance Shifter
While wielding a shield and a weapon in which you are
proficient in, you may shift between an Offensive Stance and
Defensive Stance. You may change your stance at the start of
your turn (No action required) and when you do so, you lose
the benefits of your previous stance.
Defensive Stance. Whenever you take damage, you
reduce the amount taken by half your proficiency bonus
(Rounded down)
Offensive Stance. Whenever you deal damage with a
weapon you are proficient in, you deal additional damage
equal to half your proficiency bonus (Rounded down)
Critical Improvement
Prerequisite: 6th Level
Your critical hit range for weapon attacks is increased by 1
(From 20 to 19-20 for example)
If you have at least 21 levels in this class, you may take this
feature a second time, increasing your critical range for
weapon attacks further (From 19-20 to 18-20 for example)
Evasion
Prerequisite: 6th Level
When you are subjected to an effect that allows you to
make a Dexterity 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.
If you have at least 21 levels in this class, you may select
this feature again. If you do so, it applies to all saving throws,
not just Dexterity ones.
Brutal Critical
Prerequisite: 10th Level
Whenever you score a critical hit with a weapon attack, you
can roll an additional die for determining the damage of the
critical hit.
If you have at least 18 levels in this class, you may select
this feature a second time. If you have at least 25 levels in this
class, you may select this feature a third time. Subsequent
takings add an additional die as normal.
Indomitable
Prerequisite: 10th Level
You are able to reroll a saving throw you fail, potentially
turning it into a success. If you do succeed, you are unable to
use this feature until you complete a long rest. If you still fail
the saving throw, you do not lose your usage of this feature.
You are able to select this feature up to 3 times, gaining a
usage for each time it has been taken.
Rapid Strike
Prerequisite: 14th Level
When you make an attack roll with advantage, you can
instead forfeit your advantage on the roll to make an
additional attack against the same target. You may only do so
once per round.
If you have at least 25 levels in this class, you may select
this feature a second time. If you do so you can use this
feature twice per round.
Strength Before Death
Prerequisite: 25th Level
If you take damage that reduces you to 0 hit points and
doesn't kill you outright, you can use your reaction to delay
falling unconscious, and you can immediately take an extra
turn, interrupting the current turn. While you have 0 hit
points during that extra turn, taking damage causes death
saving throw failures as normal, and three death saving throw
failures can still kill you. When the extra turn ends, you fall
unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you
finish a long rest.
Legendary Actions
Here you will find the Legendary actions that only a Fighter Leveling Beyond 30
of the appropriate level can learn (If a Fighter specific Here you can find what the Legendary Fighter gains
Legendary action requires 2 actions, you must be a level 11 for every level beyond 30 they are! It is intentional
Fighter to know it for example) that their proficiency bonus stops increasing.
Every 4 levels beyond 30 (34, 38, ect) a
Attack Blitz legendary fighter gains a regular ASI.
Cost: 1 Legendary Action Every third ASI a legendary fighter would gain
You make two attacks with a weapon you are wielding at after level 30 (42, 54, 66 ect) is instead a
disadvantage. Advantage does not cancel out this legendary ASI.
disadvantage.
Every 4 levels starting at level 31 (31, 35, 39,
43 ect) you gain an additional Mastery die.
Catch
Cost: 1 Legendary Action Every 4 levels starting at level 33 (33, 37, 41,
When you would use your reaction to make an attack of 45 ect) you gain an additional +1 to your
opportunity, you can instead spend a legendary action to mastery die rolls.
make it. Every even level (32, 34, 36, 38 ect) you gain a
+1 to one ability score of your choice.
Guard Up
Your HP increases as per normal.
Cost: 2 Legendary Actions
You increase your AC by an amount equal to your Dexterity Your new ability score maximums for Strength,
modifier (Minimum of 0) until the beginning of your next Dexterity and Constitution is equal to your
turn. Fighter level if they were not already higher.

Martial Superiority
Cost: 1 Legendary Action
The next time you make a Strength, Dexterity or
Constitution saving throw before the beginning of your next
turn, you have advantage on the roll.
Supreme Grit
Cost: 1 Legendary Action
You tough yourself out, reducing all damage you take by
your Strength Modifier (Minimum of 1) until the end of your
next turn.
True Mastery
Cost: 2 Legendary Actions
The next time you would expend a mastery die before the
end of your next turn, you instead do not need to expend one.
Changelog
Version 1.1.1 (April 13th 2023)
A very minor update that every legendary class is receiving,
increasing their hit points
Hit die is now 2d10, you now add double your
Constitution modifier for each level.
Version 1.1 (March 4th 2023)
The second release that largely aimed at adding onto the
existing class and fixing issues that were pointed out.
Updated Master of War to have two more features:
Gaining a temporary mastery die at the start of each of
your turns and recovering an expended mastery die every
10 minutes.
Added 2 new subclasses: Brute and Juggernaut
Fixed up various subclasses (Many incorrectly stated that
you gained one of their features at 7th level, when it
should've been 6th level-one even stated 15th level instead
of 14th level.
The Cavaliar subclass War Mount feature now adds the
Mastery die to the mounts attack or damage roll (Your
choice). You also must now be mounted to your Bonded
Mount to use the As One feature.
The Magus subclass now has a 10th level feature.
Added 12 new Regular Maneuvers: Change Target, Cheap
Shot, Navigator's Sense, Overwhelm Shield, Rampage,
Ripping Strike, Sieging Blow, Speech, Tendon Cutter,
Tinker's Experience and Tripping Strike!
Added 4 new Advanced Maneuvers: Blade Rush, Terra
Breaker, Water Impalement and Wind Slash!
Added the Resilient Body combat trait.
Reformatted the combat traits to be more in line with how
the other class documents look.
Fixed various typos throughout the document!

Version 1.0 (Auguest 17th 2022)


The first release of this Legendary class and the second
overall legendary class I made, it was also the class that gave
me the idea for combat traits, which was used for every
legendary class afterwards.
Released with five subclasses: Cavaliar, Champion,
Magus, Prodigy and Rune Knight.
Released with 27 Regular Maneuvers and 17 Advanced
Maneuvers
Released with 30 Combat Traits
Released with 6 Legendary Action options
Credits and Thanks!
Artist Credit Patron Thanks!
I am no artist, just someone with a lot of homebrew ideas and This homebrew was supported for by my patrons on
a vague ability in graphic design. All artwork I use in this https://www.patreon.com/Zellorea. If you wish to support me
document is credited below, please show respects to the or encourage me to make more things like this or update this
artist and if the original artist sees this and feels I did not in the future, that's the best way to do it!
properly credit them/does not wish for their artwork to be A thank you to my current supporting patrons! Their
used, contact me at u/Zellorea and I will rectify this as soon names are listed below as a show of my immense
as possible. appreciation towards them.
Cover Art by @GogalKing on Twitter! Living Legend: O-5
Art on the last page before subclasses begins is by Sean Living Legend: Trains
Tay on Artstation! Savior: Amelia Strange
Brute Art by Eunice Ye on Artstation! Renowned Hero: InsaneInsanity
Cavalier Art by Shuxian Zhang on Artstation!
Mercenary: Deathknight
Champion Art by @Navigavi on Twitter!
Folk Hero: Nate Meyer
Art on Juggernaut Page by Avetetsuya Studios on
Artstation!
Prodigy Art by InaWong on Deviantart!
Magus Art by Clayscence art on Deviantart!
Art on 3rd Regular Maneuver Page by Robusta Art on
Artstation!
Art on 2nd Advanced Maneuver Page by Anna
Podedworna on Artstation!
Art on 3rd Advanced Maneuver Page by Dao Trong Le on
Artstation!
Art on 2nd Combat Trait Page by Wang Xiao
Art on 3rd Combat Trait Page by Daniel Kamarudin on
Artstation!

Stain Credit
In all of my homebrew I use watercolor stains created by
u/flamableconcrete aka Jared Ondricek. These brews and
PDFs would not look nearly as nice without his creations, so
huge thank you to him! You can find all stains I use on his
website, watercolors.giantsoup.com.

Other Homebrew
You may recognize me for other homebrews such as the
Siphoner class and my project to turn every league of legends
champion into a subclass, if you want to be alerted as soon as
all of those are publically available, join the discord!
https://discord.gg/c4T35TqbqT

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