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The Spartan (Fighter Subclass)

This archetype shares elements in common with the Battle Master, including the use of Armament dice
and special maneuvers.

Level Trances Trance Damage


3rd 3 +2
4th 3 +2
5th 3 +2
6th 4 +2
7th 4 +2
8th 4 +2
9th 4 +3
10th 4 +3
11th 4 +3
12th 5 +3
13th 5 +3
14th 5 +3
15th 5 +3
16th 5 +4
17th 6 +4
18th 6 +4
19th 6 +4
20th Unlimited +4

Block out the sun


You are so adept at shield combat that you are able block nearly any mundane ranged weaponry (arrow,
spear, etc). At 1st level whenever a successful non-magical ranged attack is made against you, you may
use your reaction and roll a 1d4 + spartan level, the damage is reduced by that amount.

Trance
In battle, you fight with primal ferocity. On your turn, you can enter a Trance as a bonus action.

While in this trance, you gain the following benefits if you aren't wearing heavy armor:

· You have advantage on Strength checks and Strength saving throws.


· When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that
increases as you gain levels as a Spartan, as shown in the Trance Damage column of the Spartan
table.
· You have resistance to bludgeoning, piercing, and slashing damage.
· If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your Trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you
haven't attacked a hostile creature since your last turn or taken damage since then. You can also end
your Trance on your turn as a bonus action.

Once you have a set amount of times you may enter into a trance per day. The number of times shown
for your Spartan level in the Trances column of the Spartan table, you must finish a long rest before you
can Trance again.

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your
Proficiency modifier. You can use a shield and still gain this benefit.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an
edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects
that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or
incapacitated.

The Spirit Guides Me


At 3rd level, you gain a aspect of a spirit, you choose a totem spirit and gain its feature. You must make
or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers,
claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that
are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually
hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your
homeland. For example, you could choose a hawk or vulture in place of an eagle.

You may choose any totem from the Barbarian Totem Spirit tree or chose an additional totems upon
your DMs permission

Bear dog: You have resistance to all damage except psychic damage. The spirit of the beast makes you
tough enough to stand up to any punishment. In addition while your friends have advantage on melee
attack rolls against any creature within 5 feet of you that is hostile to you.

Fighting Style
You adopt a particular style of fighting as your specialty. You gain the following bensfits while engaged in
your particular style. You must be using a shield to gain these benefits:

Spear and Shield:


· While wielding a shield and spear, you can use the versatile damage for the spear, even when
wielding it in one hand. In addition, your spear is considered to have the reach property.

· If an ally within 5 feet of you is also wielding a shield, you both gain a bonus of +1 to their AC.

· When a creature you can see attacks a target other than you that is within 5 feet of you, you can
use your reaction to impose disadvantage or force the attacker to reroll one weapon attack that
hits an ally adjacent to you on their attack roll.

· At the 5th level, the spartan can concentrate all his might on the opponents around him. You can
attack twice, instead of once, whenever you take the Attack action on your turn. If a attack
results in kill, you are allowed one additional 5-foot step and a third melee attack as a bonus
action. You may continue to do this as long as your attack results in a kill and you take no more
than a 5-foot step between attacks. Your total movement this turn cannot exceed your maximum
speed. Note that this is treated as an “Extra Attack” feature found in other classes.

You must be wielding a shield.

Stand your Ground


As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in
your defensive stance, you can make opportunity attacks without using your reaction, and you can use
your reaction to make a melee attack against a creature that moves more than 5 feet while within your
reach.

Shield Bash
It was common to see a spartan knock back an opponent with their shield, and follow up with a fatal
attack with their sword or spear. At 2nd level, you begin to use your shield offensively in combat.
Whenever in melee combat, if an opponent misses an attack roll against you, you can use your reaction
to make a attack roll with your shield to deal 1d6 damage + your strength modifier. In addition you can
force the attacker to make a strength saving throw or be stunned for 1 round.
DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

In addition, when you make a shield bash attack with your off-hand, add your Strength modifier to the
damage.

Shield Charge
· In some cases, the spartan found that he had to cover a short distance in order to get to his
opponent. By performing a shield charge, he could do this and get in at least one attack while
doing so. The Spartan must move up to 10 feet before making his attack. Upon success, the
target receives standard damage +5 additional damage and must save or be knocked prone. As
per the Shield Bash feature, the target must roll a Fortitude check to determine if they remains
standing or is knocked prone and unable to attack.
DC = 10 + Shield's Hardness + characters's strength modifier

· Shield Wall
· By interlacing your shield with a ally who also has a sheild, you are able to create what is called a
shield wall. By doing so, you are given half cover have a +2 bonus to AC and Dexterity saving
throws.

· Phalanx
· Unlike the shield wall but concidered part of the shield wall, this maneuver requires you to be
providing cover to an ally, must be persforming a shield wall with multiple individuals; this
extended shield wall surrounds an ally and grants them three-quarters cover, has a +5 bonus to
AC and Dexterity saving throws and lasts until the start of your next turn.

· This is an upgraded version of the Shield Wall and benefits more than the shield user and an ally.

· Tortoise
· By interlocking your shield and forming a cicular formation like that of a tortois's shell. You are
able to provide total cover to everyone within that circle including the sheild bearer. The
Tortoise is a technique often used to prevent A.O.E attacks from harming the group. It works in
conjunction with another ability.
· This is an upgraded version of the Phalanx and benefits more than the shield
user and an ally.

Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Offensive and Defensive Maneuvers


At 3rd level when you select this archetype, you learn special maneuvers powered by armament dice.

You gain your choice of three combat maneuvers and three shield maneuvers, described below. These
maneuvers take full advantage of your offensive and defensive capabilities. You can only use one
maneuver per round.

You gain two or each offensive and defensive maneuvers of your choice at 5th, 7th, 9th, 11th, 13th, 15th,
17th and 19th level. Each time, you can also replace one maneuver you know with a different maneuver.

Armament Dice. You have four d8 armament dice. An armament die is expended when you use it. You
regain all spent armament dice following a short or long rest.

When you reach 10th level, your armament dice turn into d10s. At 18th level, they turn into d12s.

In addition, whenever you hit with a shield bash attack, add your shield’s Armor Class bonus to the
damage inflicted.

Saving Throws. If one of these maneuvers calls for a saving throw to resist the effects, use the following
calculation to determine the saving throw DC: Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

For a list of maneuvers see Maneuvers page

Shield Master: Shield Masters don't rely on magic to stay alive as a unit.
· If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity save made
against a spell or other effect that affects only you.
· If you are subjected to an effect which allows you to make a Dexterity save for half damage, you
can use your reaction to take no damage, interposing you shield between you and the effect.

Know Your Enemy


Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature
outside combat, you can learn certain information about its capabilities compared to your own. The DM
tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics
of your choice:

Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels, if any
Fighter class levels, if any

Remarkable Athlete
Beginning at the 7th level, you can add half your proficiency bonus (rounded up) to any Strength,
Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. 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.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act
normally on your first turn, but only if you enter your Trance before doing anything else on that turn.

Relentless Trance
Starting at 11th level, your Trance can keep you fighting despite grievous wounds. If you drop to 0 hit
points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you
succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest,
the DC resets to 10.

Persistent Trance
Beginning at 15th level, your Trance is so fierce that it ends early only if you fall unconscious or if you
choose to end it.

Damage Deflection
At 18th level, as a reaction you can reduce the amount of bludgeoning, piercing, or slashing damage you
suffer from an attack by an amount equal to your shield’s AC bonus plus your proficiency bonus.
This is taken off after your resistance if you are within your Trance.

Champion
At 20th level, you embody the power of your blood. Your Physical scores increase by 4. Your maximum
for those scores is increased by 4.

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