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8/18/2019 Complete Martialist Handbook http://slidepdf.com/reader/full/complete-martialist-handbook 1/13 P P Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Dierent barbarians attribute their r age to dierent sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal. P S You belong to a tradition of barbarians who hunt down sacred beasts, stealing their pelts and organs for grizzly rituals that unlock their own ability to take on dierent shapes. Skinchangers begin their path by learning to partially adopt the shape of beasts while raging, looking for all the world like a lycanthrope though they do not suer such a curse. As these barbarians grow in power their ability to change their forms for greater power and deception only improves. S H At 3rd level, you learn a sacred hunting ritual that allows you to gain the power of beasts. Prior to beginning this ritual you must name a beast that might exist in the nearby wild and is listed below. This sacred hunt takes 1 hour to complete. After you perform a sacred hunt, when you enter a rage you partially transform into the beast you selected and add the corresponding benet to the normal benets of rage. This eect lasts until you perform another sacred hunt. Bat. As a bonus action you can shriek or catch the wind. If you shriek and are not deafened, you have blindsight up to 60 feet away until the end of your next turn. If you catch the wind, you y 10 feet and take no damage from falling until the end of your next turn. Boar. When you move 15 feet or more directly towards a creature on your turn you can spend your bonus action to gore them with your tusks. You have prociency with tusk attack and add your strength modier to hit and damage. The gore attack deals 1d4 bludgeoning damage and the creature must make a Strength saving throw or fall prone. The DC of this saving throw is 8 + your prociency modier + your Strength modier. Rat. Gain resistance to poison damage and advantage on saving throws against disease, poison and restrained eects. In addition, you can use a b onus action to use your tail to distract and threaten your enemy, giving the next attack roll they make disadvantage. Shark. Gain a swim speed of 30 feet and you can breathe underwater. As a bonus action you can bite any creature that has less than their maximum hit points. You have prociency with the bite attack and add your strength modier to hit and damage. The bite a ttack deals 1d4 piercing damage. Wolf. As a bonus action you can harry a creature next to you. When you harry a creature next to you the next attack against that creature has advantage. As a reaction you can hound a creature next to you when it moves out of your reach. When you hound a creature you move half your movement speed and must move as close to the creature triggering the reaction as possible. This movement does not provoke opportunity attacks. S Also at 3rd level, you gain the ability to turn into an animal exactly as described in the druid’s Wild Shape feature save that you can only use the feature once before needing a long rest to use again. This Wild Shape feature improves at 4th and 8th level, just as it does for druid. T T M Starting at 6th level, your ability to change your own form improves and you can cast alter self and enhance ability (targeting yourself only). After casting one of these spells with this feature you must complete a long rest to use this ability again. In addition, as part of the bonus action you use to enter a rage you can cast alter self or enlarge (targeting yourself only). Unlike the spell you do not need to concentrate to continue the eect but the eect ends when your rage does. P R Starting at 10th level, the sacred hunt reaps even greater rewards. Add an additional benet based on the target of your last sacred hunt to the normal benets of your rage; Bat. You have a y movement speed of 30 feet. Boar. As a free action once during your turn when a creature makes an opportunity attack against you you can make a gore attack against it after its opportunity attack is resolved. Rat. You are immune to poison and disease. As a bonus action you can spread dirt and lth across your weapon. The next time you damage a creature with that weapon they must make a Constitution saving throw (DC 14) or be poisoned until the end of their next turn. Shark. When you deal damage to a creature with less than half its hit points remaining you deal an additional 1d4 damage. Wolf. When you harry a creature all attacks against that creature gain advantage until the start of your next turn. When you hound a creature you can move your full movement speed instead of half your movement speed. T M M Starting at 14th level, you can cast alter self and enhance ability (targeting yourself only) at will. In addition, you can now use the Wild Shape granted by your Skinchanger feature twice before needing a long rest. Finally, you can cast the spell polymorph once before needing a long rest to cast it again. Your spell save for this spell is 8 + your prociency modier + your Constitution modier. Path of the Skinchanger by /u/ coolgamertagbro Art Credits in Order of Appearance “Beast’s Soldier ” by Koutanagamori PDF compiled, edited and designed to resemble the ocial Player’s Handbook by /u/Barkalot

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P PRage burns in every barbarian’s heart, a furnace thatdrives him or her toward greatness. Different barbariansattribute their rage to different sources, however. Forsome, it is an internal reservoir where pain, grief, andanger are forged into a fury hard as steel. Others see itas a spiritual blessing, a gift of a totem animal.

P S You belong to a tradition of barbarians who hunt downsacred beasts, stealing their pelts and organs for grizzlyrituals that unlock their own ability to take on differentshapes. Skinchangers begin their path by learning topartially adopt the shape of beasts while raging, lookingfor all the world like a lycanthrope though they do notsuffer such a curse. As these barbarians grow in powertheir ability to change their forms for greater power anddeception only improves.

S H At 3rd level, you learn a sacred hunting ritual that allows

you to gain the power of beasts. Prior to beginning thisritual you must name a beast that might exist in thenearby wild and is listed below. This sacred hunt takes1 hour to complete. After you perform a sacred hunt, when you enter a rage you partially transform into thebeast you selected and add the corresponding benetto the normal benets of rage. This effect lasts until youperform another sacred hunt.

Bat. As a bonus action you can shriek or catch the wind. If you shriek and are not deafened, you haveblindsight up to 60 feet away until the end of your nextturn. If you catch the wind, you y 10 feet and take nodamage from falling until the end of your next turn.

Boar. When you move 15 feet or more directly

towards a creature on your turn you can spend yourbonus action to gore them with your tusks. You haveprociency with tusk attack and add your strengthmodier to hit and damage. The gore attack deals 1d4bludgeoning damage and the creature must make aStrength saving throw or fall prone. The DC of thissaving throw is 8 + your prociency modier + yourStrength modier.

Rat. Gain resistance to poison damage and advantageon saving throws against disease, poison and restrainedeffects. In addition, you can use a bonus action to use

your tail to distract and threaten your enemy, giving thenext attack roll they make disadvantage.

Shark. Gain a swim speed of 30 feet and you canbreathe underwater. As a bonus action you can bite anycreature that has less than their maximum hit points.

You have prociency with the bite attack and add yourstrength modier to hit and damage. The bite attackdeals 1d4 piercing damage.

Wolf. As a bonus action you can harry a creature nextto you. When you harry a creature next to you the nextattack against that creature has advantage. As a reaction

you can hound a creature next to you when it moves outof your reach. When you hound a creature you movehalf your movement speed and must move as close tothe creature triggering the reaction as possible. Thismovement does not provoke opportunity attacks.

S Also at 3rd level, you gain the ability to turn into ananimal exactly as described in the druid’s Wild Shapefeature save that you can only use the feature oncebefore needing a long rest to use again. This Wild

Shape feature improves at 4th and 8th level, just as itdoes for druid.T T MStarting at 6th level, your ability to change your ownform improves and you can cast alter self and enhance ability (targeting yourself only). After casting one ofthese spells with this feature you must complete a longrest to use this ability again. In addition, as part of the bonus action you use to

enter a rage you can cast alter self or enlarge (targeting yourself only). Unlike the spell you do not need toconcentrate to continue the effect but the effect ends

when your rage does.

P RStarting at 10th level, the sacred hunt reaps evengreater rewards. Add an additional benet based on thetarget of your last sacred hunt to the normal benets of

your rage; Bat. You have a y movement speed of 30 feet. Boar. As a free action once during your turn when a

creature makes an opportunity attack against you youcan make a gore attack against it after its opportunity

attack is resolved. Rat. You are immune to poison and disease. As a

bonus action you can spread dirt and lth across your weapon. The next time you damage a creature with that weapon they must make a Constitution saving throw(DC 14) or be poisoned until the end of their next turn.

Shark. When you deal damage to a creature with lessthan half its hit points remaining you deal an additional1d4 damage.

Wolf. When you harry a creature all attacks againstthat creature gain advantage until the start of your nextturn. When you hound a creature you can move your fullmovement speed instead of half your movement speed.

T M MStarting at 14th level, you can cast alter self andenhance ability (targeting yourself only) at will. Inaddition, you can now use the Wild Shape granted by

your Skinchanger feature twice before needing a longrest. Finally, you can cast the spell polymorph oncebefore needing a long rest to cast it again. Your spellsave for this spell is 8 + your prociency modier + yourConstitution modier.

Path of the Skinchanger by /u/ coolgamertagbro

Art Credits in Order of Appearance“ Beast’s Soldier ” by Koutanagamori

PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

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P PRage burns in every barbarian’s heart, a furnace thatdrives him or her toward greatness. Different barbariansattribute their rage to different sources, however. Forsome, it is an internal reservoir where pain, grief, andanger are forged into a fury hard as steel. Others see itas a spiritual blessing, a gift of a totem animal.

P S WSome barbarians are not marked by their loyalty to kinor tribe but by their loyalty to land and beast. Thesebarbarians take up the role of stewards and protectorsof the natural world ghting against those who woulddespoil it. In taking on this role the barbarian learnsmuch of the magic of his cousin the druid, even learningto bend his typically violent rage into an unshakableinner calm.

S At 3rd level, you augment your signicant physicalprowess with druidic magic. See chapter 10 for the

general rules of spellcasting and chapter 11 for thedruid spell list.Cantrips. You learn learn two cantrips of your choice

from the druid spell list. You learn an additional druidcantrip of your choice at 10th level.

Spell Slots. The Sylvan Warden Spellcasting tableshows how many spell slots you have to cast your spellsof 1st level and higher. To cast one of these spells, youmust expend a slot of the spell’s level or higher. Youregain all expended spell slots when you nish a longrest. For example, if you know the 1st-level spell entangleand have a 1st-level and a 2nd-level spell slot available,

you can cast entangle using either slot.

Spells Known of 1st-Level and Higher. You knowthree 1st-level druid spells of your choice, two of

which you must choose from the conjuration andtransmutation spells on the druid spell list. The Spells Known column of the Sylvan WardenSpellcasting table shows when you learn more druidspells of 1st level or higher. Each of these spells mustbe a conjuration or transmutation spell of your choice,and must be of a level for which you have spell slots. Forinstance, when you reach 7th level in this class, you canlearn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level cancome from any school of magic. Whenever you gain a level in this class, you canreplace one of the druid spells you know with anotherspell of your choice from the druid spell list. The newspell must be of a level for which you have spell slots,and it must be a conjuration or transmutation spell,unless you’re replacing the spell you gained at 8th, 14th,or 20th level.

Spellcasting Ability. Wisdom is your spellcastingability for your druid spells, since you learn your spellsthrough observation and emulation of the natural world.

You use your Wisdom whenever a spell refers to yourspellcasting ability. In addition, you use your Wisdommodier when setting the saving throw DC for a druidspell you cast and when making an attack roll with one.

Spell save DC = 8 + your profciency modifer +your Wisdom modifer

Spell attack modifer = your profciency bonus +your Wisdom modifer

Q RStarting at 3rd level, you have learned to turn yourfurious physical rage into an aura of unshakeable calm.Using a bonus action and expending a use of yourrage, you enter a quieted rage. While in a quieted rage

you gain the following benets in place of the benetsnormally given by rage; . You have an aura of quiet strength. Friendly creatures within 15 feet of you gain resistance to bludgeoning,piercing, and slashing damage. . You have an aura of implacable determination. Enemycreatures count the area within 15 feet of you as difficultterrain. . You have advantage on saving throws made tomaintain concentration. . Add your rage damage bonus to druid spells you cast.

If you enter a rage while in a quieted rage, the quietedrage ends. If you enter a quieted rage while in a rage,the rage ends. Your quieted rage ends after 1 minuteor until you spend a bonus action to end it early or gounconscious.

B LStarting at 6th level, you gain the ranger’s NaturalExplorer feature. At 7th level, you also gain a mysticalconnection to the land you choose as if you had selectedthe same terrain for the druid’s Circle Spells feature. At7th level you gain the spells a druid would at 3rd level.

At 13th level, you gain the spells a druid would at 5thlevel. At 19th level, you gain the spells a druid would at7th level.

F LStarting at 10th level, you can use your druidic magicto heal the wounds and stave off the infections of yourallies. As an action you can expend a spell slot to casta curative spell over all friendly creatures within 15feet of you. Each friendly creature can decide to make

a saving throw to end an effect they are under with abonus to the roll equal to the spell slot you expendedor recover 1d6 per level of spell slot you expended +their Constitution modier in hit points. If you are in aquieted rage you can use a bonus action rather than an

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action to use this feature.

N ’ F , N ’ CStarting at 14th level, whenever you enter a rageor quieted rage you can choose one of the followingdamage types; cold, re, lightning, poison, or thunder.

While you remain in that rage or quieted rage youhave resistance to that damage type and when youdeal damage with your melee weapon attacks you can

choose to deal that damage type.

Path of the Sylvan Warden by /u/ coolgamertagbro

Art Credits in Order of Appearance“ Elf Druid ” by Fresh Paint“ Forest Arena ” by Jordan Grimmer

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M ADifferent ghters choose different approaches toperfecting their ghting prowess. The martial archetype

you choose to emulate reects your approach.

GGunslingers wield all manner of rearms as they pondertheir place in society, wander the world, and settle oldgrudges. These ghters use new technology to do battlebut the reasons they ght are timeless. Gunslingerslive by a code, though whether that code gives themfree reign to terrorize the local town or demands theyprotect it at all costs depends on the path they choosefor themselves. When you live and die by the gun, you’rea gunslinger.

B P At 3rd level, you gain prociency with side arms, longarms, one gaming set of your choosing, and tinker’stools.

T G At 3rd level, your down and dirty gun ghting has forced you to dig deep for your grit. Your access to this innerstrength is represented by a number of grit points. Youhave 5 grit points. You can expend a grit point to powera Deed, special abilities gunslingers learn at later levels,or for one of the following benets;

Iron Sights. You can expend a grit before you make anattack roll to gain advantage on that roll.

Fast Hands. You can expend a grit when you use the Attack action to ignore the loading property of a rearmuntil the start of your next turn.

Quick Fix. After you make an attack roll you canspend 1 grit to ignore the misre property of a side arm

or long arm. You regain an expended grit point whenever you scorea critical or reduce a creature to 0 hit points with arearm attack. You regain all expended grit points when

you complete a short or long rest.

W ’ DStarting at 7th level, you gain the following Deeds.

Dust Devil. You can use a bonus action and expend agrit to use the Dodge action.

Marked. You can use a bonus action and expend a gritto cast hunter’s mark as a 3rd-level spell.

Wild Stallion. You can use an action and expend a gritto cast the spell phantom steed .

D ’ DStarting at 10th level, you gain the following Deeds.

Deadeye. When you make an attack roll with arearm and the result is one away from a result that

would score a critical hit, you can expend a grit to makethe result count as a critical. You do not regain grit fromthat critical.

High Noon. When you are targeted by a ranged weapon attack you can use your reaction and expenda grit to try to shoot the attack out of the air. Make anattack roll with a rearm. If your result is greater thanthe attack result targeting you, the attack misses youand you regain a grit.

Shoot First. When you make an initiative roll you canexpend a grit to gain advantage on the roll and your rstattack roll with a rearm on your next turn.

S O

Starting at 15th level, a gunslinger has to make a hardchoice about which side of the law he falls on. He canchoose to take the Gangboss’ Deeds or Lawman’s Deedsfeature. In addition, you gain the following Deed.

Mortal Shot. When you reduce a creature to 0 hitpoints or score a critical hit you can spend a grit toimmediately make another attack with your rearm.

G ’ D

When you gain this feature, add your Intelligencemodier to your total grit points. In addition, you gainthe following Deeds.

Criminal Talent. You can expend a grit when youmake a Charisma (Deception), Charisma (Intimidation),or Dexterity (Stealth) check to gain advantage on thatroll.

Half Cocked. You can use a bonus action and expenda grit to increase the misre property by 1 and thecritical property by 2 on all rearm attacks you make forthe next minute.

L ’ D When you gain this feature, add your Charisma modier

to your total grit points. In addition, you gain thefollowing Deeds.

Heart of Gold. You can expend a grit when you makean Intelligence (Investigation), Wisdom (Insight), or

Wisdom (Medicine) check to gain advantage on that roll.Straight Shooter. You can use a bonus action and

expend a grit to ignore the misre property on anyrearm you make an attack with for the next minute.

B H ’ DStarting at 18th level, if you took the Gangboss’ Deedsfeature, gain the following Deeds.

Hero Stopper. When you score a critical hit with arearm you can expend a grit to roll three times yourdamage dice rather than two times your damage dice.

Stay Down! When you use the Attack action whileusing a rearm and target the same creature with eachattack you can use your bonus action to attack the samecreature again.

W H ’ DStarting at 18th level, if you took the Lawman’s Deedsfeature, gain the following Deeds.

Anybody Else? When you use the Attack action whileusing a rearm and target a different creature with eachattack you gain a grit and can use your bonus action tomake a rearm weapon attack.

Villain Dropper. When you score a critical hit witha rearm you can expend a grit and all attacks againstthat creature before the start of your next turn gainadvantage.

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N W P Brutal. When you deal damage with this weapon, roll

the damage dice of this weapon twice and use the higherresult.

Critical X. If you roll this number or higher on yourattack roll with this weapon it is considered a critical.

Misre X. If you roll this number or lower on yourattack roll with this weapon it misred. You may use abonus action to clear the rearm. You must clear therearm before you use it to attack again.

Optional Rule : Firearms in D&D

If you choose to use rearms in your setting and wantthem to be more widely used than just those archetypesthat specialize in them, the following classes gainpro ciency with one or both types of rearms;

Bard: Side Arms

Fighter: Side Arms & Long ArmsRanger: Long ArmsRogue: Side Arms

In addition, if your campaign uses feats, consider addingthe following feat into the game.

Firearms ExpertThanks to extensive practice with rearms, you gain thefollowing bene ts;• You ignore the loading quality of rearms with which

you are pro cient.• Being within 5 feet of a hostile creature doesn’t impose

disadvantage on your attack rolls.

• When your weapon has mis red you can use a bonusaction to take the Use Object action to clear and reloadthe rearm.

NameSidearmsSix Shooter

Hand Cannon

LongarmsRi eBoom Stick

Cost

100 gp80 gp

80 gp100 gp

Damage

2d4 piercing1d12 piercing

2d6 piercing2d6 piercing

Properties

Ammunition (50/100), light, mis re 1Ammunition (30/60), critical 19, light, loading, mis re 2

Ammunition (100/400), critical 19, loading, mis re 2, two-handedAmmunition (20/40), brutal, critical 18, heavy, loading, mis re 3

Weight

4 lb.8 lb.

12 lb.8 lb.

W EAPONS

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GGladiators turn combat into an art form. While otherghters hone their skills purely to get the job done,gladiators combine martial prowess with crowdpleasing. Gladiators love nothing more than pulling abig audience to a ght and challenging their equals toone-on-one combat. While these ghters are certainlyunconventional adventurers they tend to make friends

and fans easily.B P Starting at 3rd level, you gainprociency in Performance.

C P Starting at 3rd level, some of your gladiatorfeatures will require enemy creatures tomake saving throws. The saving throw DCis calculated as follows:

Gladiator save DC = 8 + your pro ciency modi er +your Charisma modi er

M MStarting at 3rd level, you can use your bonus action tochallenge a creature within 15 feet to a one on one ght.That creature must make a Wisdom saving throw. If thatsaving throw fails, until the creature takes damage froma creature friendly to you, you use this feature again,or it is reduced to 0 hp it has disadvantage on attackrolls against creatures other than you and you add yourCharisma modier when you deal weapon damage to it.

R CStarting at 7th level, when you score a critical hit eachfriendly creature within 30 feet with an Intelligencescore of 4 or more can use their reaction to cheer for

you. All enemy creatures within 30 feet of you mustmake a Constitution saving throw. If they fail they take1d4 + your Charisma modier thunder damage perfriendly creature that cheered. If they succeed they takehalf that damage.

B HStarting at 10th level, while a creature is under theeffect of your Mano a Mano feature it has resistanceto all damage given to it by a source other than youand vulnerability to all damage you deal to it.

S MStarting at 15th level, choose one of the followingabilities. You can use this ability against anycreature under the affect of your Mano a Manofeature. You can use this ability again after you completea short or long rest.

Big Drop. In place of one of your regular attacks youcan leap up to 15 feet and make a weapon attack. If youhit the attack is a critical and the creature is stunneduntil the end of its next turn.

Choke Out. In place of one of your regular attacks youcan make an attempt to grapple. If you are successfuland the creature needs to breathe to live it must make aConstitution saving throw at the start of each of its turns

while grappled or go unconscious for one minute.Toss Up. In place of one of your regular attacks you

can make attempt to knock your opponent off its feet with the force of your blow. If you succeed you canchoose to throw the creature anywhere within 30 feetof its current location. When it lands the creature takes

5d10 force damage and is prone.

B FStarting at 18th level, you also trigger your Roarof the Crowd feature when you reduce an enemycreature to 0 hp.

Gunslinger and Gladiator Martial Archetypes by /u/ coolgamertagbro

Art Credits in Order of Appearance

“ Fantasy Guns ” by Kozivara“Cowboy Marlboro Recoverd ” by Rrrawhide“Shoanti Gladiator ” by Devburmak

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R There is a lot of discussion in the D&D community andin Wizards of the Coast itself about the state of theranger class. While Wizards of the Coast has offered afew possible variations on the class as alternatives to theranger presented in the Player’s Handbook there doesn’tappear to be a consensus currently on the direction theclass will ultimately take, if it is ever officially revised atall. There are also many D&D fans who have createdtheir own versions of the ranger class in an attempt toresolve the perceived mechanical and thematic failingsof the current official ranger class. Given the precariousposition of the ranger in the community and my desireto create new content for all classes, I developed rangeroptions for the Complete Martialist Handbook with thefollowing considerations in mind.

First, any change to the ranger base class shouldbe minor enough that, if removed, the archetypespresented here could still be usable in campaigns thatdid not want to use a change to the base class. Thesecond consideration is that any change, althoughminor, must improve the ranger thematically and

mechanically and be inspired by the historical strengthsof the ranger class in previous D&D editions. With theseconsiderations in mind, here are my additions to theranger class as presented in the Player’s Handbook.

H ’ M TStarting at 1st level, creatures of the type selected by

your Favored Enemy feature are always considered tobe under the affect of your hunter’s mark . This effect on

your Favored Enemy does not require any action by youto initiate or concentration to maintain.

H ’ M T Starting at 3rd level, you can cast hunter’s mark as acantrip. When you cast hunter’s mark as a cantrip itcounts as if you used the highest level spell slot you canhave.

H ’ M T Starting at 9th level, you cannot lose concentration on

your hunter’s mark by taking damage.

B Like the ranger from the Player’s Handbook, thecommunity has largely written off the beastmasterarchetype. Given that the beastmaster represents such acompelling and commonplace fantasy narrative conceptI wanted to do what I could to make it a viable option asan archetype for the ranger. Written below is a rewrite ofthe beastmaster features.

R ’ CStarting at 3rd level, you gain a beast companion thataccompanies you on your adventures and is trained toght alongside you. Choose a beast that is no larger thanMedium and that has a challenge rating of ¼ or lower.

Add your prociency bonus to the beast’s AC, attackrolls, and damage rolls, as well as to any saving throwsand skills it is procient in. Its hit point maximumequals its normal maximum or ve times your rangerlevel, whichever is higher. The beast obeys your commands as best as it can. Ittakes its turn on your initiative, though it doesn’t take anaction unless you command it to. On your turn, you can

verbally command the beast where to move (no actionrequired by you). You can use your action to verballycommand it to take the Attack, Dash, Disengage, Dodge,or Help action. Once you have the Extra Attack feature,

you can make one weapon attack yourself when youcommand the beast to take the Attack action. While traveling through your favored terrain with onlythe beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one byspending 8 hours magically bonding with another beastthat isn’t hostile to you, either the same type of beast asbefore or a different one.

B O

Also at 3rd level, you could use your action to command your beast to pursue one of the following orders; Assault. Choose a creature within 60 feet of you. On

your turn you do not control your beast’s movement.Instead the beast moves within reach of that creature,avoiding provoking opportunity attacks if possible, andmakes a melee attack on each of your turns. This orderends if the creature you chose is reduced to 0 hp.

Defend. Choose a creature or object within 60 feetof you. On your turn you do not control your beast’smovement. Instead the beast moves adjacent to thecreature or object and attempts to interpose itselfbetween the creature or object and attacking creatures.On each of your turns the creature makes an attack

against one of the closest enemy creatures to thecreature or object you commanded it to defend. Thisorder ends if there are no more enemy creatures.

Retreat. Give your creature an indication of whereit should ee to. On each of your turns your beastmoves in that direction and then takes a Dash actionto continue moving the same direction. Your beast willspend his action to Disengage if that would allow himto avoid an opportunity attack while obeying this order.This order ends when your creature arrives where youdirected them to. You can use a bonus action to command a beast tocease an order.

B ’ M Starting at 7th level, your beast benets from the effectsof your hunter’s mark the same way you do.

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A P Starting at 11th level, when you bond to a new beastusing your Ranger’s Companion feature you the beastcan be no larger than Large size and must have achallenge rating of 1 or lower.

S SStarting at 15th level, when you cast a spell targeting

yourself or you are targeted by a spell that heals you, you

can also affect your beast companion with the spell ifthe beast is within 30 feet of you.

G All rangers form a bond with the land, mastering thesurvival skills necessary to thrive there and learning touse terrain to their advantage. Geomancers connect tothe land on a mystical level, discovering ways of callingup the inherent magical powers of the local ora, faunaand geological features. In territory they are intimatelyfamiliar with, geomancers wield a wide range of spells

while powerful geomancers can even call up thegeomantic properties of distant lands.

G Starting at 3rd level, you learn the druidcraft cantrip.Starting at 5th level, you can cast spells associated withone of your favored terrains while you are in that terrain.These spell associations are the same as the ones listedon the Druid Circle of Land, Circle Spells feature. Forthe purposes of gaining access to spells a 5th level

ranger counts as a 3rd level druid, a 9th level rangercounts as a 5th level druid, a 13th level ranger counts asa 7th level druid, and a 17th level ranger counts as a 9thlevel druid.

G R Starting at 3rd level, you have learned to regain some of

your magical power by communing with the earth. Onceper day when you nish a short rest, you can choose

expended spell slots to recover. The spell slots can havea combined level that is equal to or less than half yourranger level (rounded up), and none of these slots canbe 6th level or higher.

I EStarting at 3rd level, you learn a 10 minute ritual thatinvolves setting a weapon on the ground and calling onthe geomantic power of the elements to empower the

weapon. This empowerment lasts until you take a longrest. While empowered the weapon deals additionaldamage of a type determined by the terrain this abilityis used in the rst time you deal damage with it eachround. The additional damage is 1d4.

Arctic. Cold damage.Coast. Acid damage.

Desert. Fire damage.Grassland. Radiant damage.

Mountain. Thunder damage.Settlement. Psychic damage.Swamp. Poison damage.Underdark. Necrotic damage.

G AStarting at 7th level, when you complete a long rest youcan choose to add the terrain type you rested in to yourlist of favored terrains granted by your Natural Explorerfeature. This effect ends when you use this feature again.

S EStarting at 11th level, you gain twice your ranger levelin temporary hit points whenever you complete a longrest in a region that is considered a favored terrain asselected in your Natural Explorer feature. You gain

your ranger level in temporary hit points whenever youcomplete a short rest in an area that matches a favoredterrain selected by your Natural Explorer feature or youcomplete a long rest in any terrain you do not favor. While you have these temporary hit points you deal anadditional 1d4 damage with your Invoke the Elementsfeature.

W LStarting at 15th level, you can cast a spell from a favoredterrain’s list without expending a spell slot as if you youexpended the highest spell slot you can cast. You canuse this feature again after you complete a long rest. In addition, you can cast a spell from a favored terrainlist that you are not currently in by expending a spell slotone level or more higher than the one called for by thespell.

hold person, knock leomund’s tiny hut, tonguescompulsion, locate creatureanimate objects, contagion

5th9th13th17th

New Favored Terrain: SettlementAdd “Settlement” to the lists of favored terrains in theNatural Explorer feature. Settlements include all sizabletowns and cities.S ETTLEMENT

Hunter level Circle Spells

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M At the core of your being you are what you hunt. Whileother rangers stalk the edges of civilization ghtingback the darkness you stalk the edge of the darknessand serve as a medium between civilization and themonstrous. Your intimacy with monstrous beings hastranslated to arcane power over magics related to theirnature.

A KStarting at 3rd level, you learn a 10 minute ritual where

you decorate yourself in the trappings of one of yournon-humanoid favored enemy types. Until your nextlong rest you gain advantage on all Charisma checks

when engaging with that creature type. Additionally,one or both of your arms (your choice) are transformedinto a monstrous appendage that you are procient

with. These monstrous appendages deal 2d4 + strengthor dexterity modier (your choice) and have the light

weapon property. The damage type the monstrousappendage deals should reect the creature type andcan be bludgeoning, piercing, or slashing (your choice).

You can use this feature again after you complete a longrest.

F KStarting at 3rd level you gain access to the spells

associated with your Favored Enemy. When you gain anadditional Favored Enemy you gain the spells associated with that creature type.

K AStarting at 7th level, when you complete a long rest youcan choose a creature type that you have interacted withsince your last long rest. That creature type is added to

your list of favored enemies. This effect ends when youuse this feature again.

M MStarting at 11th level, your ferocity is unmatched. While

you have an Adopted Kin your monstrous appendage

deal 2d6 damage + strength or dexterity modier + Wisdom modier and have the light weapon property.The damage type should reect the creature type andcan be any damage type of your choice.

A K Starting at 15th level, you can spend an actiontransforming into a creature you have encounteredof the same type as you selected with your AdoptedKin feature. This creature’s challenge rating cannotbe higher than 5. This effect acts like the druid’s WildShape feature in all other ways. You can use this abilityagain after you complete a long rest.

Also starting at 15th level, when you take any typeof damage from an attack from a creature of thetype selected by your Adopted Kin feature you haveresistance to that damage.

CreatureAberrationsBeastsCelestialsConstructsDragonsElementalsFeyFiendsGiantsMonstrositiesOozesPlantsUndead

4th leveldimension door dominate beastguardian of faithstoneskinmordenkainen’s private sanctumelemental baneconfusionevard’s black tentaclesstone shapecreate monstrosity freedom of movementgrasping vineblight

3rd levelblink conjure animalsremove cursedispel magic fyelemental weaponhypnotic patternhunger of hadar fear water walk gaseous formplant growthvampiric touch

2nd levelcrown of madnessanimal messenger aid calm emotionsenthrall elemental burstinvisibilityblindness/deafnessenlarge/reducealter self webbarkskindarkness

1st levelray of sicknessanimal friendshipblessunseen servantchromatic orbabsorb elementscharm personhellish rebukecatapultdisguise self greasegoodberry false life

F AVORED K IN S PELLS

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N SC M 4th-level transmutation

Casting Time : 1 actionRange : 30 feetComponents : V, SDuration : Instantaneous

Class : Sorcerer, Warlock, WizardSelect two beasts within range whose combinedchallenge ratings are less than your level. Each beastmakes a Constitution saving throw. If they both fail, thetwo beasts are merged into a single monstrosity. This new monstrosity appears as an amalgamation ofthe two beasts. This new creature has an AC, walkingspeed, Strength, Dexterity, Constitution, Intelligence,

Wisdom, and Charisma equivalent to the higher ratingof the two beasts. The new creature has the hit points,hit dice, and challenge rating equal to the combinationof both beasts. The new creature has the specialmovement speeds, skills, senses, features, and actions

of both beasts. The new creature can be the size ofeither beast or any size inbetween the size of the twobeasts. This spell can be ended with a dispel magic spell. Ifa monstrosity created by this spell reproduces with amonstrosity made from the same beasts, the child ofthose monstrosities breeds true and cannot be undone

with a dispel magic spell.

E B2nd-level evocation

Casting Time : 1 actionRange : 60 feetComponents : V, S, M (a diamond worth at least 100 gp)Duration : InstantaneousClass : Sorcerer, Wizard

Raising your hand into the air, elements form in the airaround your head and gather in your palm. When youclasp your hand into a st, choose a creature withinrange and choose to deal acid, cold, re, lightning,poison, or thunder damage. That creature and eachcreature within 10 feet of the targeted creature mustmake a Dexterity saving throw or take 1d12 + yourspellcasting ability modier damage of the type youchose. If they succeed they take half as much damage ofthe same type.

At Higher Levels. When you cast this spell this spellusing a spell slot of 3rd level or higher, the damageincreases by 1d8 for each slot level above 2nd.

Ranger Class Additions by /u/ coolgamertagbro

Art Credits in Order of Appearance“ Beastmaster ” by Valentin Loginov “ Dark and Day: Sage of Age ” by nJoo“ Druid ” by Edli

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Paramour Archetypeby

/u/ coolgamertagbro

Art Credits in Orderof Appearance

“Witcher 3 Wild Hunt Dandelion Art ” byScratcherpen

R ARogues have many features in common, including theiremphasis on perfecting their skills, their precise anddeadly approach to combat, and their increasingly quickreexes. But different rogues steer those talents in

varying directions, embodied by the rogue archetypes. Your choice of archetype is a reection of your focus—not necessarily an indication of your chosen profession,but a description of your preferred techniques.

PSome rogues are more interested in stealing heartsthan gold pieces. These paramours wander from townto town and port to port having great love affairs andboisterous all nighters leaving a river of ex-lovers’ tearsin their wake. Unlike arcane tricksters, the spellsof paramours are natural expressions of their owncharming talents rather than learned magic.

L ’ LStarting at 3rd level, you learn three languages of yourchoice.

In addition, you know all the best lines because you’reusually the one using them. You gain advantage onsaving throws against charmed effects.

L ’ SStarting at 3rd level, you gain up to your Charismamodier in amor points when you complete a long rest.

You can expend an amor to cast one of the followingspells. You learn the following spells at the identiedrogue levels and when you expend an amor it counts asif you had used a spell slot equal to half your rogue level(round down, maximum spell level 9).L OVER ’S S IGHS S PELL L IST

Rogue level Spells

Charisma is your spellcasting ability for these spells,since they are expressions of your supernatural appeal.

You use your Charisma whenever a spell refers to yourspellcasting ability. In addition, you use your Charismamodier when setting the saving throw DC for a spell

you cast and when making an attack roll with one.

Spell save DC = 8 + your pro ciency modi er +your Charisma modi er

Spell attack modifer = your pro ciency bonus +your Charisma modi er

T HStarting at 9th level, your way with words andundeniable appeal have given you the ability to stealhearts. When you have a minute to speak to a creature

who you share a language with you can make aCharisma (Sleight of Hand) check with a difficulty equalto 10 + the creature’s Wisdom saving throw modier. Ona success, the creature is charmed by you for one hour,until you use this feature again or until it takes damagefrom you or one of your companions. While charmed thecreature treats you as a friendly acquaintance and loveinterest, if the creature is so inclined.

J & JStarting at 13th level, you can use your action to jilt acreature who you share a language with and who ischarmed by you. This spurn wounds them so deeplythat you roll your sneak attack in psychic damage anddeal it to that creature. The charmed effect does notautomatically end as a result of taking this damage butthe creature can make another saving throw against

the charm effect. You can use this ability again after youcomplete a long rest. In addition, your years of heartbreaks and heartbreaking have left you jaded. You are immune to charmeffects.

L I A IStarting at 17th level, any creature who is immuneto charmed effects but not immune to illusion effectscan be affected by your spells and abilities that givecharmed effects although they make saving throws withadvantage. In addition, you gain advantage on savingthrows against illusion effects. Finally, if a creature knows any language you can

communicate with it non-verbally, negating the needto share a language with it for the purposes of otherparamour features.

charm person, disguise self enthrall, suggestionhypnotic pattern, sending confusiondominate personmass suggestion

3rd5th7th9th11th13th

PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

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R ARogues have many features in common, including theiremphasis on perfecting their skills, their precise anddeadly approach to combat, and their increasingly quickreexes. But different rogues steer those talents in

varying directions, embodied by the rogue archetypes. Your choice of archetype is a reection of your focus—not necessarily an indication of your chosen profession,but a description of your preferred techniques.

TSome rogues pursue their natural interest in traps andlocks to such an extent that they discover a whole suiteof inventions they can jury-rig in a pinch. Tinkerersendlessly draft blueprints of new machines that mighthelp them in their adventures whether in a ght or justnavigating dangerous terrain. The tinkerer’s creationsmay be too unstable for mass production or repeateduse but in the tinkerer’s own hands they are invaluable.

M T

Starting at 3rd level, gain prociency in tinker’s tools.In addition, you gain your Intelligence modier inInnovation dice (minimum 1) which are d6s. You regainall expended Innovation dice after a long rest. When youexpend Innovation dice to power an effect that calls fora saving throw use your innovation save DC.

Innovation save DC = 8 + your pro ciency modi er +roll and add a die of the same type as the expended

Innovation die

A I Starting at 3rd level, choose two inventions you knowfrom the Invention list. When you have access to a

tinker’s tool kit or a workshop during a short or long rest you can build any invention you know from scratch. Yourability to keep up the maintenance on multiple devicesis limited so you can only have one functional version ofeach invention you know. When you want to use an invention you use a action,bonus action, or reaction (as described by the invention)and expend an Innovation die. If you have no Innovationdice left you can still use the invention as if you had anInnovation die but doing so destroys the invention and you have to build it from scratch to use it again. If you lend an invention to someone withoutInnovation dice they can use the invention as if they hada d4 for their Innovation die. After a single use in this

way the invention is destroyed and you have to build itfrom scratch before you can use it again.

A I Starting at 9th level, choose an additional inventionfrom the Invention list and your Innovation dice becomed8’s. Additionally, your maximum Innovation diceincreases by 1.

J I Starting at 13th level, choose an additional inventionfrom the Invention list and your your Innovation dicebecome d10’s. Additionally, your maximum Innovationdice increases by 1.

M I Starting at 17th level, choose an additional inventionfrom the Invention list and your Innovation dice becomed12’s. Additionally, your maximum Innovation dice

increases by 1. Finally, when you lend an inventionto someone without innovation dice they can use theinvention as if they had a d6 for their innovation die. Theinvention is destroyed after a single use in this way, asnormal.

I

B B B A boom boom box is a metallic box approximately 1square foot. It can be placed anywhere within 5 feet of

you on the ground as your free item interaction and canshare a space with a creature. As long as you are within60 feet of the boom boom box you can use a bonusaction and expend an Innovation die to activate it. When you activate the boom boom box all creatures within 15 feet of the boom boom box must make aConstitution saving throw. Creatures who fail this savingthrow take 3d8 thunder damage and are deafened forone minute. Creatures who pass this saving throw takehalf that damage and are not deafened.

G SThe grapple shot is a modied heavy crossbow that resgrappling hooks tied to a crank rather than bolts. Youcan use grapple shot as an action to re at a durablephysical environmental feature up to 90 feet away. At theend of each of your turns you are pulled 30 feet towardsthat feature.

You can re the grapple shot at a creature within90 feet of you by using an action and expending anInnovation die. That creature makes a Dexterity savingthrow to resist being hooked. If the creature is your sizeor smaller, while hooked the creature is restrained andat the end of each of your turns the creature is pulled30 feet closer to you. If the creature is a larger size than you, while hooked you are pulled 30 feet closer to thecreature at the end of your turn. The hooked conditionends when you start a turn adjacent to the creature or

you spend a bonus action to end the condition.

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L BLaunching boots are a pair of large boots with aplatform under the sole and series of coils and springsbetween the platform and the sole held in tension byclamps. As a bonus action you can expend an Innovationdie to jump up to 30 feet. Add your Innovation die to

your AC if this movement provokes any opportunityattacks. If you make a melee attack after this movementand before the end of your turn, add your Innovation die

to the damage dealt by that attack.

L R A lightning releaser is a collection of wires and chemicalpellets built into a gauntlet. The lightning releasercan be activated as a bonus action and expending anInnovation die. Until the start of your next turn alldamage you deal with melee weapon attacks is lightningrather than its normal damage type and you add adamage die of the same type as the Innovation dieexpended to activate the lightning releaser.

N R The noxious releaser is a combination breathing mask

and metallic cylinder normally worn as a backpack. Asan action you can expend an Innovation die to create anoxious cloud around you. All creatures currently within10 feet of you, or who pass within 10 feet of you before your next turn, must make a Constitution saving throwor be poisoned for one minute. The creature may makea new saving throw to end the poisoned condition atthe end of any turn when he is not in the noxious cloud.

As long as you are wearing the breathing mask you arenot affected by the noxious cloud and the noxious clouddisperses at the beginning of your next turn.

P PThe pressurized pungent is a metallic canistersometimes attached to a gauntlet and other times wornas a backpack with a hose that can be aimed. You mayuse an action to expend an Innovation die and make aranged weapon attack with advantage using Dexterity(tinker’s tools) on one creature within 30 feet. On a hit

you deal a die the same type as your Innovation die + your dexterity modier acid damage to the creature. Additionally, that creature must make a Dexterity savingthrow or fall prone.

R M Rebreather masks are large masks that t around theentire head of its wearer. While wearing a rebreathermask you can breathe underwater and have advantageon any saving throws against effects that require youto inhale something for them to affect you. After youroll a saving throw but before the DM tells you whether

you succeeded or failed you may use your reaction toexpend an Innovation die, releasing a rush of oxygenand allowing you to roll that Innovation die and add it to

your saving throw.

S GSpectrometer goggles are large thick goggles thatallow its wearer to pierce the veil of illusions and seeeven in the deepest and darkest places. While wearingspectrometer goggles you have darkvision up to 120

feet and can see in magical darkness. When you makea saving throw against an illusion effect you can expendan Innovation die as a reaction to add a die of that typeto all saving throws against illusion you make for thenext minute.

Tinkerer Archetype by /u/ coolgamertagbro

Art Credits in Order of Appearance“ Head Zeppelin ” by Tahra“ Ambrose: A Steampunk Tinkerer ” by Concept ArtHouse