Arcane Warrior
Prerequisite: proficiency in Arcana
You learn two Cantrips of your choice from the Wizard spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Wizard Cantrips with another Wizard Cantrip of your choice.
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Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons, and your attacks with ranged weapons ignore half-cover and treat three-quarters cover as half cover.
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Balanced Fighting
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls. You can use a shield and still gain this benefit.
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Bardic Warrior
Prerequisite: proficiency in Performance
You learn two cantrips of your choice from the Bard spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. Whenever you gain a level, you can replace one of these two Bard Cantrips with another Bard Cantrip of your choice.
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Blessed Warrior
Prerequisite: proficiency in Religion
You learn two Cantrips of your choice from the Cleric spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Cleric Cantrips with another Cleric Cantrip of your choice.
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Blind Warrior
Prerequisite: proficiency in Perception
You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn’t behind total cover or hidden from you.
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Brawling
Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you have both hands free, you can make a single unarmed strike, Shove, or Grapple as a bonus action on each of your turns.
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Classical Swordplay
Prerequisite: Dexterity of 13 or higher
While wielding a single finesse weapon, no shield, and not wearing heavy armor, you gain a +2 bonus to attack rolls with that weapon and a +1 bonus to your Armor Class.
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Defensive Fighting
When you are wearing medium armor, heavy armor, or a shield you gain a +1 bonus to your Armor Class.
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Druidic Warrior
Prerequisite: proficiency in Nature
You learn two Cantrips of your choice from the Druid spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Druid Cantrips with another Druid Cantrip of your choice.
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Dual Wielding
Prerequisite: Strength or Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.
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Eldritch Warrior
Prerequisite: proficiency in Arcana
You learn two Cantrips of your choice from the Warlock spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. When you gain a level, you can replace one of these Warlock Cantrips with another Warlock Cantrip of your choice.
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Exotic Warrior
You are trained in exotic weapons typically associated with performative warriors, granting you the following benefits:
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- You gain proficiency with two exotic weapons.
- For you, tridents deal 1d8 (1d10) piercing damage on hit.
- When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
- When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
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Great Weapon Fighting
Prerequisite: Strength of 13 or higher
Whenever you hit a target with a heavy melee weapon attack, you can treat any of the weapon’s damage dice as the average roll if you rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
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Heavyweight Fighting
Prerequisite: Strength of 13 or higher
You gain a +1 bonus to your damage rolls with heavy melee weapons. When you hit a target with a heavy melee weapon attack, you can use your bonus action on that turn to make a Shove attack against the same target with advantage.
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Hurler
Prerequisite: Strength or Dexterity of 11
You can draw one thrown weapon as part of a ranged attack you make with it, and the range of your thrown weapon attacks is doubled.
If you are wielding only thrown weapons, you can make a single ranged attack with a thrown weapon as a bonus action.
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Improvised Fighting
Prerequisite: Strength of 11 or higher
You gain proficiency with improvised weapons. Once per turn, when you hit with an improvised weapon attack that uses a non-magical object, you can choose to destroy the object, rendering it useless for attacks, but deal the maximum possible damage, in place of rolling.
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Mariner
Prerequisite: proficiency in Athletics
When you are not wearing heavy armor or a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
You also suffer no drawbacks from underwater combat.
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Melee Marksman
Prerequisite: Dexterity of 13 or higher
Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a target within 5 feet.
When you make a ranged weapon attack against a creature within 5 feet, it cannot target you with opportunity attacks for the rest of the turn regardless if you hit or missed your attack.
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Mountaineer
Prerequisite: proficiency in Athletics
So long as you are not wearing heavy armor or a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Also, whenever you take falling damage, you can use your reaction to reduce the damage by twice your level.
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Mounted Warrior
Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
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Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.
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Protection
When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your Proficiency Bonus to the target’s Armor Class against that attack. You must be wielding a shield or a melee weapon.
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Psionic Warrior
Prerequisite: Intelligence of 13 or higher
You learn two cantrips of your choice from the Psion spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Psion Cantrips with another Psion Cantrip of your choice.
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Shamanistic Warrior
Prerequisite: Wisdom of 13 or higher
You learn two Cantrips of your choice from the Shaman spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. When you gain a level, you can replace one of these Shaman Cantrips with another Shaman Cantrip of your choice.
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Shield Warrior
Prerequisite: Strength of 13 or higher
You gain proficiency with shields as martial melee weapons. For you, shields deal 2d4 bludgeoning damage on hit. While you are wielding a shield and no other weapons, you gain a +1 bonus to your Armor Class and to shield attack rolls.
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Sorcerous Warrior
Prerequisite: Charisma of 13 or higher
You learn two cantrips of your choice from the Sorcerer spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. When you gain a level, you can replace one of these Sorcerer Cantrips with another Sorcerer Cantrip of your choice.
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Standard Bearer
Prerequisite: Charisma of 13 or higher
While holding a standard or banner aloft, and nothing else in that hand, you can rally allied creatures within a radius in feet equal to 5 times your Proficiency Bonus.
When a creature within this radius makes a saving throw, you can use your reaction to grant it advantage on its roll.
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Strongbow
Prerequisite: Strength of 13 or higher
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
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Tactical Fighting
Prerequisite: Intelligence of 13 or higher
You can take the Help or the Search action as a bonus action. When you use the Help action to aid an attack, the target can be up to 30 feet away, so long as the attacker can hear you.
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Versatile Fighting
Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple or shove attack, or to take the Use an Object action.
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