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Classics Return

his module introduces three new Martial


Archetype options for fighters, inspired on
existing character options you may recognize
from previous editions of Dungeons &
Dragons. They are not hollow copies of the
classics they are inspired on, however. While
these archetypes try to capture the flavor and
feel of the original character concepts, they present new
mechanics, all carefully adapted for the fifth edition.
While an effort of analysis and playtesting have been made
to keep these rules fun, easy to master and balanced, keep in
mind that your DM may find some tweaks and adjustments
necessary either to adapt the class to his or her own
campaign world or to avoid possible unintended scenarios
and unexpected uses of the mechanics.
The three Martial Archetypes this module introduces are
the Arcane Archer, a warrior that combines her archery
prowess with mastery of magic; the Knight Protector, the
leader of the battlefield that shield her comrades and raises
their morale; and the Reaping Mauler, a skilled brawler that
fights barehanded and unarmored.

Martial Archetype
As a fighter, at 3rd level you have to choose a martial
archetype that emulates your style of fighting. You can choose
from the following Martial Archetype options, in addition to
the options presented in the Basic Rules and Players
Handbook.

Arcane Archer
The Arcane Archer combines its archery prowess with
mastery of magic. She is a third-rank caster, such as the
Eldritch Knight, and can learn evocation and transmutation
wizard spells of up to 4th level.

Spellcasting

When you reach 3rd level, you gain the ability of casting
spells. See chapter 10 of the Basic Rules or the Players
Handbook for the general rules of spellcasting and chapter
11 for the wizard spell list.
Cantrips. You learn two cantrips of your choice from the
wizard spell list. You learn an additional cantrip of your
choice from this list at 10th level.
Spell Slots. The Arcane Archer Spellcasting table shows
how many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a
slot of the spells level or higher. You regain all expended spell
slots when you finish a long rest. For example, if you know
the 1st-level spell burning hands and have a 1st-level and a
2nd-level spell slot available, you can cast shield using either
slot.
Spells Known of 1st-Level and Higher. You know three
1st-level wizard spells of your choice, two of which you must
choose from the evocation and transmutation spells on the
wizard spell list. The Spells Known column of the Arcane
Archer Spellcasting

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Arcane Archer Spellcasting


Arcane
Archer
Level

Cantrips Spells 1st* 2nd* 3rd* 4th*


Known Known

3rd

4th

5th

6th

7th

8th

9th

10th

11th

12th

13th

14th

10

15th

10

16th

11

17th

11

18th

11

19th

12

20th

13

* The four last columns of this table depict how many


spell slots you have per slot level.

table shows when you learn more wizard spells of 1st level or
higher. Each of these spells must be an evocation or
transmutation spell of your choice, and must be of a level for
which you have spell slots. For instance, when you reach 7th
level in this class, you can learn one new spell of 1st or 2nd
level. The spells you learn at 8th, 14th, and 20th level can
come from any school of magic. Whenever you gain a level in
this class, you can replace one of the wizard spells you know
with another spell of your choice from the wizard spell list.
The new spell must be of a level for which you have spell
slots, and it must be an evocation or transmutation spell,
unless youre replacing the spell you gained at 8th, 14th, or
20th level.
Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your spells
through study and memorization. You use your Intelligence
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the
saving throw DC for a wizard spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier.
Spell attack modifier = your proficiency bonus + your
Intelligence modifier.
Spellcasting Focus. You can use an arrow as a
spellcasting focus for your wizard spells.

Channel Spell

Starting at 3rd level, whenever you cast a spell that affects an


area of cone, cylinder or sphere, you can channel the casting
via an arrow shot. If you are wielding a bow, choose an
unoccupied point within the weapons range. You shot an
arrow that lands at the chosen point and the spell is cast
centered on that point. If the spell has an area of cone, the
spell triggers in midair a moment before it reaches the
ground, with the cone projected downwards, effectively
covering a circle of radius equal to half the spells range,
centered on the point you chose.

Magic Arrows

At 7h level, you learn how to imbue magic to arrows you shot.


Whenever you make a weapon attack with a bow, increase
your proficiency bonus by half, rounded down, before
applying it to the attack roll.
The attack counts as magical for the purpose of
overcoming resistance, even if you are using mundane
weapon and ammunition.

Imbue Arrow

At 10th level, you learn to imbue actual spells to arrows you


shot. Whenever you cast a wizard spell that has only a single
target, you can imbue it to an arrow instead. When you cast a
spell this way, as part of the same action used to cast the
spell, make a ranged weapon attack with a bow. On a hit, the
target is affected by the spell in addition to the weapon's
damage and any possible additional effects. On a miss, the
spell fails taking no effect.

Frequently Asked Questions: Arcane


Archer
Can I cast a spell on a point I cant see with Channel
Spell because of the arrows arc overcomes
obstacles?
The spell is cast on the point the arrow lands.
This allows you to cast a spell on a point you cant
see, like behind a wall or inside a building
(shooting through the window, for instance).
However, in some circumstances the DM may
decide you are not able to target an specific point
through an angle you cant see.
How much targets a spell with area of cone hits
with Channel Spell?
If your DM uses the Targets in Area of Effect
table of the Dungeon Masters Guide (page 249) to
determine how many targets a spell hits, the
Channel Spell feature doesnt change the number
of targets a spell with area of cone affects.
However, if there are flying creatures on the
battlefield, the DM may consider adding 1d4-2 to
the number of creatures the spell affects, since the
cone is projected from above.
If you use miniatures in play, resolving the spell
should be straightforward.
Can I use spells that require material components
with a cost associated to it with Channel Spell and
Imbue Arrow features?
Since you need both hands to make an attack
with a bow, you can't provide material components
when you use Channel Spell or Imbue Arrow
features. You can, however, ignore material
components that doesn't have a cost associated to
them, since you can use the very own arrow you
shot as a spellcasting focus for your spells.

If the spell forces the target to make a saving throw as part


of its effect, the target does so with disadvantage. If the spell
requires you to make one or more spell attacks, the first one
automatically hits.

Guided Shot

Starting at 15th level, you can combine your bow and arrow
mastery with magic to create unique advantages. Whenever
you make a ranged weapon attack with a bow and you miss,
you can use your reaction and expand a spell slot to change
the arrow's trajectory and repeat the attack roll. You gain a
bonus to this attack roll equal to twice the expanded spell
slot's level, and you ignore half cover and three-quarters cover
on this attack.

Spirit Surge

Starting at 18th level, you also recover one expanded 1st level
spell slot when you use your Second Wind feature.

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Knight Protector
Courage and enterprise in obedience to the order. Defense of
any mission unto death. Respect for all peers and equals;
courtesy to all lesser. Combat is glory; battle is the true test of
self-worth; war is the flowering of the chivalric ideal. Personal
glory above all in battle. Death before dishonor.
The Knight Protector is the path the leaders of the
battlefield follow. They live by the chivalry and leads their
comrades to victory.

Warning Call

Starting at 3rd level, you can use your reaction to call a


warning to alert an ally no more than 30 feet away from you
from danger when they take damage, giving them a head on
protecting themselves. When you do so, if your ally can see or
hear you, reduce the damage it takes by 1d10 + your
Charisma modifier. If you reduce the damage to 0, the ally
gains temporary hit points equal to the reduction leftover.
You can use this feature twice, and you regain both uses
when you finish a short or long rest.

Shining Beacon

Starting at 7th level, you are an example of courage and will


power for your allies to follow, and your presence on the
battlefield raises their morale. You can add your Charisma
modifier (minimum 1) as a bonus to any saving throw an ally
of yours makes if he or she is within 30 feet from you and can
see or hear you.

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Watchful Stance

Starting at 10th level, whenever you take the Attack action,


you can choose to forgo one of your attacks to enter a
defensive stance until the start of your next turn. You can also
enter this stance when you take the Dodge action during your
turn. While you are in this defensive stance, your AC
increases by 1 and you can make attacks of opportunity
without expending your reaction.

Iron Will

At 15th level, you gain proficiency with Wisdom saving


throws.

Retribution Urge

Starting at 18th level, whenever an ally of yours is reduced to


0 hit points, you can choose to have an extra turn
immediately after the current turn. You can only take the
Attack or Dash action during this extra turn.
Once you use this feature, you must finish a short or long
rest before you can use it again.

Frequently Asked Questions: Knight


Protector
How does Warding Call behaves against resistance
and vulnerability?
Damage modifiers caused by effects such as
Warding Call always apply to the damage before
resistance and vulnerability. (see Damage
Resistance and Vulnerability in the Players
Handbook, page 197; or the Basic Rules, page 75)
What if I already have proficiency with Wisdom
saving throws when I reach 15th level?
As the rule is written, you gain no benefit. If your
DM allows, you can choose to gain proficiency with
another saving throw of your choice as a variant
rule.
When can I use Retribution Urge?
You must declare you are using Retribution Urge
immediately when your ally falls to 0 hit points, but
you can take your extra turn only after the turn on
which it was reduced to 0 hit points ends; you
can't interrupt other creatures turn.
For the purpose of this feature, a creature is
considered your ally only if both of you regard each
other as an ally.
Is Shining Beacon an improved version of the
paladin's Aura of Protection?
In contrast to the paladin's auras, Shining Beacon
works only for the Knight Protector's allies, but not
for him or her itself.

Reaping Mauler
Reaping Maulers are gruesome barehanded wrestlers of the
fighting pits, which wear light armor to maximize their agility
and fights grappling their opponents, disabling their
weapons, twisting their limbs, breaking their ribs and killing
them with its own hands.
See Grappling in the Player's Handbook, page 195; or the
Basic Rules, page 74 for rules on grappling.

Joint Lock

Starting at 7th level, whenever you grapple a creature of the


same Size as you or smaller, you can choose to cause that
creature to become restrained until the grapple ends. If you
do so, until the grapple ends, creatures other than the
creature you are grappling make attack rolls with advantage
against you.
You need both hands free to use this feature and you cant
use them for other activities for as long as the grapple lasts.

Unarmored Grappler

Starting at 10th level, you can move faster while you are not
wearing armor that restricts your movement. While you are
wearing light or no armor, you have a +10 bonus to speed and
you double your proficiency bonus on Strength (Athletics)
checks you make to grapple a creature, provided that you can
add your proficiency bonus to the check.

Sleeper Lock

Starting at 15th level, you can use an action to try to knock


unconscious a restrained creature you are grappling. When
you do so, the creature must succeed on a Constitution
saving throw or take bludgeoning damage equal to 3d8 + your
Strength modifier and become stunned until the end of its
next turn. The DC of this save is 8 + your Strength modifier +
your proficiency bonus. If the creature fails the save by 10 or
more, it instead become unconscious for 1 minute. The
creature repeats the saving throw at the end of each of its
turns, waking up on a successful save.
Ooze, plant, elemental, construct and undead creatures are
immune to this feature.

Explosive Strikes

Starting at 18th level, you can make a rapid sequence of


punches and kicks when you attack. Whenever you roll
maximum damage for an unarmed strike, you can reroll your
unarmed strikes damage die and add it to the total damage.
You can repeat this process indefinitely until you fail to roll
maximum damage.

Adept Wrestling

Starting at 3rd level, your unarmed strikes deal 1d4


bludgeoning damage, and whenever you make an unarmed
strike while you are wearing light or no armor, if you have
both hands free, you can use a bonus action either to make
another unarmed strike against the same target or to try to
grapple that target.

Counter-Grapple

Starting at 3rd level, whenever you are targeted by a melee


weapon attack while you are using light or no armor, you can
try to grapple the attacker as a reaction, provided that it is
within your reach. If you succeed, the attack automatically
misses.

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Credits & Licensing


This module was written, edited and designed by Leonardo
Raele, and formatted using The Homebrewery as design
framework.
The artwork presented in this module are discriminated in
the list below, each of which is licensed under Creative
Commons Attribution-Noncommercial-No Derivative Works
3.0 License, and owned by their respective authors.
The Warmongers, by laclillac.
Voidharrow Fighting Ranger, by Peter Tikos.
traveler barbarian colour Wip, by Brolo.
Arcane Archer, Knight Protector and Reaping Mauler, as
well as it's associated game mechanics, are Open Game
Content distributed under the terms of the Open Game
License v1.0a, as described by the license.
A copy of each license referred here should have been
shipped with this product.

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The Archomentals
Princes of Elemental Evil and Good as
Otherworldly Patrons
Draw on the might of the most powerful beings of the
elemental planesThe Archomentalson this expansion for
5th Edition Dungeons & Dragons, introducing 4 new
Otherworldly Patron options for warlocks, with 10 detailed
patrons bibliographed under 12 Forgotten Realms canon
works; as well as new invocations, pact boons and elementalthemed spells for bards, druids, rangers, sorcerers and
wizards.
The lore and the Archomentals, as well as the character
options presented in this module are compatible with any
campaign setting that follows the D&D Cosmology presented
in the Player's Handbook, including Forgotten Realms and
many more.

CLASSIC'S RETURN

Barbarian Spellcasters
To Smash and Burn Them
Meet the Barbarian Spellcasters, an expansion for 5th
Edition Dungeons & Dragons, introducing 3 new Primal Path
options for barbarians, compatible with any high fantasy
campaign setting, like the Forgotten Realms, featuring
barbarians capable of casting divine or arcane spells.
In this module you will find the following Primal Path
options for the barbarian class.
Path of Shamanism Barbarians learn to cast divine
spells through their attunement to nature and crude
rituals.
Path of Draconic Runes Barbarians learn the ancient
ways to cast arcane spells using draconic words of power.
Path of Rage Magic Barbarians learn how to dive into
a trance of primal fury, awakening their inner magic and
entering a spell frenzy.

Version History
Version 1.0.1

Corrected the "Spells Known of 1st-Level and Higher"


section of the Arcane Archer, which were duplicated.
Updated the credits and disclaimer section to add the
OGL notice.
Corrected some typos through the document.
Added page numbers, which were missing.

Version 1.0.2

More typos corrected.


Added a cover.

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This material is protected under the copyright laws of the
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