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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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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
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
Magic Arrows
Imbue Arrow
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
Shining Beacon
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Watchful Stance
Iron Will
Retribution Urge
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
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
Explosive Strikes
Adept Wrestling
Counter-Grapple
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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.
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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.
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