Complete Martialist Handbook 2
Complete Martialist Handbook 2
Complete Martialist Handbook 2
Spellcasting
At 3rd level, you augment your significant physical
prowess with druidic magic. See chapter 10 for the
general rules of spellcasting and chapter 11 for the
druid spell list.
Cantrips. You learn learn two cantrips of your choice
from the druid spell list. You learn an additional druid
cantrip of your choice at 10th level.
Spell Slots. The Sylvan Warden 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 entangle
and 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 know
three 1st-level druid spells of your choice, two of
which you must choose from the conjuration and
transmutation spells on the druid spell list.
The Spells Known column of the Sylvan Warden
Spellcasting table shows when you learn more druid
spells of 1st level or higher. Each of these spells must
be a conjuration 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 druid spells you know with another
spell of your choice from the druid spell list. The new
spell must be of a level for which you have spell slots,
and it must be a conjuration or transmutation spell,
unless youre replacing the spell you gained at 8th, 14th,
or 20th level.
Spellcasting Ability. Wisdom is your spellcasting
ability for your druid spells, since you learn your spells
through observation and emulation of the natural world.
You use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a druid
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency modifier +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Quieted Rage
Starting at 3rd level, you have learned to turn your
furious physical rage into an aura of unshakeable calm.
Using a bonus action and expending a use of your
rage, you enter a quieted rage. While in a quieted rage
you gain the following benefits in place of the benefits
normally given by rage;
Classes | Barbarian
PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot
Classes | Barbarian
Martial Archetypes
Gunslinger
Bonus Proficiencies
At 3rd level, you gain proficiency with side arms, long
arms, one gaming set of your choosing, and tinkers
tools.
True Grit
At 3rd level, your down and dirty gun fighting has forced
you to dig deep for your grit. Your access to this inner
strength is represented by a number of grit points. You
have 5 grit points. You can expend a grit point to power
a Deed, special abilities gunslingers learn at later levels,
or for one of the following benefits;
Iron Sights. You can expend a grit before you make an
attack 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 firearm
until the start of your next turn.
Quick Fix. After you make an attack roll you can
spend 1 grit to ignore the misfire property of a side arm
or long arm.
You regain an expended grit point whenever you score
a critical or reduce a creature to 0 hit points with a
firearm attack. You regain all expended grit points when
you complete a short or long rest.
Wanderers Deeds
Starting at 7th level, you gain the following Deeds.
Dust Devil. You can use a bonus action and expend a
grit to use the Dodge action.
Marked. You can use a bonus action and expend a grit
to cast hunters mark as a 3rd-level spell.
Wild Stallion. You can use an action and expend a grit
to cast the spell phantom steed.
Desperados Deeds
Starting at 10th level, you gain the following Deeds.
Deadeye. When you make an attack roll with a
firearm and the result is one away from a result that
would score a critical hit, you can expend a grit to make
the result count as a critical. You do not regain grit from
that critical.
High Noon. When you are targeted by a ranged
weapon attack you can use your reaction and expend
a grit to try to shoot the attack out of the air. Make an
attack roll with a firearm. If your result is greater than
the attack result targeting you, the attack misses you
and you regain a grit.
Shoot First. When you make an initiative roll you can
expend a grit to gain advantage on the roll and your first
attack roll with a firearm on your next turn.
Classes | Fighter
Sown Oats
Starting at 15th level, a gunslinger has to make a hard
choice about which side of the law he falls on. He can
choose to take the Gangboss Deeds or Lawmans Deeds
feature. In addition, you gain the following Deed.
Mortal Shot. When you reduce a creature to 0 hit
points or score a critical hit you can spend a grit to
immediately make another attack with your firearm. You
can use this deed again after the start of your next turn.
Gangboss Deeds
When you gain this feature, add your Intelligence
modifier to your total grit points. In addition, you gain
the following Deeds.
Criminal Talent. You can expend a grit when you
make a Charisma (Deception), Charisma (Intimidation),
or Dexterity (Stealth) check to gain advantage on that
roll.
Half Cocked. You can use a bonus action and expend
a grit to increase the misfire property by 1 and the
critical property by 2 on all firearm attacks you make for
the next minute.
Lawmans Deeds
When you gain this feature, add your Charisma modifier
to your total grit points. In addition, you gain the
following Deeds.
Heart of Gold. You can expend a grit when you make
an 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 misfire property on any
firearm you make an attack with for the next minute.
Black Hats Deeds
Starting at 18th level, if you took the Gangboss Deeds
feature, gain the following Deeds.
Hero Stopper. When you score a critical hit with a
firearm you can expend a grit to roll three times your
damage dice rather than two times your damage dice.
Stay Down! When you use the Attack action while
using a firearm and target the same creature with each
attack you can use your bonus action to attack the same
creature again.
White Hats Deeds
Starting at 18th level, if you took the Lawmans Deeds
feature, gain the following Deeds.
Anybody Else? When you use the Attack action while
using a firearm and target a different creature with each
attack you gain a grit and can use your bonus action to
make a firearm weapon attack.
Villain Dropper. When you score a critical hit with
a firearm you can expend a grit and all attacks against
that creature before the start of your next turn gain
advantage.
Weapons
Cost Damage
Name
Sidearms
Six Shooter
100 gp 2d4 piercing
Hand Cannon 80 gp 1d12 piercing
Longarms
Rifle
80 gp 2d6 piercing
Boom Stick
100 gp 2d6 piercing
Weight Properties
4 lb. Ammunition (50/100), light, misfire 1
8 lb. Ammunition (30/60), critical 19, light, loading, misfire 2
12 lb. Ammunition (100/400), critical 19, loading, misfire 2, two-handed
8 lb. Ammunition (20/40), brutal, critical 18, heavy, loading, misfire 3
Classes | Fighter
PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot
Gladiator
Bonus Proficiency
Starting at 3rd level, you gain
proficiency in Performance.
Crowd Pleaser
Starting at 3rd level, some of your gladiator
features will require enemy creatures to
make saving throws. The saving throw DC
is calculated as follows:
Gladiator save DC = 8 + your proficiency modifier +
your Charisma modifier
Mano a Mano
Starting at 3rd level, you can use your bonus action to
challenge a creature within 15 feet to a one on one fight.
That creature must make a Wisdom saving throw. If that
saving throw fails, until the creature takes damage from
a creature friendly to you, you use this feature again,
or it is reduced to 0 hp it has disadvantage on attack
rolls against creatures other than you and you add your
Charisma modifier when you deal weapon damage to it.
Roar of the Crowd
Starting at 7th level, when you score a critical hit each
friendly creature within 30 feet with an Intelligence
score of 4 or more can use their reaction to cheer for
you. All enemy creatures within 30 feet of you must
make a Constitution saving throw. If they fail they take
1d4 + your Charisma modifier thunder damage per
friendly creature that cheered. If they succeed they take
half that damage.
Build the Heat
Starting at 10th level, while a creature is under the
effect of your Mano a Mano feature it takes half
damage from any attack made by a source other
than you and it has vulnerability to any damage you
deal other than damage types it is immune to.
Signature Move
Starting at 15th level, choose one of the
following abilities. You can use this ability against
any creature under the affect of your Mano a Mano
feature. You can use this ability again after you complete
a short or long rest.
Big Drop. In place of one of your regular attacks you
can leap up to 15 feet and make a weapon attack. If you
hit the attack is a critical and the creature is stunned
until the end of its next turn.
Choke Out. In place of one of your regular attacks you
can make an attempt to grapple. If you are successful
and the creature needs to breathe to live it must make a
Constitution 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 can
choose to throw the creature anywhere within 30 feet
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Classes | Fighter
Ranger
Beastmaster
Rangers Companion
Starting at 3rd level, you gain a beast companion that
accompanies you on your adventures and is trained to
fight alongside you. Choose a beast that is no larger than
Medium and that has a challenge rating of or lower.
Add your proficiency bonus to the beasts AC, attack
rolls, and damage rolls, as well as to any saving throws
and skills it is proficient in. Its hit point maximum
equals its normal maximum or five times your ranger
level, whichever is higher.
The beast obeys your commands as best as it can. It
takes its turn on your initiative, though it doesnt take an
action unless you command it to. On your turn, you can
verbally command the beast where to move (no action
required by you). You can use your action to verbally
command 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 you
command the beast to take the Attack action.
While traveling through your favored terrain with only
the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another beast
that isnt hostile to you, either the same type of beast as
before or a different one.
Battle Orders
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 beasts movement.
Instead the beast moves within reach of that creature,
avoiding provoking opportunity attacks if possible, and
taking Dash actions when he cannot reach the creature
through its normal movement. On any turn it is within
weapon range of the creature after its movement it
makes an Attack action. This order ends if the creature
you chose is reduced to 0 hp.
Defend. Choose a creature or object within 60 feet
of you. On your turn you do not control your beasts
movement. Instead the beast moves adjacent to the
creature or object and attempts to interpose itself
between the creature or object and attacking creatures.
If the beast is not adjacent to the creature or object at
the end of its movement it will take a Dash action to
close the distance. It will continue to do this until it
is adjacent to the creature or object. On each of your
turns the creature makes an attack against one of the
closest enemy creatures to the creature or object you
commanded it to defend. This order ends if there are no
more enemy creatures.
Retreat. Give your creature an indication of where
it should flee to. On each of your turns your beast
moves in that direction and then takes a Dash action
to continue moving the same direction. Your beast will
spend his action to Disengage if that would allow him
to avoid an opportunity attack while obeying this order.
This order ends when your creature arrives where you
directed them to.
You can use a bonus action to command a beast to
Classes | Ranger
cease an order.
Beasts Mark
Starting at 7th level, your beast benefits from the effects
of your hunters mark the same way you do.
Apex Predator
Starting at 11th level, when you bond to a new beast
using your Rangers Companion feature the beast can
be no larger than Large size and must have a challenge
rating of 1 or lower.
Share Spells
Starting 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 if
the beast is within 30 feet of you.
Geomancer
Settlement
Druid level
2nd
5th
7th
9th
Circle Spells
hold person, knock
leomunds tiny hut, tongues
compulsion, locate creature
animate objects, contagion
Classes | Ranger
PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot
1st level
ray of sickness
animal friendship
bless
unseen servant
chromatic orb
absorb elements
charm person
hellish rebuke
catapult
disguise self
grease
goodberry
false life
2nd level
crown of madness
animal messenger
aid
calm emotions
enthrall
elemental burst
invisibility
blindness/deafness
enlarge/reduce
alter self
web
barkskin
darkness
Monsterheart
At the core of your being you are what you hunt. While
other rangers stalk the edges of civilization fighting
back the darkness you stalk the edge of the darkness
and serve as a medium between civilization and the
monstrous. Your intimacy with monstrous beings has
translated to arcane power over magics related to their
nature.
Adopted Kin
Starting at 3rd level, you learn a 10 minute ritual where
you decorate yourself in the trappings of one of your
non-humanoid favored enemy types. Until your next
long rest you gain advantage on all Charisma checks
when engaging with that creature type. Additionally,
one or both of your arms (your choice) are transformed
into a monstrous appendage that you are proficient
with. These monstrous appendages deal 2d4 + strength
or dexterity modifier (your choice) and have the light
weapon property. The damage type the monstrous
appendage deals should reflect the creature type and
can be bludgeoning, piercing, or slashing (your choice).
You can use this feature again after you complete a long
rest.
3rd level
blink
conjure animals
remove curse
dispel magic
fly
elemental weapon
hypnotic pattern
hunger of hadar
fear
water walk
gaseous form
plant growth
vampiric touch
4th level
dimension door
dominate beast
guardian of faith
stoneskin
mordenkainens private sanctum
elemental bane
confusion
evards black tentacles
stone shape
create monstrosity
freedom of movement
grasping vine
blight
Favored Kin
Starting at 3rd level you gain access to the spells
associated with your Favored Enemy. When you gain an
additional Favored Enemy you gain the spells associated
with that creature type.
Kin Attunement
Starting at 7th level, when you complete a long rest you
can choose a creature type that you have interacted with
since your last long rest. That creature type is added to
your list of favored enemies. This effect ends when you
use this feature again.
Monstrous Mein
Starting at 11th level, your ferocity is unmatched. While
you have an Adopted Kin your monstrous appendage
deals 2d6 damage + wisdom modifier + strength
modifier or dexterity modifier and has the light weapon
property. Your monstrous appendage can deal one
damage type of your choice, chosen when you use
Adopted Kin, but the choice must reflect the creature
Classes | Ranger
New Spells
Create Monstrosity
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
Select two beasts within range whose combined
challenge ratings are less than your level. Each beast
makes a Constitution saving throw. If they both fail, the
two beasts are merged into a single monstrosity.
This new monstrosity appears as an amalgamation of
the two beasts. This new creature has an AC, walking
speed, Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma equivalent to the higher rating
of the two beasts. The new creature has the hit points,
hit dice, and challenge rating equal to the combination
of both beasts. The new creature has the special
movement speeds, skills, senses, features, and actions
of both beasts. The new creature can be the size of
either beast or any size inbetween the size of the two
beasts.
This spell can be ended with a dispel magic spell. If
a monstrosity created by this spell reproduces with a
monstrosity made from the same beasts, the child of
those monstrosities breeds true and cannot be undone
with a dispel magic spell.
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Classes | Ranger
Elemental Burst
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 100 gp)
Duration: Instantaneous
Class: Sorcerer, Wizard
Raising your hand into the air, elements form in the air
around your head and gather in your palm. When you
clasp your hand into a fist, choose a creature within
range and choose to deal acid, cold, fire, lightning,
poison, or thunder damage. That creature and each
creature within 10 feet of the targeted creature must
make a Dexterity saving throw or take 1d12 + your
spellcasting ability modifier damage of the type you
chose. If they succeed they take half as much damage of
the same type.
At Higher Levels. When you cast this spell this spell
using a spell slot of 3rd level or higher, the damage
increases 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
Roguish Archetypes
Paramour
Lovers Lies
Starting at 3rd level, you learn three languages of your
choice.
In addition, you know all the best lines because youre
usually the one using them. You gain advantage on
saving throws against charmed effects.
Lovers Sighs
Starting at 3rd level, you gain a maximum pool of amour
points equal to your Charisma modifier. You can spend
your amour to cast spells and regain all expended
amour when you complete along rest. You learn the
following spells at the identified rogue levels and when
you expend an amour it counts as if you had used a
spell slot equal to half your rogue level (round down,
maximum spell level 9).
Spells
charm person, disguise self
enthrall, suggestion
hypnotic pattern, sending
confusion
dominate person
mass suggestion
Paramour Archetype
by
/u/ coolgamertagbro
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Tinkerer
Master Tinker
Starting at 3rd level, gain proficiency in tinkers tools.
In addition, you gain your Intelligence modifier in
Innovation dice (minimum 1) which are d6s. You regain
all expended Innovation dice after a long rest. When you
expend Innovation dice to power an effect that calls for
a saving throw use your innovation save DC.
Innovation save DC = 8 + your proficiency modifier +
roll and add a die of the same type as the expended
Innovation die
Amateur Inventor
Starting at 3rd level, choose two inventions you know
the schematics for from the Invention list. When you
have access to a tinkers tool kit or a workshop during a
short or long rest you can build any invention you know
the schematics for from scratch. Your ability to keep up
the maintenance on multiple devices is limited so you
can only have one functional version of each invention
know schematics for.
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 Innovation
dice left you can still use the invention as if you had an
Innovation 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 without
Innovation dice they can use the invention as if they had
a d4 for their Innovation die. After a single use in this
way the invention is destroyed and you have to build it
from scratch before you can use it again.
Apprentice Inventor
Starting at 9th level, choose an additional invention you
know the schematics for from the Invention list and
your Innovation dice become d8s. Additionally, your
maximum Innovation dice increases by 1.
Journeyman Inventor
Starting at 13th level, choose an additional invention
you know the schematics for from the Invention list and
your your Innovation dice become d10s. Additionally,
your maximum Innovation dice increases by 1.
Master Inventor
Starting at 17th level, choose an additional invention
you know the schematics for from the Invention list and
your Innovation dice become d12s. Additionally, your
maximum Innovation dice increases by 1. Finally, when
you lend an invention to someone without innovation
dice they can use the invention as if they had a d6 for
their innovation die. The invention is destroyed after a
single use in this way, as normal.
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Classes | Rogue
Inventions
Launching Boots
Launching boots are a pair of large boots with a
platform under the sole and series of coils and springs
between the platform and the sole held in tension by
clamps. As a bonus action you can expend an Innovation
die to leap up to 30 feet in any direction. Add your
Innovation die to your AC if this movement provokes
any opportunity attacks. If you make a melee attack after
this movement and before the end of your turn, add your
Innovation die to the damage dealt by that attack.
Tinkerer Archetype by
/u/ coolgamertagbro
http://sterlingvermin.com/
Lightning Releaser
A lightning releaser is a collection of wires and chemical
pellets built into a gauntlet. The lightning releaser
can be activated as a bonus action and expending an
Innovation die. Until the start of your next turn all
damage you deal with melee weapon attacks is lightning
rather than its normal damage type and you add a
damage die of the same type as the Innovation die
expended to activate the lightning releaser.
Noxious Releaser
The noxious releaser is a combination breathing mask
and metallic cylinder normally worn as a backpack. As
an action you can expend an Innovation die to create a
noxious cloud around you. All creatures currently within
10 feet of you, or who pass within 10 feet of you before
your next turn, must make a Constitution saving throw
or be poisoned for one minute. The creature may make
a new saving throw to end the poisoned condition at the
end of any turn when he is not in the noxious cloud. You
are not affected by the noxious cloud and the noxious
cloud disperses at the beginning of your next turn.
Pressurized Pungent
The pressurized pungent is a metallic canister
sometimes attached to a gauntlet and other times worn
as a backpack with a hose that can be aimed. You may
use an action to expend an Innovation die and make a
ranged weapon attack with advantage using Dexterity
(tinkers tools) on one creature within 30 feet. On a hit
you deal a die the same type as your Innovation die +
your dexterity modifier acid damage to the creature.
Additionally, that creature must make a Dexterity saving
throw or fall prone in the foul smelling liquid.
Rebreather Mask
Rebreather masks are large masks that fit around the
entire head of its wearer. While wearing a rebreather
mask you can breathe underwater and have advantage
on any saving throws against effects that require you
to inhale something for them to affect you. After you
roll a saving throw but before the DM tells you whether
you succeeded or failed you may use your reaction to
expend an Innovation die, releasing a rush of oxygen
and allowing you to roll that Innovation die and add it to
your saving throw.
Spectrometer Goggles
Spectrometer goggles are large thick goggles that
allow its wearer to pierce the veil of illusions and see
even in the deepest and darkest places. While wearing
spectrometer goggles you have darkvision up to 120
feet and can see in magical darkness. When you make
a saving throw against an illusion effect you can expend
an Innovation die as a reaction to add a die of that type
to all saving throws against illusion you make for the
next minute.
PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot
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