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D&D 5E - Homebrew - Fighter A Premium Supplement For The Magic Warrior

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100% found this document useful (2 votes)
904 views8 pages

D&D 5E - Homebrew - Fighter A Premium Supplement For The Magic Warrior

Uploaded by

19931214
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Th

from

Fighter
SWORD AND MIND MUST BE UNITED. TECHNIQUE BY
itself is insufficient, and spirit alone is not enough.
—Yamada Jirokichi, Master of Swords

Well-kept chainmail drapes the half-orc’s broad frame, fitted


and snug against their impressive physique. They stand tall
and straight-backed, carrying themselves with the rigid
posture and stoic countenance of a lifelong soldier. At their
hip hangs a steel longsword, broader and heavier than is
typical of the weapon, yet its wielder moves with a sure and
practiced grace. The half-orc keeps their steel kite shield at
the ready as well, strapped loosely across their back.
Cantrips
Martial Archetypes You learn two cantrips of your
At 3rd level, a fighter gains the Martial Archetype feature. The choice from the druid spell list. You
following options are available to a fighter, in addition to learn an additional druid cantrip of your
those offered in other rule books: Ancient Defender, Hell choice at 10th level.
Knight, and Metamagic Martial. Spell Slots
The Ancient Defender Spellcasting table shows how many
Ancient Defender spell slots you have to cast your spells of 1st level and higher.
The trees tower so large their canopies shadow the sun. To cast one of these spells, you must expend a slot of the
Their trunks, wide as houses, bear the unmistakable scars of spell's level or higher. You regain all expended spell slots
forest fires, and yet they persist. Moss coats the forest floor, when you finish a long rest.
creeping over deadfalls sprawled like fallen giants. The air For example, if you know the 1st-level spell ice knife and
smells heavy of loam and rot. Leaves and twigs crunch have a 1st-level and a 2nd-level spell slot available, you can
underfoot as you navigate tangled knots of roots. The trees cast ice knife using either slot.
stand silent vigil, watching, listening. Here stands the heart of
the forest, a titan, primordial, whose roots extend leagues in Spells Known of 1st Level and Higher
every direction. It towers, wider and taller and mightier than You know three 1st-level druid spells of your choice, two of
any fortress, with boughs and branches that shadow the sun which you must choose from the conjuration and
itself. Moss and vines snake up the length of the tree and enchantment spells on the druid spell list.
dangle from its dizzying heights. Birds, a dozen varieties, nest The Spells Known column of the Ancient Defender
in its canopy. You are struck by the sheer majesty of this sight, Spellcasting table shows when you learn more druid spells of
of its immense gravity upon you. 1st level or higher. Each of these spells must be an
conjuration or enchantment spell of your choice, and must be
Spellcasting of a level for which you have spell slots. For instance, when
When you reach 3rd level, you augment your martial prowess you reach 7th level in this class, you can learn one new spell
with the ability to cast spells from nature. of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one Eyes of the Forest
of the druid spells you know with another spell of your choice 3rd-level Ancient Defender feature
from the druid spell list. The new spell must be of a level for
which you have spell slots, and it must be an conjuration or Your bond with nature gives you the benefits of an enhanced
enchantment spell, unless you're replacing the spell you sense to discover and react to danger. Dim light doesn't
gained at 3rd, 8th, 14th, or 20th level from any school of impose disadvantage on your Wisdom
magic. (Perception) checks relying on sight, and you can't be
surprised while conscious.
Spellcasting Ability As you reach 15th level in this class, you gain a +5 bonus to
Wisdom is your spellcasting ability for your druid spells, your passive Wisdom (Perception) score in addition to the
since you learn your spells through communicating with other effects.
nature. 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 bonus + your Wisdom
modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Spellcasting Focus
You can use a weapon as a spellcasting focus for your druid
spells.

Ancient Defender Spellcasting


—Spell Slots per
Spell Level—
Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Natural Explorer Spellcasting
7th-level Ancient Defender feature When you reach 3rd level, you augment your martial prowess
You are a master of navigating the natural world, and you with the ability to cast spells. As a hell knight, you get the
react with swift and decisive action when traveling through magic bestowed upon you by a otherworldly fiendish patron.
rough terrain. You gain the following benefits: Cantrips
You ignore non-magical difficult terrain. A hell knight do not recieve any warlock cantrip spells.
You can pass through nonmagical plants without taking
damage from them if they have thorns, spines, or similar Spell Slots
hazard. The Hell Knight table shows how many spell slots you have.
You have a swimming speed equal to your walking speed. The table also shows what the level of those slots is; all of
The amoumt of time you can hold your breath is doubled. your spell slots are the same level. To cast one of your
warlock spells of lst level, you must expend a spell slot. You
As you reach 10th level in this class, you gain a climbing regain all expended spell slots when you finish a short or long
speed equal to your walking speed rest.
Shield of the Grove Spells Known of 1st Level
10th-level Ancient Defender feature The Spells Known column of the Hell Knight table shows
When you are hit by an attack, while holding a shield, you when you learn more 1st level warlock spells of your choice.
may use your reaction to add +3 to your AC, including against A spell you choose must be of a 1st level only.
the triggering attack, until the start of your next turn. Spellcasting Ability
As you reach 18th level in this class, you may add +5 to Charisma is your spellcasting ability for your warlock spells.
your AC instead of adding +3 to your AC. You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
Wild Evasion modifier when setting the saving throw DC for a warlock
15th-level Ancient Defender feature spell you cast and when making an attack roll with one.
When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead Spell save DC = 8 + your proficiency bonus + your Charisma
take no damage if you succeed on the saving throw. modifier
Swift Accuracy Spell attack modifier = your proficiency bonus + your
18th-level Ancient Defender feature Charisma modifier
When you miss with an attack action, you can use a bonus
action to impose double your proficiency on attack rolls
against the same target until the start of your next turn.
Hell Knight
The armored figure stands tall and regal, with skin like
alabaster and hair like moonlight. The knightly woman
carries an ornate-looking sword at her hip and a horned helm
tucked under her arm, while a blood-red cloak hangs from
her shoulders. Her eyes, golden and nearly glowing, starts to
burn with crackling flames. In a blinking moment, her
weapon turns into a firing ablaze. The crackling flames rise
as high as a bonfire. They simply erupt out of nothing and
roar upward. The heat is real enough, though. Anything
flammable touching the fire must turn into cinder and smoke.
Spellcasting Focus Hellish Cavalier
You can use a weapon as a spellcasting focus for your 10th-level Hell Knight feature
warlock spells. As a action, you magically summon a hell steed within 10 feet
of you, which draws strength from your bond with the nine
hells and lasts for hours equal to your proficiency bonus. The
Hell Knight Spellcasting hell steed is friendly to you and your companions and obeys
your commands. The hell steed uses your proficiency bonus
Fighter Level Spells Known Spell Slots Slot Level (PB) in several places. In combat, the hell steed acts during
3rd 2 1 1 your turn. It can move and use its reaction on its own, but the
4th 2 1 1 only action it takes is the Dodge action, unless you take a
action on your turn to command it to take another action.
5th 2 1 1 That action can be one in its stat block or some other action.
6th 2 1 1 If you are incapacitated, the hell steed can take any action of
its choice, not just Dodge. When the hell steed drops to 0 hit
7th 3 2 2 points, it disappears, leaving behind no physical form. You
8th 3 2 2 can also dismiss your steed at any time as an action, causing
9th 3 2 2 it to disappear. The hell steed vanishes if you die or fall
unconscious.
10th 3 2 2 Once you use this feature, you can't use it again until you
11th 3 2 2 finish a long rest.
12th 3 2 2
13th 4 2 3 Hell Steed
14th 4 2 3 Large fiend, lawful evil
15th 4 3 3 Armor Class 13 (natural armor)
16th 4 3 3 Hit Points 5+ five times your fighter level (the hell
steed has a number of Hit Dice [d8s] equal to your
17th 4 3 3 fighter level)
18th 5 3 4 Speed 60ft.
19th 5 3 4
20th 5 3 4 STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 8 (-1) 9 (-1) 14 (+2)

Senses passive Perception 9


Languages understands the languages you speak
Infernal Rebuke Challenge — Proficiency Bonus (PB) equals your
3rd-level Hell Knight feature bonus
A simmering heat rises within you, painful and profound. It Confer Fire Resistance. The hell steed grant you
extends to your limbs and fingers, and you visualize the resistance to fire damage when you are riding it.
flames, red and orange and searing. You point, and the flames
leave you, erupting in sheets of roaring fire all around you. Illumination. The hell steed heds bright light in a 10-
You learn the hellish rebuke 1st level spell. You can choose to foot radius and dim light for an additional 10 feet.
cast the spell, using a spell slot, as a action or reaction. When
you use your action or reaction to cast the hellish rebuke Actions
spell, using a spell slot, you can make one weapon attack as a Hooves. Melee Weapon Attack: your spell attack
bonus action or as part of the same reaction. modifier to hit, reach 5 ft., one target. Hit: 2d8 + 3 +
PB bludgeoning damage plus (3d6) fire damage.
Weapon Ablaze
7th-level Hell Knight feature
The phosphorous in your hands burns red-hot, then vanishes Infernal Immunity
in a flash, and in the same instant, the air sears with heat. 15th-level Hell Knight feature
As a action, you can set your weapon ablaze, dealing an Your spirit has been hardened to be as unbreakable as your
additional 1d6 fire damage until the start of your next turn. mind. You are immune to fear effects and the frightened
Once you use this feature, you can't use it again until you condition.
finish a long rest.
When you reach certain levels in this class, the fire damage
of your weapon ablaze increases: at 10th level (2d6 fire), 15th Fiendish Blessing
level (3d6 fire), and 18th level (4d6 fire). 18th-level Hell Knight feature
Your eyes, clear and cunning and filled with malice.
Spells and weapon attacks that deals fire damage ignore
resistance to fire damage. Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
Metamagic Martial Spell attack modifier = your proficiency bonus + your
The Weave trembles as you, a magical anomaly, walk the face Charisma modifier
of the Material Plane. Every time you pluck upon its strands, Spellcasting Focus
it sends strange vibrations throughout the tapestry, like a You can use a weapon as a spellcasting focus for your
stone hurled into the ocean. The clipped phrase you utter is sorcerer spells.
hardly a spell at all, your gesture little more than a waver of
your hand as you reach toward the weapon. Spellcasting is as
much about will and the proper mindset as the confounding
words, gestures, or materials they often require.
Spellcasting Metamagic Martial Spellcasting
When you reach 3rd level, you augment your martial prowess —Spell Slots per
with the willpower to cast wild magic spells. Spell Level—
Fighter Cantrips Spells
Cantrips Level Known Known 1st 2nd 3rd 4th
You learn two cantrips of your choice from the sorcerer spell 3rd 2 3 2 — — —
list. You learn an additional sorcerer cantrip of your choice at
10th level. 4th 2 4 3 — — —
5th 2 4 3 — — —
Spell Slots
The Metamagic Martial Spellcasting table shows how many 6th 2 4 3 — — —
spell slots you have to cast your spells of 1st level and higher. 7th 2 5 4 2 — —
To cast one of these spells, you must expend a slot of the
spell's level or higher. You regain all expended spell slots 8th 2 6 4 2 — —
when you finish a long rest. 9th 2 6 4 2 — —
For example, if you know the 1st-level spell burning hands 10th 3 7 4 3 — —
and have a 1st-level and a 2nd-level spell slot available, you
can cast burning hands using either slot. 11th 3 8 4 3 — —
12th 3 8 4 3 — —
Spells Known of 1st Level and Higher
You know three 1st-level sorcerer spells of your choice, two of 13th 3 9 4 3 2 —
which you must choose from the evocation and 14th 3 10 4 3 2 —
transmutation spells on the sorcerer spell list. 15th 3 10 4 3 2 —
The Spells Known column of the Metamagic Martial
Spellcasting table shows when you learn more sorcerer 16th 3 11 4 3 3 —
spells of 1st level or higher. Each of these spells must be an 17th 3 11 4 3 3 —
evocation or transmutation spell of your choice, and must be
of a level for which you have spell slots. For instance, when 18th 3 11 4 3 3 —
you reach 7th level in this class, you can learn one new spell 19th 3 12 4 3 3 1
of 1st or 2nd level. 20th 3 13 4 3 3 1
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 sorcerer spells you know with another spell of your
choice from the sorcerer 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 you're replacing the Metamagic Martial Manuevers
spell you gained at 3rd, 8th, 14th, or 20th level from any 3rd-level Metamagic Martial feature
school of magic. You gain the ability to twist your body with magic, to suit your
needs. You gain two of the following Metamagic Martial
Spellcasting Ability Manuevers options of your choice. You gain another one at
Charisma is your spellcasting ability for your sorcerer spells, 10th and 15th level.
since you learn your spells through force, not study. You use Lightning Attack
your Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when When you hit a creature with an attack, you may move 10 feet
setting the saving throw DC for a sorcerer spell you cast and at no movement cost, without provoking attacks of
when making an attack roll with one. opportunity.
Magic Attack
When you use your action to cast a cantrip, you can make one Wild Magic Surge
weapon attack as a bonus action. d20 Effect
Spell Infusion 1 Roll on this table whenever you attack with a
weapon, until the end of your turn.
When you use your action to cast a spell attack, you can
change the damage type of your weapon to equal that of the 2 You cast the spell Magic Missile at a creature of your
spell's attack damage type, until the end of your next turn. choice with your highest spell slot level.
4 Roll a d4. Enlarge is cast, from the spell Enlarge
Magic Absorption Reduce, on those many creatures randomly selected
When you are damaged by a spell, you may absorb the spell's by the DM (including yourself).
damage type to imbue your equipped weapons to deal the 5 Roll a d4. Reduce is cast, from the spell Enlarge
same type of damage as the spell, until the end of your next Reduce, on those many creatures randomly selected
turn. by the DM (including yourself).
Metabashing 6 Gravity ceases to function in a 50ft wide 50ft high
Whenever you deal bludgeoing damage to a creature with a cylinder around you for until the end of your next
turn
weapon attack, you deal an additional d10 bludgeoing
damage and you can magically push that creature up to 10 7 You swap places with the next enemy you hit with a
feet away from you. spell.
8 Everything you do or think is loudly narrated for the
Metamaiming next minute.
Whenever you deal slashing damage to a creature with a
weapon attack, you can magically wound that creature to deal 9 A clone from another multiverse appears next to
you. It will copy your actions until the end of your
an additional 2d8 slashing damage. next turn, then it vanishes. If you use your Action
Surge feature during this event, the clone will
Metapiercing magically implode and vanish.
Whenever you deal piercing damage to a creature with a
weapon attack, you can magically make one weapon attack, 10 Another you needs help from another multiverse!
You vanish until the end of your next turn.
as part of the same attack, on a creature that is 5 feet behind
the initial creature. 11 The spell Plant Growth explodes from you.
12 You grow a third eye and gain advantage on
If you have any sorcery points from another source, you perception checks for 1 minute.
can spend two of them, as an action, to reset this feature. 13 You decide what the result of the next d20 roll is.
Once you have used a Metamagic Martial Manuever, you
can't do so again until you finish a short or long rest. 14 You become charmed by the creature furthest away
from you for 1 minute.
Wild Metamagic Surge 15 1d6 goblins appear in front of you and ask to be paid
7th-level Metamagic Martial feature for the inconvenience. They will become hostile if
you refuse. They become friendly if paid enough.
Whenever you use a metamagic martial manuever, roll a d20
on the Wild Magic Surge table to create a random magical 16 On your turn, you take no action, movement or
effect at the beginning of your next turn. reaction. You vomit 1d100 gold coins.
17 All melee weapons within 60 feet of you transform
Controlled Chaos into foam versions of themselves. They keep all
10th-level Metamagic Martial feature magical properties but the base damage becomes
1d4.
Whenever you roll on the Wild Magic Surge table, you can 18 You gain an additional action until the end of your
roll twice and use either number. next turn. That action can be used only to take the
Attack (one weapon attack only), Dash, Disengage,
Metamagic Critical Hide, or Use an Object action.
15th-level Metamagic Martial feature 19 2d10 Fruit sprout from your skin. Eating one
restores 1 hit point.
Whenever you score a critical hit with a weapon attack, roll
on the Wild Magic Surge table. 20 Your weapon attacks score a critical hit on a roll of
10–20, until the end of your turn.
Metamagic Warrior
18th-level Metamagic Martial feature
When you use your action to cast a spell, while being under a
wild metamagic surge, you can make one weapon attack as a
bonus action.
Art Credit Comments
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illustration)
frozenstocks (enchanted forest) DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
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product names, and their respective logos are trademarks of
Other Credits Wizards of the Coast in the USA and other countries. This
work contains material that is copyright Wizards of the Coast
The Homebrewery, created by Scott Tolksdorf. and/or other authors.
dScryb
Author of this Supplement: Azuradon This supplement is not affiliated with, endorsed, sponsored,
or specifically approved by Wizards of the Coast LLC. This
supplement may use the trademarks and other intellectual
property of Wizards of the Coast LLC, which is permitted
under Wizards' Fan Content Policy.

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