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STREAMLINED
A Multiclass Reflavoring for New and Returning Players of 5th Edition
Table Of Contents Introduction
2: Introduction The following 18 page player and DM companion book;
Advanced Classes: Multiclassing Streamlined aims to
3: Classes: Crusader reflavor existing possible and legal multiclasses for Dungeons
8: Classes: Duelist and Dragons 5th Edition in order to create fresh and
interesting experiences for both new and returning players.
13: Classes: Aspect of Storm
18: Credits & Version History New Experiences
These multiclasses are reflavored and treated as classes of
their own. For instance, rather than your character being
treated as just a Paladin with a few levels in Barbarian,
they're a Crusader; a passionate and vindictive holy warrior.
Optimization
At the same time, these multiclasses aren't necessarily the
most optimized builds available; they aim for more flavorful
and interesting character builds with the most comfortable
level-to-progression curve possible.
New Players
For new players, these classes allow for the experience of
multiclassing to better create the character in their
imagination, without having to wrestle with the multiclassing
rules so early in their D&D career.
Returning Players
For returning players, these classes are still more
complicated to play than a standard class, and should keep
these players interested with new flavor and a more
complicated playstyle.
Roleplay
These classes, having new flavor, allow for new and
interesting roleplay opportunities, as well as allowing them to
pbe played easier than regular multiclassing. For example;
rather than having to justify a Paladin taking 3 levels of
Barbarian, the player character is more simply a Crusader,
and these Barbarian abilities are simply a part of their class
progression.
INDEX | INTRODUCTION
2
Paladin (Vengeance) / Barbarian (Totem)
Crusader
Paladin (Vengeance) / Barbarian (Totem)
Fierce Divine Warriors
In the Forgotten Realms, Paladins and Clerics are warriors
and adventurers that have been granted divine power from a
diety, through which they may act out such diety's will. A
Paladin is chosen due to their innate representation of the
diety's values within their character, whilst a Cleric is granted
divine power through years of study, devotion and worship.
Crusaders, however, are initially not so fortunate.
Crusaders take up arms of their own accord, either in the
name of a diety, or of their own passion to rid the world of
some threat, entity or evil. They do so with nothing but their
own ability, and a burning passion driving them forward.
Through this trial of devotion, a Crusader's efforts may
eventually be recognised by a deity; at which point they will
be granted powers not unlike those of their Paladin
bretheren. Crusaders most often find themselves to become
agents of dieties of the chaotic good alignment, though are
able to become agents of dieties of any alignment.
A Crusader is marginally less magically inclined than a
Paladin, having been granted their divine abilities later in
their careers. However, their more than make up for this with
their superior martial prowess, fueled by their self-starting
passion to act against their enemies directly.
CLASSES | CRUSADER
3
The Crusader
Level Hit Die Prof. Bonus Features Healing Pool 1st 2nd 3rd 4th 5th
1st d10 +2 Divine Sense, Lay On Hands 5 — — — — —
2nd d12 +2 Rage, Unarmoured Defence 5 — — — — —
3rd d12 +2 Reckless Attack, Danger sense 5 — — — — —
4th d12 +2 Improved Rage 5 — — — — —
5th d10 +3 Fighting Style, Spellcasting, Divine Smite 10 2 — — — —
6th d10 +3 Divine Health, Sacred Oath, Channel Divinity 15 3 — — — —
7th d10 +3 Ability Score Improvement 20 3 — — — —
8th d10 +3 Extra Attack 25 4 2 — — —
9th d10 +4 Aura of Protection 30 4 2 — — —
10th d10 +4 Relentless Avenger 35 4 3 — — —
11th d10 +4 Ability Score Improvement 40 4 3 — — —
12th d10 +4 — 45 4 3 2 — —
13th d10 +5 Aura of Courage 50 4 3 2 — —
14th d10 +5 Improved Divine Smite 55 4 3 3 — —
15th d10 +5 Ability Score Improvement 60 4 3 3 — —
16th d10 +5 — 65 4 3 3 1 —
17th d10 +6 Cleansing Touch 70 4 3 3 1 —
18th d10 +6 Soul of Vengeance 75 4 3 3 2 —
19th d10 +6 Ability Score Improvement 80 4 3 3 2 —
20th d10 +6 — 85 4 3 3 3 1
CLASSES | CRUSADER
4
Alternatively, you can expend 5 hit points from your pool of
Class Features healing to cure the target of one disease or neutralize one
As a Crusader, you gain the following class features. poison affecting it. You can cure multiple diseases and
neutralize multiple poisons with a single use of Lay on
Hit Points Hands, expending hit points separately for each one. This
Hit Dice: See previous section feature has no effect on undead and constructs.
Hit Points at 1st Level: 10 + your Constitution modifier Rage
Hit Points at Higher Levels: See previous section
Proficiencies
Starting at 2nd Level, you fight with a burning passion. On
your turn, you can enter a rage as a bonus action. While
Armor: All armour, shields raging, you gain the following benefits if you aren’t wearing
Weapons: Simple weapons, martial weapons heavy armor:
Tools: None -You have advantage on Strength checks and Strength
Saving Throws: Wisdom, Charisma saving throws.
Skills: Choose two from Athletics, Insight, Intimidation, -When you make a melee weapon attack using Strength,
Medicine, Persuasion and Religion you gain a +2 bonus to the damage roll.
-You have resistance to bludgeoning, piercing, and slashing
Equipment damage.
You start with the following equipment, in addition to the During your rage, you cannot knock a creature out. If you
equipment granted by your background: are able to cast spells, you can’t cast them or concentrate on
(a) a martial weapons and a shield or (b) two martial them while raging. Your rage lasts for 1 minute. It ends early
weapons if you are knocked unconscious or if your turn ends and you
(a) five javelins or (b) any simple melee weapon haven’t attacked a creature since your last turn or taken
(a) a priest's pack or (b) an explorer’s pack damage since then. You can also end your rage on your turn
Chain mail and a holy symbol as a bonus action. Once you have raged 2 times, you must
finish a long rest before you can rage again.
Multiclassing
Crusader Requires: Strength 13, Charisma 13 Unarmored Defense
Proficiencies Gained: Light armor, Medium armor, Starting at 2nd level, while you are not wearing any armor,
shields, simple weapons, martial weapons your Armor Class equals 10 + your Dexterity modifier + your
Divine Sense Constitution modifier. You can use a shield and still gain this
benefit.
The presence of strong evil registers on your senses like a
noxious odor, and powerful good rings like heavenly music in Reckless Attack
your ears.
As an action, you can open your awareness to detect such Starting at 3rd level, you can throw aside all concern for
forces. defense to attack with fierce desperation. When you make
Until the end of your next turn, you know the location of your first attack on your turn, you can decide to attack
any celestial, fiend, or undead within 60 feet of you that is not recklessly.
behind total cover. Doing so gives you advantage on melee weapon attack rolls
You know the type (celestial, fiend, or undead) of any being using Strength during this turn, but attack rolls against you
whose presence you sense, but not its identity. have advantage until your next turn.
Within the same radius, you also detect the presence of any
place or object that has been consecrated or desecrated, as Danger Sense
with the hallow spell. Starting at 3rd level, you gain uncanny sense of when things
You can use this feature a number of times equal to 1 + nearby aren’t as they should be, giving you an edge when you
your Charisma modifier. When you finish a long rest, you dodge away from danger and you can't be surprised. You have
regain all expended uses. advantage on Dexterity saving throws against effects that you
can see, such as traps and spells. To gain this benefit, you
Lay On Hands can’t be blinded, deafened, or incapacitated.
Your blessed touch can heal wounds. You have a pool of
healing power that replenishes when you take a long rest. Improved Rage
With that pool, you can restore a total number of hit points Starting at 4th level, you may now rage 3 times between rests.
equal to the "Healing Pool" number seen on the Crusader While raging, you have resistance to all damage except
progression table. As an action, you can touch a creature and psychic damage. No foe is mighty enough to suppress your
draw power from the pool to restore a number of hit points to Justice.
that creature, up to the maximum amount remaining in your
pool.
CLASSES | CRUSADER
5
For example, if you are an 8th-level Crusader, you have four
So Many Armor Choices! 1st-level and two 2nd-level Spell Slots. With a Charisma of
Crusaders are proficient in the use of all armor 14, your list of prepared Spells can include four Spells of 1st
types. However, whilst Heavy Armor grants the or 2nd level, in any combination. If you prepare the 1st-level
most innate protection, it renders your rage ability spell Cure Wounds, you can cast it using a 1st-level or a 2nd-
useless. Consider the following "rage friendly" level slot. Casting the spell doesn't remove it from your list of
protection options: prepared Spells.
Medium Armor. This armour will grant you the You can change your list of prepared Spells when you
most protection whilst enabling your rage abilities. finish a Long Rest. Preparing a new list of Crusader Spells
Light Armor. This armour will protect you less requires time spent in prayer and meditation: at least 1
than medium armour, however allowing a grater minute per Spell Level for each spell on your list.
benefit to your AC from your dexterity score.
No Armor. This armor, or lack thereof, allows you
to benefit from your unarmored defense ability,
Spellcasting Ability
drawing from your dexterity and constitution
Charisma is your spellcasting ability for your Crusader
scores. Spells, since their power derives from the Strength of your
Shields. Shields can be used freely with any convictions. You use your Charisma whenever a spell refers
armor option at no added penalty to the Crusader's to your spellcasting ability. In addition, you use your
abilities. Charisma modifier when Setting the saving throw DC for a
Crusader spell you cast and when Making an Attack roll with
one.
Spellsave DC = 8 + your proficiency bonus + your
Fighting Style Charisma modifier
Starting at 5th level, you adopt a style of fighting as your Spell attack modifier = your proficiency bonus + your
specialty. Charisma modifier
Choose one of the following options.
You can’t take a Fighting Style option more than once, even Spellcasting Focus
if you later get to choose again. You can use a holy Symbol as a spellcasting focus for your
-Defence. While you are wearing armor, you gain a +1 Crusader Spells.
bonus to AC.
-Dueling. When you are wielding a melee weapon in one Divine Smite
hand and no other weapons, you gain a +2 bonus to damage Starting at 5th level, when you hit a creature with a melee
rolls with that weapon. weapon Attack, you can expend one spell slot to deal radiant
-Great Weapon Fighting. When you roll a 1 or 2 on a damage to the target, in addition to the weapon's damage.
damage die for an attack you make with a melee weapon that The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
you are wielding with two hands, you can reroll the die and each Spell Level higher than 1st, to a maximum of 5d8. The
must use the new roll. The weapon must have the two-handed damage increases by 1d8 if the target is an Undead or a fiend.
or versatile property for you to gain this benefit.
-Protection. When a creature you can see attacks a target Divine Health
other than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You must By 6th level, the Divine Magic flowing through you makes you
be wielding a shield. immune to disease.
Spellcasting Sacred Oath
Starting at 5th level, you have been recognised by your patron When you reach 6th level, you swear the oath that binds you
diety and have been granted the ability to draw on Divine as a Crusader forever. Up to this time you have been in a
Magic through meditation and prayer to cast Spells as a preparatory stage, committed to the path but not yet sworn to
Paladin does. See chapter 10 for the general rules of it. Now you make new binding vows to entrust your fate to
spellcasting and chapter 11 for the paladin spell list. your diety and continue to grow.
Preparing and Casting Spells
The Crusader table shows how many Spell Slots you have to
cast your Spells. To cast one of your Crusader Spells of 1st
level or higher, you must expend a slot of the spell's level or
higher. You regain all expended Spell Slots when you finish a
Long Rest.
You prepare the list of Crusader Spells that are available
for you to cast, choosing from the Paladin spell list. When you
do so, choose a number of Paladin Spells equal to your
Charisma modifier + ((Your Crusader level - 3) / 2), rounded
down (minimum of one spell). The Spells must be of a level
for which you have Spell Slots.
CLASSES | CRUSADER
6
Tenets of the Crusader Vow of Enmity. As a bonus action, you can utter a vow of
The tenets of the Sacred Oath vary by Crusader, but all the enmity against a creature you can see within 10 feet of you,
tenets revolve around punishing wrongdoers by any means using your Channel Divinity. You gain advantage on attack
necessary. Crusaders who uphold these tenets are willing to rolls against the creature for 1 minute or until it drops to 0 hit
sacrifice eventheir own righteousness to mete out justice points or falls unconscious.
upon those who do evil, so the Crusaders are often neutral or
good in alignment. The core principles of the tenets are Ability Score Improvement
brutally simple. When you reach 7th level, and again at 11th, 15th, and 19th
Fight the Greater Evil. Faced with the choice of fighting level, you can increase one ability score of your choice by 2, or
my sword foes or combating a lesser evil, I choose the greater you can increase two Ability Scores of your choice by 1. As
evil. normal, you can’t increase an ability score above 20 using this
No Mercy for the Wicked. Ordinary foes might win my feature.
mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can't get in the way Extra Attack
of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is Beginning at 8th level, you can Attack twice, instead of once,
because I failed to stop them. I must help those harmed by whenever you take the Attack action on Your Turn.
their misdeeds.
Aura of Protection
Oath Spells Starting at 9th level, whenever you or a friendly creature
Each oath has a list of associated Spells. You gain access to within 10 feet of you must make a saving throw, the creature
these Spells at the levels specified below. Once you gain gains a bonus to the saving throw equal to your Charisma
access to an oath spell, you always have it prepared. Oath modifier (with a minimum bonus of +1). You must be
Spells don’t count against the number of Spells you can conscious to grant this bonus.
prepare each day. If you gain an oath spell that doesn’t appear
on the paladin spell list, the spell is nonetheless a Crusader Relentless Avenger
spell for you.
By 10th level, your supernatural focus helps you close off a
6th level: Bane, hunter's mark foe’s retreat. When you hit a creature with an opportunity
8th level: Hold person, misty step attack, you can move up to half your speed immediately after
the attack and as part of the same reaction. This movement
12th level: Haste, protection from energy doesn’t provoke opportunity attacks.
16th level: Banishment, dimension door Aura of Courage
20th level: Hold monster, scrying Starting at 13th level, you and friendly creatures within 10
feet of you can't be Frightened while you are conscious.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical Improved Divine Smite
effects. Each Channel Divinity option provided by your oath By 14th level, you are so suffused with righteous might that
explains how to use it. all your melee weapon strikes carry divine power with them.
When you use your Channel Divinity, you choose which Whenever you hit a creature with a melee weapon, the
option to use. You must then finish a short or Long Rest to creature takes an extra 1d8 radiant damage. If you also use
use your Channel Divinity again. your Divine Smite with an Attack, you add this damage to the
Some Channel Divinity effects require saving throws. extra damage of your Divine Smite.
When you use such an effect from this class, the DC equals
your Crusader spell save DC. Cleansing Touch
At 6th level, you gain the following two Channel Divinity Beginning at 17th level, you can use your action to end one
options. spell on yourself or on one willing creature that you touch.
Abjure Enemy. As an action, you present your holy symbol You can use this feature a number of times equal to your
and speak a prayer of denunciation, using your Channel Charisma modifier (a minimum of once). You regain
Divinity. Choose one creature within 60 feet of you that you expended uses when you finish a Long Rest.
can see. That creature must make a Wisdom saving throw,
unless it is immune to being frightened. Fiends and undead
have disadvantage on this saving throw. On a failed save, the Soul of Vengeance
creature is frightened for 1 minute or until it takes any Starting at 18th level, the authority with which you speak
damage. While frightened, the creature’s speed is 0, and it your Vow of Enmity gives you greater power over your foe.
can’t benefit from any bonus to its speed. On a successful When a creature under the effect of your Vow of Enmity
save, the creature’s speed is halved for 1 minute or until the makes an attack, you can use your reaction to make a melee
creature takes any damage. weapon attack against that creature if it is within range.
CLASSES | CRUSADER
7
Rogue (Swashbuckler) / Fighter (B. Master)
Duelist
Rogue (Swashbuckler) / Fighter (B. Master)
Refinement and Finesse
Fighters are very flexible combatants; while they lack in
social or perhaps magical ability, they more than make up for
it through the wide variety of combat styles and equipment at
their disposal. While initially a martial generalist, fighters are
often a pillar of the standard adventuring party.
Duelists separate themselves from other martial
professions through specialisation in fencing and one-on-one
close quarters combat. In the process, the Duelist sacrifices
some weapon and fighting style variety in order to truly excel
at their niche.
In the process of this specialisation, the Duelist gains
boons of great value; enhanced fencing capabilities, tactical
prowess and advanced martial techniques to name but a few.
Duelists may find themselves to be of any alignment, and do
not naturally veer towards any particular morality or ethics.
The Duelist is immensely optimal at close-quarters combat
with a single one-handed weapon such as a rapier or
shortsword. They also sport natural tactical abilities and
heightened defenses. However, as a result, capabilities with
other weapon types suffer.
CLASSES | DUELIST
8
The Duelist
Level Hit Die Prof. Bonus Features Sneak Attack Superiority Dice
1st d8 +2 Expertise, Sneak Attack, Thieves Cant 1d6 —
2nd d8 +2 Cunning Action 1d6 —
3rd d8 +2 Fancy Footwork, Rackish Audacity 2d6 —
4th d8 +2 Ability Score Improvement 2d6 —
5th d10 +3 Martial Training, Swordplay, Second Wind 2d6 —
6th d10 +3 Action Surge 2d6 —
7th d10 +3 Combat Superiority, Student of War 2d6 4d8
8th d10 +3 Ability Score Improvement 2d6 4d8
9th d10 +4 Extra Attack 2d6 4d8
10th d10 +4 Ability Score Improvement 2d6 4d8
11th d8 +4 Uncanny Dodge 3d6 4d8
12th d8 +4 Expertise 3d6 4d8
13th d8 +5 Evasion 4d6 4d8
14th d8 +5 Ability Score Improvement 4d6 4d8
15th d10 +5 Know Your Enemy 4d6 5d8
16th d10 +5 Ability Score Improvement 4d6 5d8
17th d10 +6 Indomitable 4d6 5d8
18th d10 +6 Improved Combat Superiority 4d6 5d10
19th d10 +6 Extra Attack (2) 4d6 5d10
20th d10 +6 Ability Score Improvement 4d6 5d10
CLASSES | DUELIST
9
Class Features Thieves' Cant
As a Duelist, you gain the following class features. During your rogue training you learned thieves’ cant, a secret
mix of dialect, jargon, and code that allows you to hide
Hit Points messages in seemingly normal conversation. Only another
Hit Dice: See previous section creature that knows thieves’ cant understands such
Hit Points at 1st Level: 8 + your Constitution modifier messages. It takes four times longer to convey such a
Hit Points at Higher Levels: See previous section message than it does to speak the same idea plainly. In
addition, you understand a set of secret signs and symbols
Proficiencies used to convey short, simple messages, such as whether an
Armor: Light armor area is dangerous or the territory of a thieves’ guild, whether
Weapons: Simple weapons, hand crossbows, longswords, loot is nearby, or whether the people in an area are easy
rapiers, shortswords marks or will provide a safe house for thieves on the run.
Tools: Thieves' tools
Cunning Action
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Starting at your 2nd level, your quick thinking and agility
Insight, Intimidation, Investigation, Perception, allow you to move and act quickly. You can take a bonus
Performance, Persuasion, Sleight of Hand and Stealth action on each of your turns in combat. This action can be
used only to take the Dash, Disengage, or Hide action.
Equipment
You start with the following equipment, in addition to the Fancy Footwork
equipment granted by your background:
Starting at 3rd level, you learn how to land a strike and then
(a) a rapier or (b) a shortsword slip away without reprisal. During your turn, if you make a
(a) a shortbow and quiver of 20 arrows or (b) a shortsword melee attack against a creature, that creature can't make
(a) a burglar's pack or (b) a dungeoneer's pack or (c) an opportunity attacks against you for the rest of your turn.
explorer’s pack
Leather armor, two daggers, and thieves' tools Rakish Audacity
Multiclassing Starting at 3rd level, your unmistakable confidence propels
Duelist Requires: Dexterity 13 you into battle. You can add your Charisma modifier to your
Proficiencies Gained at 1st Level: Light armor, one skill initiative rolls. In addition, you don't need advantage on your
from the class's skill list, thieves' tools attack roll to use your Sneak Attack if no creature other than
Proficiencies Gained at 5th Level: Medium armor, your target is within 5 feet of you. All the other rules for the
shields, simple weapons, martial weapons Sneak Attack class feature still apply to you.
Expertise Ability Score Improvement
At 1st level, choose two of your skill proficiencies, or one of When you reach 4th level, and again at 8th, 10th, 14th, 16th
your skill proficiencies and your proficiency with thieve's and 20th level, you can increase one ability score of your
tools. Your proficiency bonus is doubled for any ability check choice by 2, or you can increase two Ability Scores of your
you make that uses either of the chosen proficiencies. choice by 1. As normal, you can’t increase an ability score
At 12th level, you can choose two more of your above 20 using this feature.
proficiencies (in skills or with thieves tools) to gain this
benefit. Martial Training
Sneak Attack Starting at 5th level, your training reaches new heights. You
gain proficiency in medium armor, shields and martial
You know how to strike subtly and exploit a foe’s distraction. weapons.
Once per turn, you can deal extra 1d6 damage to one
creature you hit with an attack if you have advantage on the Swordplay
attack roll. The attack must use a finesse or a ranged weapon.
As you gain levels, the amount of damage increases, as Starting at 5th level, when you are wielding a melee weapon
shown on the level table. in one hand and no other Weapons, you gain a +2 bonus to
You don't need advantage on the attack roll if another Damage Rolls with that weapon.
enemy of the target is within 5 feet of it, the enemy isn't
incapacitated, and you don't have disadvantage on the attack
roll.
CLASSES | DUELIST
10
Battlefield Control and Maneuvers
Extra Attack
As your Duelist progresses and encounters further Beginning at 9th level, you can attack twice, instead of once,
difficult challenges, it is important to keep in mind whenever you take the Attack action on your turn.
the locations and states of all entities on the The number of attacks increases to three when you reach
battlefield, and use movement, techniques and 19th level in this class.
maneuvers in order to manipulate this.
Sneak Attack only triggers when you and your Uncanny Dodge
oponent are relatively isolated, so bear that in mind
when in combat. Starting at 11th level, when an attacker that you can see hits
Cunning Action, Fancy Footwork, Rakish Audacity you with an attack, you can use your reaction to halve the
and Battle Maneuvers grant you the ability to attack’s damage against you.
precisely manipulate all participants in combat to
your liking and benefit; so be sure to use these Evasion
abilities wisely!
Beginning at 13th level, you can nimbly dodge out of the way
of certain area effects, such as a red dragon’s fiery breath or
an ice storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
Second Wind damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
At 5th level, you gain a limited well of stamina that you can
draw on to protect yourself from harm. On Your Turn, you can Know Your Enemy
use a Bonus Action to regain hit points equal to 1d10 + your
fighter level. Starting at 15th level, if you spend at least 1 minute observing
Once you use this feature, you must finish a short or Long or interacting with another creature outside combat, you can
Rest before you can use it again. learn certain information about its capabilities compared to
your own. The DM tells you if the creature is your equal,
Action Surge superior, or inferior in regard to two of the following
characteristics of your choice:
Starting at 6th level, you can push yourself beyond your
normal limits for a moment. On Your Turn, you can take one Strength score
additional action on top of your regular action and a possible Dexterity score
Bonus Action. Constitution score
Once you use this feature, you must finish a short or Long Armor Class
Rest before you can use it again. Current hit points
Total class levels (if any)
Combat Superiority Fighter class levels (if any)
When you choose this archetype at 7th level, you learn Indomitable
maneuvers that are fueled by special dice called superiority Beginning at 17th level, you can reroll a saving throw that you
dice. Maneuvers. You learn three maneuvers of your choice, fail. If you do so, you must use the new roll, and you can’t use
which are detailed under “Maneuvers” below. Many this feature again until you finish a long rest.
maneuvers enhance an attack in some way. You can use only
one maneuver per attack. You learn two additional maneuvers
of your choice at 15th and 18th level. Each time you learn Improved Combat Superiority
new maneuvers, you can also replace one maneuver you At 18th level, your superiority dice turn into d10s.
know with a different one.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a
short or long rest. You gain another superiority die at 15th
level. Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s effects.
The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)
Student of War
At 7th level, you gain proficiency with one type of artisan’s
tools of your choice.
CLASSES | DUELIST
11
Maneuvers Precision Attack. When you make a weapon attack roll
against a creature, you can expend one superiority die to add
The maneuvers are presented in alphabetical order. it to the roll. You can use this maneuver before or after
Commander’s Strike. When you take the Attack action on making the attack roll, but before any effects of the attack are
your turn, you can forgo one of your attacks and use a bonus applied.
action to direct one of your companions to strike. When you Pushing Attack. When you hit a creature with a weapon
do so, choose a friendly creature who can see or hear you and attack, you can expend one superiority die to attempt to drive
expend one superiority die. That creature can immediately the target back. You add the superiority die to the attack’s
use its reaction to make one weapon attack, adding the damage roll, and if the target is Large or smaller, it must
superiority die to the attack’s damage roll. make a Strength saving throw. On a failed save, you push the
Disarming Attack. When you hit a creature with a weapon target up to 15 feet away from you.
attack, you can expend one superiority die to attempt to Rally. On your turn, you can use a bonus action and expend
disarm the target, forcing it to drop one item of your choice one superiority die to bolster the resolve o f one of your
that it’s holding. You add the superiority die to the attack’s companions. When you do so, choose a friendly creature w
damage roll, and the target must make a Strength saving ho can see or hear you. That creature gains temporary hit
throw. On a failed save, it drops the object you choose. The points equal to the superiority die roll + your Charisma
object lands at its feet. modifier.
Distracting Strike. When you hit a creature with a Riposte. When a creature misses you with a melee attack,
weapon attack, you can expend one superiority die to distract you can use your reaction and expend one superiority die to
the creature, giving your allies an opening. You add the make a melee weapon attack against the creature. If you hit,
superiority die to the attack’s damage roll. The next attack roll you add the superiority die to the attack’s damage roll.
against the target by an attacker other than you has Sweeping Attack. When you hit a creature with a melee
advantage if the attack is made before the start of your next weapon attack, you can expend one superiority die to attempt
turn. to damage another creature with the same attack. Choose
Evasive Footwork. When you move, you can expend one another creature within 5 feet of the original target and
superiority die, rolling the die and adding the number rolled within your reach. If the original attack roll would hit the
to your AC until you stop moving. second creature, it takes damage equal to the number you
Feinting Attack. You can expend one superiority die and roll on your superiority die. The damage is of the same type
use a bonus action on your turn to feint, choosing one dealt by the original attack.
creature within 5 feet of you as your target. You have Trip Attack. When you hit a creature with a weapon attack,
advantage on your next attack roll against that creature. If you can expend one superiority die to attempt to knock the
that attack hits, add the superiority die to the attack’s damage target down. You add the superiority die to the attack’s
roll. damage roll, and if the target is Large or smaller, it must
Goading Attack. When you hit a creature with a weapon make a Strength saving throw. On a failed save, you knock
attack, you can expend one superiority die to attempt to goad the target prone.
the target into attacking you. You add the superiority die to
the attack’s damage roll, and the target must make a Wisdom
saving throw. On a failed save, the target has disadvantage on
all attack rolls against targets other than you until the end of
your next turn.
Lunging Attack. When you make a melee weapon attack
on your turn, you can expend one superiority die to increase
your reach for that attack by 5 feet. If you hit, you add the
superiority die to the attack’s damage roll.
Maneuvering Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
maneuver one o f your comrades into a more advantageous
position. You add the superiority die to the attack’s damage
roll, and you choose a friendly creature who can see or hear
you. That creature can use its reaction to move up to half its
speed without provoking opportunity attacks from the target
o f your attack.
Menacing Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
frighten the target. You add the superiority die to the attack’s
damage roll, and the target must make a Wisdom saving
throw. On a failed save, it is frightened of you until the end of
your next turn.
Parry. When another creature damages you with a melee
attack, you can use your reaction and expend one superiority
die to reduce the damage by the number you roll on your
superiority die + your Dexterity modifier.
CLASSES | DUELIST
12
Cleric (Tempest) / Sorcerer (Storm)
Aspect of Storm
Cleric (Tempest) / Sorcerer (Storm)
Freedom of Destruction
Sorcerers are powerful spellcasters with the unique ability to
manipulate the magic that they cast to an extent far deeper
than any of the other spellcasting professions. They lack
many abilities that would allow them to play a supporting role
in an adventuring party's victory, however, often taking a
combat heavy approach to problem solving.
An Aspect of Storm, favored by a diety, may overcome
these limitations through access to divine gifts and a variety
of spellcasting options. However, these gifts come at a cost; as
the combat prowess of an Aspect of Storm is held back whilst
they recieve these gifts at the start of their career.
An Aspect of storm gains magical gifts from their diety;
techniques and magic to counter, heal and disable others,
amongst others. An Aspect of Storm has been chosen by a
diety, most often one representing weather, tempest or
change, and will often share a similar alignment to such a
diety.
The Aspect of Storm has a limited array of support and
defense magics and options, at the cost of delaying the
aquisition of new offensive and powerful magics.