Chapter 2: Class Options


Barbarian

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Frontier


Path of the Frontier

3 Sentence Description

5th Frontier Militia

"fun Quote"

     - NPC

Formal Training

3rd-level Path of the Frontier feature

When you attack with a ranged weapon you can use your Strength modifier, instead of Dexterity, for the attack and damage rolls. If a Barbarian class feature requires the use of a melee weapon, you may also use that feature with a ranged weapon.

Recuperate

6th-level Path of the Frontier feature

As an action while in a rage, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Your rage will not end next turn even if you have not made an attack or dealt any damage.

Heroic Actions

10th-level Path of the Frontier feature

When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can treat a d20 roll of 9 or lower as a 10. Additionally, you can now use your recuperate feature to heal an ally within 5 feet of you instead of yourself. You still use your own hit die.

Take the Blow

14th-level Path of the Frontier feature

When a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead. This damage cannot be reduced or prevented in any way, and this ability can only be used in response to an attack, spell, or effect that you can see.


Bard

Bard Colleges

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.


College of Frontier Bandito

3 Sentence Description

5th Frontier Militia

"fun Quote"

     - NPC

Feature Name

3rd-level College of Frontier Bandito feature

Description of the feature.

Feature Name

6th-level College of Frontier Bandito feature

Description of the feature.

Feature Name

14th-level College of Frontier Bandito feature

Description of the feature.


Druid

Druid Circles

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


Circle of the Spirit Warrior

3 Sentence Description

5th Frontier Militia

"fun Quote"

     - NPC

Feature Name

2nd-level Circle of the Spirit Warrior feature

Description of the feature.

Feature Name

6th-level Circle of the Spirit Warrior feature

Description of the feature.

Feature Name

10th-level Circle of the Spirit Warrior feature

Description of the feature.

Feature Name

14th-level Circle of the Spirit Warrior feature

Description of the feature.


Fighter

Martial Archetypes

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.


Wardog Soldier

3 Sentence Description

5th Frontier Militia

"fun Quote"

     - NPC

Machinist

3rd-level Wardog Soldier feature

You gain proficiency in Tinker Tools. If you already have profiency, then you gain expertise instead.

Wardog

3rd-level Wardog Soldier feature

You design your very own wardog, a construct to serve at your side as a faithful companion. The construct is friendly to you and your companions and obeys your commands.

In combat, the construct acts on your turn. It can move and use its reaction on its own, but it can only take the Dodge action unless you use a Bonus Action to command it to take another Action. Commands can be given in a secret non-verbal language known only to you and your wardog, communicated through gestures and expressions. If you are incapacitated, the construct can take any action of its choice, instead of just Dodge.

If the construct dies, you can repair or replace it as part of a long rest. Only one wardog can be kept functional at a time.

Wardog
Medium Construct, Unaligned

Armor Class 13 + PB (natural armor)
Hit Points 6 + six times your fighter level (the construct has a number of Hit Dice [d10s] equal to your fighter level)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)

Senses Darkvision 60ft., passive Perception 11
Languages understands the languages you speak
Challenge - Proficiency Bonus (PB) equals your own proficiency bonus
Watchdog. The wardog does not need to sleep, eat, or breathe and the wardog cannot be surprised.
Actions

Daunt. The wardog harries an opponent. One target must succeed on a Wisdom saving throw equal to 10 + PB or it has disadvantage on all attacks until the start of your next turn.
Maul. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 1d8 + 3 + PB piercing damage. Instead of dealing damage, the wardog can knock a large or smaller target prone.

Threat Detector

7th-level Wardog Soldier feature

You've overhauled the wardog's sensory and detection capabilities, allowing it to unearth treasures and traps alike. The wardog can detect when there is a trap or magical item within 30 feet, and alert you as to which.

The wardog is unable to communicate the nature of traps it detects, but it may be able to lead you to their triggers. If you ask it to do so, roll a d6. On a roll of 2 or 1, the wardog sets off the trap.

Veteran Hound

10th-level Wardog Soldier feature

When the wardog uses its Maul action, it nolonger needs to choose between dealing damage or knocking its target prone. It will do both.

Mounted Artillery

15th-level Wardog Soldier feature

You upgrade your wardog for ranged combat. Choose one of the options below as a new action for your wardog. You can switch options as part of a long rest.

  • Flamethrower. Each creature in a 20-foot cone must make a DC 10 + PB Dexterity saving throw. A creature takes 3d6 fire damage on a failed save or, or half as much on a successful one. The fire ignites any flammable objects in the area that are not worn or carried.
  • Heavy Repeater. Ranged Weapon Attack: 2 + PB to hit, range 40/120 ft., one target. Hit: 2d8 + 2 + PB piercing damage.
  • Grapple Wire. Ranged Weapon Attack: 2 + PB to hit, range 30 ft., one target. Hit: 2 + PB piercing damage, and if the target is Large or smaller the wardog may pull it up to 30 feet closer. If the target cannot be moved, the wardog may pull itself to the target instead.

Guard Dog

18th-level Wardog Soldier feature

Your wardog's experiences with you have made it into an insightful protector. When a creature within 5 feet of the wardog takes damage, it can use its reaction to impose itself and take that damage in the creature's place.


Rogue

Rogueish Archetypes

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.


Dronesuit Specialist

3 Sentence Description

5th Frontier Militia

"fun Quote"

     - NPC

Dronesuit

3rd-level Dronesuit Specialist feature

You have been trained to operate and maintain drone constructs. Furthermore, you are outfitted with a special apparatus, allowing drones to be intuitively operated. Your drones are not sentient, but they do feature some navigatory automation for the purpose of self preservation.

As an action you can deploy a single drone, direct it to use its movement, and/or to take an action. Deployed drones that are not issued a direction hover in place and take the dodge action on your turn by default. A drone's effective range is a distance in feet equal to 50 times your rogue level. If a drone is further away from you than its effective range, you will not be able to direct it.

You can carry with you and maintain an amount of drones equal to your proficiency bonus. If one of your drones dies or is otherwise lost, it can be repaired or replaced as part of a long rest. Replacing a drone in this way causes the original to become inoperable and inert.

Drone
Tiny Construct, Unaligned

Armor Class 13 + PB (natural armor)
Hit Points 3 + three times your rogue level (the construct has a number of Hit Dice [d4s] equal to your rogue level)
Speed fly 60 ft., swim 60 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
14 (+2)
CHA
6 (-2)

Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60ft., passive Perception 12 + PB
Languages -
Challenge - Proficiency Bonus (PB) equals your own proficiency bonus
Machine. The drone does not need to sleep, eat, or breathe.
Infrared. The drone sees invisible creatures and objects as if they were visible.
Actions

Turret. Ranged Weapon Attack: 3 + PB to hit, range 30/60 ft., one target. Hit: Roll an amount of d6s equal to your proficiency bonus. This attack deals piercing damage equal to the result.

Reconaissance

3rd-level Dronesuit Specialist feature

When you use your action to command a drone, you can see everything that your deployed drones can; so long as they are within their effective range. Use the drone's stat block if a perception check becomes necessary.

One with the Hive

9th-level Dronesuit Specialist feature

It nolonger requires an action to direct a drone's movement. Each deployed drone can utilize its movement on your turn. It still requires an action for a drone to be deployed.

Adept Conductor

13th-level Dronesuit Specialist feature

You have developed a true mastery of your complex and delicate art. As a bonus action you can deploy a single drone and/or direct it to take an action. This ability does not allow a drone to take an additional action if it has already taken one.

Targeted Assault

17th-level Dronesuit Specialist feature

When you direct a drone to take the attack action, you may direct one additional drone within range to use their action as well on the same target.