The Warrior's Codex Reforged

by Fungal Brews

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The Warrior's Codex Reforged

Introduction

This document is the end result of more than three years of work, with the goal of improving martial characters in D&D 5e. While it might seem otherwise, I ultimately believe any character can be fun to play with great characterization, no matter how weak or strong. But I also believe that a character's numerical competence is equally vital. D&D crashes make-believe and a skirmish wargame together, and both parts are necessary for a fun experience.

Unfortunately, I and many others have found that martial characters are not as fun to play. While they have more health, deal consistent damage, and have fewer resources to track, they have meager options on the battlefield, and can't compete when they try to affect the world outside combat. In character-building they have a similar dearth of effective options. Many subclasses are mediocre, and others are just plain bad. In The Warrior's Codex Reforged, I've attempted to rectify that. Instead of a full system overhaul or mass rewrites of class features, I addressed three glaring weaknesses:

1. Fewer combat options. Every weapon felt the same. Now each one has a unique combination of properties that creates its own niche. Weapon-switching to better meet the enemy becomes commonplace and adds a new level of strategy. While nowhere close to the complexity of spells, no longer are the functional differences between weapons limited to weight, reach, and damage dice.

2. Magical Saturation. If ranger and paladin count among the former and artificers among the latter, 5e has 6 martial classes and 7 spellcaster classes. There are 47 published caster subclasses, and 38 official martial ones. Worse, many martial subclasses—such as Arcane Archer, Path of the Totem Warrior, and paladin, monk, and ranger—explicitly and inherently use magic.

3. Fewer viable options. Many warrior archetypes are much, much weaker than their magical brethren, to the point that players entirely unconcerned with whiteroom theorycrafting take notice during play. The problem appears not only in abstraction, but in regular games. This document contains several attempts to rework egregious examples (though it avoids the ranger, which wiser brewers have already addressed). When accompanied by new subclasses, these reworks create a flood of new and exciting choices.

That said, I have nothing against mages or their players. 5e has addressed the divide between martial and caster marvelously and the gap is as small as it has ever been—but it could be smaller. To shrink it more, I haven't made casters worse, but martials better. A rising tide lifts all boats. Rules on weapons, item creation, and even a few new subclasses for non-martial classes will delight players who favor magic.

You might wonder—why this supplement over Weapons Remastered, /u/theapoapostolov's Grit and Glory, Wraith Wright's Comprehensive Equipment Manual, or others. The truth is, your group might prefer those! And I admit I borrowed ideas—some unashamedly and outright—from those works, because they were just that good.

But I believe the latter two add too much complexity. They are fantastic, well-researched works, to a fault. Too many options slows play and confuses players.

This document—I hope—reaches a middle ground with its expanded Weapons Remastered to create more options without overwhelming players. It doesn't rewrite core aspects of the system, and doesn't rely on gear and gear alone to bridge the gap. Ultimately, experiment, and see what works best for your table.

THE WARRIOR'S CODEX REFORGED

Using this Book

The Warrior's Codex is a massive project, and when first picking it up it can be difficult to decide where to begin! The answer is anywhere that you choose. The Codex isn't one package, and you are free to pick and choose the parts you like and leave the rest behind. Read through this homebrew with your group and pick out the parts you like!

Must-Reads

Everyone should read the Introduction and Using This Book sections, to better understand The Warrior's Codex's goals and how it affects the game.

If you play a race or subclass changed by Part I: Warrior Races and Part II: Character Options, read the relevant sections. You can also read those sections when interested in creating a new character.

All table members should read Part III: New Weapons in its entirety, to make sure they understand the meat of this book and the new functions of their weapons and armor, and the new options they have in combat.

The same applies to Part IV: New Rules. Everyone should read it to make sure no players are blindsided by changes, and that they understand any other options they might have to further customize their character. Some players might even see an unexpected buff.

Part V: Items is helpful for creative combatants and players who like to craft items and use them in combat, but is not required reading.

Part VI: New Monsters exists for the DM, who has the chance to add new armies for mid- and high-level players to face. It also provides a quick way to handle combat between large groups, and acts as an example of proper wording for weapons with WCX properties when carried by monsters.

Part VII: Appendices should be read by everyone. The cheat sheet is an invaluable quick reference, and the profiles contain examples of each weapon and a brief explanation of its use, history, and other trivia.

Converting to WCX

Unfortunately, most campaigns won't begin with the Codex in place, and have to switch mid-game. This section contains the most important changes from RAW. A full list of changes can be found here. Remember that your group can adopt as much or as little of this book as you want, and most parts work independently of one another. Choose the parts you like, and feel free to ignore the rest. With the exception of the Way of the Raptor and the Path of the Bonebreaker, every subclass in this book can be used without the other content introduced in The Warrior's Codex.

Subclasses

Subclasses are the easiest place to begin converting, as each only affects one character. When your group decides to use this book and one character uses a subclass listed on the left column of the table, replace all of that character's subclass features with those of the archetype listed on the right.

Note that the Cavalier is divided into two separate subclasses. If your Cavalier player uses the Martial Archetype for its powerful defense abilities, convert the character to a Bastion. If the player plays the archetype as a heavy cavalry archetype, use Cataphract instead.

Published Subclass Source WCX Subclass
Barbarian
Battlerager SCAG Bonebreaker
Berserker PHB Berserker
Storm Herald XGE Cataclysm
Fighter
Arcane Archer XGE Spellslinger
Banneret/PDK SCAG Bannerlord
Cavalier XGE Bastion
Cavalier XGE Cataphract
Champion PHB Exemplar
Eldritch Knight PHB Mage Knight
Sharpshooter UA Marksman
Rogue
Assassin PHB Infiltrator
Mastermind XGE Infiltrator

Weapons

After the subclasses come weapons, armor, and other gear. Fortunately, most weapons share the same names as their PHB versions, and can be converted to the new mechanics with ease—just add their properties. Some weapons could be converted into multiple options depending on how you use them, and a select few change the name of a weapon and assign that same name to a new one. Watch out for those. Use this subsection to determine which gear to convert to from the old PHB versions.

PHB Weapon Converted WCX Weapon
Spear Shortspear if proficient in simple weaps.
Spear Javelin if above, but thrown
Spear Spear if proficient in martial weaps.
Spear Harpoon if above, but thrown
Longsword Bastard sword if used for versatile
Longsword Arming sword if one-handed
Shortsword Shortsword if used for light
Shortsword Arming sword
Rapier Rapier/sabre/estoc
Longbow Recurve bow
Shield Shield
Arrow Field arrow
Crossbow bolt Quarrel
A Note About Feats:

Many of the weapons and properties included in this book give weaker versions of abilities previously granted by feats (such as parries, unarmed strikes, and power-attacks) to all characters that wield an appropriate weapon. If a feat's big draw becomes less valuable as a result of using this document, allow the player to change the feat for another, or replace it with an Ability Score Improvement.

THE WARRIOR'S CODEX REFORGED
Special Cases

A spear converts to a shortspear if the user is proficient in simple weapons but not martial ones, or a javelin if it was used primarily as a thrown weapon.

If the character is proficient in martial weapons, instead change it to a spear, or a harpoon if it was used for throwing. It is not recommended to convert an existing weapon to a boar spear.

If a longsword is used for its versatile property, it becomes a bastard sword. If one-handed, it is an arming sword.

A shortsword remains a shortsword but might become an arming sword at your discretion.

Depending on the fencing style of the user, a rapier becomes a rapier, a sabre, or an estoc.

Perhaps confusingly, the old longbow becomes a recurve bow, and the new longbow is a weapon all its own. The recurve bow is more typical of fantasy and popular contemporary bows, while the longbow is the titanic artillery piece employed by medieval English infantry. This includes all mentions of longbows, including in enemy statblocks or racial and class features.

All shields remain typical shields granting +2 AC instead of any of the other more unique shields, but their user chooses whether an individual shield has a strap or handle grip during the conversion process, which allows flexibility.

All arrows become field arrows, and all crossbow bolts*** become quarrels. Projectiles with more variety can be purchased from this point on from any crafter.

If a character uses a trident, whip, or net, use that weapon as their one free exotic weapon proficiency (explained in more detail in Part IV: New Rules).

While exotic weapons are listed as a separate category for the purposes of class and subclass proficiencies, any feature that requires any simple or martial weapon to use can also use an exotic weapon.

Armor

While armor's mechanics are unchanged, many names have shifted places on the table, which may confuse longtime players. Use the table below, or choose the armor with the same AC as the old that is closest in price.

PHB Armor Converted WCX Armor
Padded Leather
Leather Leather
Studded leather Gambeson
Hide Hide
Chain shirt Breastplate
Scale mail Brigandine
Breastplate Cuirass
Half plate Half-plate
Ring mail Scale
Chain mail Hauberk
Splint Splint
Plate Full plate

The old padded armor no longer exists. It is identical in appearance to the gambeson, which was a far superior to leather, which remains leather armor.

Studded leather is replaced by the gambeson.

Medium armor, with its new and varied Dexterity caps, can become virtually any kind of medium armor except cuirass or half-plate. As long as the end result is equal to your current AC, your choice is fine.

Hide armor remains hide, and half-plate is similarly unchanged.

A breastplate become a cuirass.

Ring mail becomes scale armor, chain mail becomes a hauberk, and splint and plate are unchanged, though both have a lower Strength requirement.

New Proficiencies

While the martial classes gain proficiency in all simple and martial weapons, other classes gain proficiency in an itemized list of weapons. The new weapons are added to those lists, as seen below.

  • Artificer: Arquebus, handgonne
  • Bard: Arming sword, estoc, parrying dagger, rondel, sabre, buckler
  • Druid: Blowgun, boar spear, cestus, harpoon, spear
  • Monk. Spear
  • Ranger. Herbalism kit or Woodcarver's tools
  • Rogue: Arming sword, bastard sword, estoc, garotte wire, longsword, parrying dagger, rondel, sabre, buckler, medium armor

Barbarians, fighters, paladins, and rangers gain proficiency in one exotic weapon or shield of their choice.

These rules are repeated and detailed in Part IV.

Other Racial and Class Changes

Part IV of this document lists a variety of adjusted features, traits, and abilities for races, classes, and subclasses. When a feature has the same name as another existing one, remove the existing version entirely and replace it with the WCX feature of the same name.

Other Formats

For ease of use, this homebrew can be found in PDF format here and png format here.

Contacting the Author

The best way to reach me with questions or feedback is a Discord message to FungusAmongUs#7561. For a small, pleasant community built discussing and playtesting this content, join the FungalBrewery Discord server.

Avrae Integration

For players and DMs who use Avrae to play using Discord, you can use this link to import this bestiary, and can find the pack of weapons and armor here.

Updates

Created: 16 December 2018
Last updated: 5 March 2021

THE WARRIOR'S CODEX REFORGED

PART I

Warrior Races

Warrior Races

This section contains changes to certain races, which all share a certain warlike disposition. Some of them are, as written in official materials, radically different from their mythological or historical basis, and could use a rework to better match "reality." Others are very weak, and could use a boost as other races leave them far behind in power. A few others are new races, added to expand this section and add new options, especially for martial characters.

Centaur

Raucous and passionate as wild stallions, centaurs are creatures with the lower body of a horse and the upper body of a human. Incorrigible nomads, these wanderers put down few roots and possess the wisdom of centuries of experience in the wild as well as a dangerously fun-loving disposition. When they pass through, wild celebrations that end with missing food, drink, and citizenry are to be expected.

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Centaurs mature and age at the same rate as humans.

Alignment. With their need to travel and love of festivities, centaurs tend toward chaotic alignment. They are rarely purposely malicious or evil, though the victims of their destructive merrymaking disagree.

Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Equine Build. You count as one size larger when determining your carrying capacity, the weight you can push or drag, and the creatures that you can grapple or shove. In addition, climbing is especially difficult for you because of your hooves. When you climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. A Medium or smaller bipedal creature can ride on your back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Finally, you are always considered mounted for all features and rules that involve it, such as mounting another creature (which you cannot do) or weapons with the cavalry property.

Wild Life. You gain proficiency in two of the following of your choice: Animal Handling, Medicine, Nature, Performance, Survival, brewer's supplies, leatherworker's tools, or weaver's tools.

Language. You can speak, read, and write Common and another language of your choice.

Dragonborn

An ancient race created by dragons in their own image, the poverty of the dragonborn belies their mighty heritage. Scattered to the winds by conquest and diaspora, time and distance have not dulled their passion. Filled by a boisterous zest for life and a love of riches, these vibrantly-colored reptile-men live ostentatious lives in spite of their low work as laborers, mercenaries, and hired muscle.

Ability Score Increase. Your Strength score
increases by 2.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Impassioned and independent, most dragonborn tend toward chaotic alignment. While their color does not influence their disposition (unlike true dragons), very few dragonborn are neutral; they tend toward zealous extremes of good or evil.

Size. Dragonborn are bulky, standing well over 6 feet tall and averaging about 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You are descended from a particular breed of dragon. Choose a type of dragon from the Draconic Ancestry table. Your breath weapon, damage resistance, and the color and material of your scales are determined by the dragon type, as shown in the table.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Breath Weapon. You can use a bonus action to exhale destructive energy of a type and shape determined by your ancestry. When you use your breath weapon, each creature in its area must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A target takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 3rd level, and increases by another d6 every other level afterward.

Once you use your breath weapon, you cannot use it again until you finish a long rest.

You can also manifest tiny wisps of your breath weapon without expending it, or even if you used it already. Dragonborn often use fire or lightning sparks to light fires, cold breath to cool fevers, or acid to melt tiny pits in surfaces.

PART I | WARRIOR RACES

    Languages. You can speak, read, and write Common and Draconic.

Subrace. As dragonborn grow to adulthood, they begin to exemplify one aspect of dragonkind, which alters their physical and magical abilities. These aspects are commonly, but not always, passed from parent to child, and usually
affect a dragonborn's personality traits in addition to their physical characteristics.

Avarice

Dragons' famed lust for gold endures in these dragon-
born, who suffer a persistent and painful need to gather and guard valuables into an ever-growing hoard. With
keen senses attuned to treasure, these jealous
dragonborn keep close watch for new wealth
wherever it can be found.

    Ability Score Increase. Your Intelligence score
increases by 1.

Hoard-Keeper. You know the mending cantrip. Once you reach 3rd level, you can cast the alarm spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the locate object spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

Treasure Sense. You can supernaturally sense gold, gems, and other treasures within 30 feet of you and through most barriers, but your senses are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this trait to detect the presence of magical items, but not identify them or their abilities.

Brutality

Broader and bulkier than their kin, Brutality Aspect Dragonborn embody the physical might of their ancestors, who fight with savage cunning and brutal efficiency.

Ability Score Increase. Your Constitution score
increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures that you can grapple or shove.

Tenfold Shields. While you aren't wearing armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

    Teeth like Swords. Your claws and teeth are natural weapons which you can use to make unarmed strikes. If you hit with them, you deal slashing damage (claws) or piercing damage (teeth) equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

You can also use your jaws to grapple a creature without a free hand. When you grapple a creature in this way, it has disadvantage on saving throws against your breath weapon until it is released from your grip.

Majesty

A dragon inspires awe in all who encounter it. The dragonblood that flows through your veins gives you the same commanding presence.

Ability Score Increase. Your Charisma score
increases by 1.

Supernatural Awe. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the cause fear spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the enthrall spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Voice of the Wyrm. You can expend your use of your breath weapon to roar, forcing creatures of your choice within 30 feet of you that can hear you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a target is frightened of you for 1 minute. If it takes damage, it can repeat the save, ending the effect on itself on a success.

PART I | WARRIOR RACES

Mastery

With the primordial magic of their ancestors flowing through their veins, Mastery Aspect Dragonborn are natural-born mages with incredible control over their ancestral power.

Ability Score Increase. Your Charisma score
increases by 1.

Dragonblood Sorcery. You know one cantrip determined by your Draconic Ancestry, as listed on the table below. Charisma is your spellcasting ability for this cantrip.

Dragon Damage Type Spells
Black Acid primal savageryXGE
Blue Lightning shocking grasp
Brass Fire create bonfireXGE
Bronze Lightning lightning lureSCAG
Copper Acid acid splash
Gold Fire produce flame
Green Poison poison spray
Red Fire fire bolt
Silver Cold frostbiteXGE
White Cold ray of frost

Elemental Channel. You can use your finely-tuned magical power to warp the elements. When you deal acid, cold, fire, poison, or lightning damage, you can change that damage type to the same type as your Draconic Ancestry.

Lesser Giants

Beneath or outside the levels of the Ordning—the stratified caste system of true giants—these radically-different groups share many physical traits. While often grouped together due to physical strength, each are separate cultures and species, and tend to despise each other nearly as much as the giants from which they take their name and language.

Most clans of lesser giants are the scraps of once-great civilizations who cling to the glory of their past, or survive on the fringes of the wilderness. Rare, towering sights in the realms of other humanoids, lesser giants' bulk make them invaluable enforcers, guards, and elite soldiers.

Ability Score Increase. Your Strength score
increases by 2.

Age. Lesser giants live long lives, but not nearly as long as true giants. They reach adulthood in their 30s and can live as long as 200 years.

Size. lesser giants stand between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Muscle Mass. You have proficiency in the Athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures that you can grapple or shove.

Language. You can speak, read, and write Common and Giant.

Subrace. Long lines of ancestry divide the lesser giants into distinct clans, isolated from both each other and the rest of the world. These entirely separate groups share little kinship, and even less affection.

Goliath

In the highest mountains live Goliaths, descended from the children of humanoids and stone giants. These folk live peaceful, pastoral lives but can be brutally dangerous when roused to anger.

Ability Score Increase. Your Constitution score
increases by 1.

Alignment. Attuned to nature's impassive rhythms with focus on self-reliance, clear roles, and personal accountability, goliaths tend toward law and neutrality in affairs outside their own mountain villages.

Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Stone Flesh. Mineral veins that block incoming damage crisscross your skin. The first time on a turn that you take nonmagical bludgeoning, piercing, or slashing damage, you reduce the damage by an amount equal to your Constitution modifier (a minimum of 1).

Fir Bolg

This primordial race has inhabited uncleared forests since ancient times, competing with fey, humans, fomorians, and even gods for territory. Their name translates as "men of the bag" or "men of the bellows," which refers to their ability to grow with spasmodic battle-rage. Once enslaved laborers, the fir bolg left their past behind and became conquerers, only to be usurped within a single generation. The remains of their kingdoms still linger in the remains of the forests they once ruled.

Ability Score Increase. Your Wisdom score
increases by 1.

Alignment. With a government of provinces beneath a high kingship formed after centuries of oppression, the fir bolg tend toward loyalty to their own and a lawful civilization. Their code of honor and enmity with the evil fomorians make evil fir bolg a rarity.

Language. You can speak, read, and write Sylvan.

Fury of the Ancients. You can channel your ancestors' battle-rage to force your body to swell with anger. As a bonus action, you cause yourself and everything you are wearing or carrying to increase by one size category (from Medium to Large), and gain a number of temporary hit points equal to 1d4 + your level. This transformation and temporary hit points last for 1 minute. In this state, your weapon attacks do an additional 1d4 damage.

You can enter this battle-rage a number of times equal to your Strength modifier (a minimum of once), and must complete a long rest before you do so again.

Nephilim

Born of sinful mortals and fallen angels, these antediluvian warrior-poets ruled before the rise of humanoids. With a flawless, uncannily beautiful aspect, their haunting battle-hymns echo from the hidden warbands and prehistoric ruins where they linger.

Modern nephilim fondly remember bygone days where their bronze-armored warriors controlled fertile farmlands and dominated the smaller races for tribute, wealth, and labor. Their subjects' benevolent gods helped them rebel against and overthrow the nephilim, whose shadowy pantheon remained distant as the empire fell.

The nephilim now lurk in the jagged ruins of their civilization where ancient instinct wards other races away. They survive by terrorizing isolated villages for food and tribute, carving out petty empires in a pale imitation of their grandiose past. With their meager tributes, they imitate bloody sacrifices to their aloof, primordial gods that their ancestors performed before the rule of men and elves.

Alignment. The Nephilim strive to conquer and subjugate the races that succeeded them. They are usually evil.

Ability Score Increase. Your Charisma score
increases by 1.

Born Crusader. All Nephilim are fearsome fighters, trained for battle. You gain one fighting style of your choice.

Language of the Gods. You can speak, read, and write Celestial. As a bonus action, you can issue inspiring chants or terrible challenges in that mighty tongue. Choose a number of creatures up to your Charisma modifier (a minimum of 1) within 60 feet that can hear you. A target has advantage or disadvantage (your choice) on the first attack roll or ability check it makes before the start of your next turn.

You can give this oration a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Ogrillon

The results of unfortunate unions between ogres and humans, orcs, or goblinoids, ogrillon are diminished in size and stupidity compared to their pure-blooded ogre kin. This middle ground makes them valuable thugs for criminals and mercenaries; they are easier to manipulate and control, and take orders more willingly. While far from geniuses, more cunning ogrillon are common, and exploit ogres' reputation for incredible stupidity to surprise enemies who underestimate them.

Human parents rarely survive an ogrillon's birth, so most half-ogres are raised by ogre gangs. Their slightly-higher intelligence and social needs make life within rudimentary ogre society unsatisfying, but their fearsome appearance and violent disposition make them incompatible with all but the most boorish and lawless humanoid societies.

Most ogrillon strike out on their own, and live solitary lives on the fringes of civilization, occasionally trading with solitary travelers. These lonely folk are quick to make friends, but the combination of great strength, social ignorance, and short temper turns new friends into enemies, and enemies into corpses, in seconds. In spite of this, Ogrillon can find acceptance within the hobgoblin war machine—where they live cruel, short lives as glorified beasts of burden.

Alignment. Selfish, indulgent, and brutish, with attention spans limited by their appetites, ogrillon are outcasts wherever they go. Unwelcome among both men and monsters unless they can be used and abused, ogrillon rarely find solace among their own kind and rarely form lasting alliances. They are usually chaotic, and rarely good.

Ability Score Increase. Your Constitution score
increases by 1.

Language. You can speak, read, and write Orcish or Goblin, taught to you by your fellow monsters or your non-ogre parent.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dense. You are too dull-witted for magic that twists the senses to affect your mind. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.

Menacing. You gain proficiency in the Intimidation skill.

Human

Able to inhabit any environment and conquer any territory, humans have a rich history of cultural variety, adaptability, and sheer endurance. A dwarf or orc has more stamina, but where they recognize a task as impossible, humanity's dogged determination pushes them onward regardless.

Ability Score Increase. Each one of your Ability Scores increases by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to just over 6 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Marcher's Endurance. Primitive humanity hunted by outlasting their prey over slow pursuit, an ability that serves modern humans well on long marches and sleepless nights. You have advantage on saving throws against exhaustion.

Languages. You can speak, read, and write Common and one other language of your choice.

Subrace. Humans inhabit most environments, and gain particular skills from living there. Many humans' origins can be identified at a glance, for human physiognomy adapts to its environment over generations with frightening speed.

Desert

Congregated around oases and springs, the harsh desert yields to this people a multitude of resources. Famed for their wealth, the centers of trade, learning, and culture built by these far-traveling humans shine like diamonds in the sand.

Traveling Trader. You gain proficiency in Persuasion, Survival, and the scimitar or shotel. You also learn one language of your choice.

Take the Heat. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide, and you ignore difficult terrain created by sand. Finally, a taste of water harmlessly tells you if it is clean and safe to drink, without poison, disease, or contamination.

Forest

Surrounded by hostile wilderness, forest humans are a hardy people who eke out a living in fields or build walls to protect against the horrors lurking in the brambles. Others inhabit the depths of the woods, living amongst nature, and rely on its bounty for survival and its chaotic tangles for protection.

Woodsman. You gain proficiency in Stealth, the hand axe or arming sword, and Woodcarver's tools.

Man the Walls. Many forest humans congregate in towns and castles; others use trees for protection. Used to taking shelter in battle, you gain an additional +1 bonus to AC and Dexterity saving throws from half and three-quarters cover.

Highlander

With empires built on terraced mountain peaks and ancient clans rooted between the hills, these humans thrive at the roof of the world. Their rocky surroundings make harsh living, but are a powerful defense against lowland invaders.

Mountain Men. You gain proficiency in Athletics, the mace or greatsword, and bagpipes or weaver's tools.

You are also acclimated to high altitude, including elevations above 20,000 feet.

Eye for Fractures. You are accustomed to crossing untrustworthy terrain. You gain a climbing speed equal to your walking speed, and can tell if any surface, ledge, bridge, or handhold can take your weight (including anything you are wearing or carrying) when you see it.

Islander

Scattered across coasts and isolated islands across the world, this resolute group of humans colonize far-flung and hostile terrain that others dare not seek. They fly in the face of the assumption that humans are terrestrial creatures, and thrive in and around the world's sapphire oceans.

Fishermen. You gain proficiency in the harpoon or trident, navigator's tools, and water vehicles. You also gain a swim speed equal to your walking speed.

Stand in the Surf. Used to long trips on rough seas, you stand obstinate against the elements. You have advantage on checks and saving throws against weather, spells, and other effects that would knock you prone or move you against your will. You also ignore the effects of heavy precipitation and strong winds, as described in the Dungeon Master's Guide.

Jungle

In the humid woods of tropical regions, these humans survive against and alongside the most dangerous mundane and magical beasts. Living in groups that range from tribal bands to mighty empires in cities of vine-choked stone, these fierce humans live with a grudging respect for their hostile environment, which leads unwary foreigners to their demise.

Rainforest Warrior. You gain proficiency in Perception, the battleaxe or spear, and the drum. You also have a climbing speed equal to your walking speed.

Eyes in the Gloom. Unlike most humans, you have excellent night vision. You can see in dim light as though it were bright light, and in darkness you have advantage on Perception checks using senses other than sight.

Steppe

Inhabitants of rolling plains, these nomadic humans rely on herds of animals for meat, milk, and material instead of the harsh soil. They also train such beasts for war: when united under a common banner, they form an unstoppable force.

Horselord. You gain proficiency in Animal Handling, the scimitar or recurve bow, and land vehicles.

Nomad. You fight with great agility and control. Your base walking speed increases by 5 feet, and when mounted you and your mount have advantage on Dexterity saving throws.

Tundra

Inhabitants of the frigid snowfields at the ends of the world, these humans defy the elements simply by existing. With a wasteless lifestyle that borrows from the creatures native to their snowy homes, these humans owe their survival to their tenacity and inventiveness in the face of impossibility.

Sustenance Hunter. You gain proficiency in Nature, the boar spear or harpoon, and Leatherworker's or Scrimshander's Tools.

Last Through the Winter. You are inured to subzero temperatures. You are naturally adapted to cold climates, and ignore all difficult terrain created by ice, snow, and slush.

PART I | WARRIOR RACES

PART II

Character Options

Barbarian


Famous for their raw power, barbarians can have remarkably versatile characterizations in spite of their narrow archetypal base. Five new primal paths add new ways for barbarians to ply their talent for reckless destruction.

Updated Class Features

The following entries detail changes and enhancements to various barbarian features.

New Proficiencies

You gain the additional proficiencies listed below.
Weapons. One exotic weapon or shield.

Rage

1st-level barbarian feature
Rage works as-written, with the following changes:

  1. When you make an attack with a melee weapon that uses Strength, you gain a +1d4 bonus to the damage roll. This die grows as you gain levels in this class, to 1d6 at 9th level, and 1d8 at 16th. This replaces your Rage Damage listed on the Barbarian class table.
  2. If you are able to cast spells, you can't cast them or concentrate on them while raging, unless the spell was granted by a racial feature or racial feat.

Reckless Attack

2nd-level barbarian feature
Reckless Attack works as-written, with the following change:
You have advantage on attack rolls using Strength until the start of your next turn, not until the end of your current turn.

Brutal Critical

9th-level barbarian feature
Brutal Critical works as-written, with the following change:

Weapons that deal multiple damage dice per hit roll each damage die an additional time when you use this feature, instead of a single die.

Rage Beyond Death

14th-level Path of the Zealot feature
Rage Beyond Death works as-written, with the following addition:

Being knocked to 0 hit points doesn't inflict additional levels of exhaustion if you are raging.

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 Berserker, Path of the Bonebreaker, Path of the Cataclysm, and Path of the Crescendo.

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood, where anger for anger's sake is king. As a berserker enters a rage, they thrill in the chaos of battle, heedless of their own health and well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. During a frenzied rage, you can make one additional melee weapon attack when you take the Attack action, but every attack that you make during this rage must use your Reckless Attack.

Mindless Rage

Beginning at 6th level, the bloody joy of battle wipes out other influences. You can't be charmed or frightened while raging. If you are charmed or frightened when you enter a rage, the condition ends. You are also immune to psychic damage while raging.

Terrifying Rampage

Starting at 10th level, whenever you reduce a target to 0 hit points you can choose to force creatures of your choice within 30 feet of the slain target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, creatures that can see or hear you are frightened of you until the end of your next turn.

A creature with fewer hit points than the damage you dealt has disadvantage on its saving throw.

Adrenaline Rush

Starting at 14th level, when you are attacked, you can use your reaction to make a melee weapon attack against the attacker. You can also choose to enter a frenzied rage as part of the same reaction, potentially gaining resistance to damage from the attack.

Path of the Bonebreaker

Brawlers, battleragers, gladiators, and pugilists, Bonebreakers wield crude-but-powerful weapons older than any other: their own two fists. Seemingly impervious to pain, their bone-shattering blows dent the finest armor and sunder the hardest scales. To a Bonebreaker, magic and weapon alike can never compete with a strong right hook.

Flesh and Steel

Starting when you take this path at 3rd level, you gain proficiency in spiked armor. Spiked armor is light armor made from plates of leather embedded with steel spines that weighs 20 lbs. While you wear it, your AC is 13 + your Dexterity modifier. While wearing spiked armor, whenever you make a Strength (Athletics) check to Overrun or inflict, escape, avoid, or maintain a grapple with another creature, you deal 1d4 piercing damage to that creature. When another creature wears this item, it is considered leather armor.

You also gain proficiency in Leatherworker's Tools, and can use them to reassemble any leather or hide armor into a set of spiked armor and two cestus during a short or long rest.

Finally, your raw bulk provides an additional layer of physical defense. Whenever you would use your Dexterity modifier to calculate your AC, you can use your Strength modifier instead.

Furious Fists

Also at 3rd level, your punches hit harder than any other. You gain the Unarmed Fighting style (detailed in Part IV), which you can also use when wielding a cestus as though you were wielding no weapons.

Your unarmed strikes and attacks with cestus have the sundering property.

Even though they lack the light property, you can use your fists to engage in two-weapon fighting, and you add your ability score modifier to the damage of the additional attack when you use a cestus or fist to make it.

I am Unbreakable!

Starting at 6th level, your stamina in a brawl matches even the most hardened soldier. You have advantage on saving throws against being stunned or being put to sleep.

You can also use a bonus action to expend a hit die and send a surge of strength through your body. When you do so, you end one of the following conditions on yourself: blinded, charmed, deafened, frightened, poisoned, or restrained. When you expend a hit die in this way, you do not regain hit points.

Thorned Charge

At 10th level, you can barrel through many foes. When you take the Dash action, you can Overrun (Dungeon Master's Guide, page 272) any number of creatures without expending an action or bonus action. When you successfully Overrun a creature it takes 2d4 bludgeoning damage and is knocked prone. If you are wearing spiked armor, you deal 2d4 piercing damage instead (for a total of 3d4 piercing damage).

If the creature that you attempted to Overrun succeeds on the check, it takes half as much damage and isn't knocked prone, but you still move through its space.

Right Hook

Beginning at 14th level, you can ruthlessly exploit the flaws in your enemies' guards. If you have advantage on an attack roll with an unarmed strike or cestus and you hit, you can use the maximum possible result on all of the attack's damage dice instead of rolling.

PART II | CHARACTER OPTIONS

Path of the Cataclysm

All barbarians have powerful rage. The untamed elemental fury of those who follow the Path of the Cataclysm is a more tangible rage than most. Attuned to the greatest extremes and natural disasters, these barbarians train with druids at the harsh ends of civilization, or with planeswalkers at the paraelemental borders between worlds. These bastions of elemental power represent the chaotic energy of the natural world at its mightiest, and wield it on the battlefield to widespread, devastating effect.

Disaster Aura

Starting at 3rd level, destructive elemental power explodes from you while you rage, creating a roiling aura of energy that extends 10 feet from you in every direction, though not behind total cover. The aura's radius increases to 15 feet at level 10 and 20 feet at level 14.

Choose a catastrophe from the options listed below. Your aura gains features based on the type you choose at this level, and you gain new features for the same aura at 6th and 14th levels in this class. You can change your chosen power whenever you gain a level in this class.

When a creature starts its turn within your aura, you can deal magical damage to it equal to half your barbarian level. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Your aura determines the type of damage dealt. When you enter a rage, and as an action while raging, you can send power surging through your aura. Creatures of your choice in the area take an amount of damage equal to 1d6 + your Constitution modifier, of the same type as your aura.

This surge of power allows you to maintain your rage as though you attacked a hostile creature.

Blight. You emanate disease and toxic miasma. You deal necrotic damage, and creatures of your choice in your aura suffer disadvantage on Strength and Dexterity checks as plague and parasite wrack their bodies.

Blizzard. Winter wind and frigid snow surround you. You deal cold damage, and can use the plunging temperature to soothe the flames of battle. You can use a bonus action to give a creature of your choice within your aura temporary hit points equal to half your barbarian level.

Earthquake. Your blows carry the incredible power of shifting earth and falling avalanches. You deal thunder damage, and can use a bonus action to focus the tremors on a creature of your choice within your aura. That creature must make a Strength saving throw or be knocked prone.

Flood. You are a portal to the crushing ocean depths. Your aura deals bludgeoning damage. Creatures of your choice in your aura jump half as high and far as they otherwise could. For all creatures of your choice without a swim speed, the space in your aura is difficult terrain.

PART II | CHARACTER OPTIONS

  Sandstorm. Wind hurls sand around your body. You deal slashing damage, and the area within your aura is difficult terrain for all creatures of your choice. When a creature within your aura makes or is targeted by a ranged attack, you can use your reaction to impose disadvantage on the roll.

Solar Flare. You explode with the power of the sun. You deal radiant damage, and cast bright light within and 30 feet beyond the limits of your aura, and dim light for another 30. You can use a bonus action to intensify the glare for one creature, which must make a Constitution saving throw. On a failed save, the target is blinded until the start of its next turn.

Tempest. Wind and lightning surge from your body. You deal lightning damage, and can use a bonus action to focus the lightning on a creature or object within your aura and blast it in a straight line up to 15 feet toward or away from you. If the target is composed of or wearing metal, you can move it up to 30 feet instead. When you do so, you cast bright light within and 15 feet beyond the limits of your aura, and dim light for another 15.

Volcano. You radiate incredible heat and powerful flames. You deal fire damage, and shed bright light in a 30-foot radius and dim light for an additional 15. When you take damage, you can use your reaction to erupt superheated jets of flame. Creatures of your choice within 5 feet of you take an amount of fire damage equal to your Constitution modifier (a minimum of 1) and are blasted 5 feet away from you.

Omen of Catastrophe

At 6th level, your power grants you benefits at all times, whether you are raging or not. You learn Primordial, the language of elemental magic, and gain one benefit based on your chosen aura:

Blight. You gain resistance to necrotic damage, and have advantage on saving throws against poisons and diseases.

Blizzard. You gain resistance to cold damage, and ignore difficult terrain created by ice, slush, and snow.

Earthquake. You gain resistance to thunder damage, and have tremorsense within 15 feet.

Flood. You gain a swim speed equal to your walking speed, and can breathe underwater. You also gain darkvision within a range of 30 feet. If you already have darkvision, its range increases by 30 feet.

Sandstorm. You don't suffer the effects of extreme heat or strong winds, and can survive for thrice as long without food or water. You also learn the gust cantrip. Constitution is your spellcasting ability for this cantrip.

Solar Flare. You grain resistance to radiant damage, and learn the light cantrip. Constitution is your spellcasting ability for this cantrip.

Tempest. You gain resistance to lightning damage, and ignore the penalties imposed by strong wind and heavy precipitation.

Volcano. You gain resistance to fire damage. You can also set aflame any object that isn't being worn or carried simply by touching it.

Gaia's Embrace

Beginning at 10th level, you can not only shield your allies from your furious aura, but also protect them from similar effects. All creatures of your choice within your aura have resistance to your aura's damage type unless you have a flood or sandstorm aura. Those auras grant you and your allies resistance to cold damage and fire damage, respectively.

Channel the Apocalypse

At 14th level, you can use powerful magics that personify your disaster. You learn a pair of spells determined by your aura, which you can cast only while raging. If your rage ends while you are concentrating on a spell, the spell continues for the remainder of its duration.

You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of 1), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.

Blight. giant insect, harm

Blizzard. armor of agathys, ice storm

Earthquake. move earth, earthquake

Flood. control water, water walk

Sandstorm. freedom of movement, wind wall

Solar Flare. fire shield, flame strike

Tempest. chain lightning, wind wall

Volcano. fireball, wall of fire

In addition, you are immune to the damage type dealt by your aura while raging.

PART II | CHARACTER OPTIONS

 

Path of the Crescendo

Those who follow the Path of the Crescendo use simple, well-practiced movements to rain attack after attack on their enemies in devastating cadence. The drums of war pound to the tempo of these barbarians' hearts, who constantly build to the next hammerblow.

Regular Violence

Each of your strikes is a drumbeat punctuating the rhythm of battle. Starting at 3rd level, whenever you hit a hostile creature with a weapon attack while raging, you gain an additional +1 bonus to the additional damage granted by your rage. This bonus cannot exceed half your barbarian level, and lasts until you miss an attack or your rage ends.

Furious Footwork

Beginning at 6th level, you gain proficiency in drums and your choice of Acrobatics or Performance. When you are prone, you can stand up using only 5 feet of movement, and when you Dash you ignore difficult terrain or any penalty to your speed, unless your speed is 0.

Battle Beat

Starting at 10th level, you can use a bonus action while raging to make an uproar that thrills the hearts of your allies. Friendly creatures within 60 feet of you have advantage on saving throws to avoid being charmed, frightened, exhausted, or put to sleep until the start of your next turn. A creature that cannot hear you does not gain this benefit.

When you take this bonus action, you can choose to inspire affected allies. Once before the start of your next turn, each inspired ally can add your Constitution modifier to one ability check, attack roll, or saving throw it makes. It can wait until after it rolls the d20 before deciding to use the bonus, but must decide before the DM says whether the roll succeeds or fails. Once the bonus is added, it is lost. A creature can have only one bonus at a time. You can use this feature a number of times equal to your Constitution modifier (a minimum of once) and regain expended uses when you finish a long rest.

Staccato

Beginning at 14th level, the sound of your mighty blows sends a shockwave bursting through other targets. When you hit a creature with a melee weapon attack, all creatures of your choice within 5 feet of the target take thunder damage equal to your current rage bonus.

Path of the Ironclad

Titans of physical strength, barbarians who follow the Path of the Ironclad have mastered defensive combat by using civilization's greatest innovation: metal. They eschew leather and furs for heavy plate, and exchange their crude weapons for gigantic, finely-forged instruments of destruction. Clad in shining steel, these warriors are barbarians for a new industrial age.

Crucible of Might

More than any other barbarian, your rage is tempered by a defensive nature, yet your strength and ability to exploit weight are unparalleled. Starting at 3rd level you gain proficiency in heavy armor, and can use your Rage and Fast Movement features while wearing it even though those features state otherwise.

You can wield any melee weapon with the versatile or two-handed property in one hand as though it were held in two, though you cannot use two-weapon fighting with weapons that you wield in this way, and you must use your Reckless Attack feature in order to attack with them in this way. If your size is Small, you can wield a weapon with the heavy property without penalties. Finally, you gain proficiency with smith's tools, and can produce armor and weapons twice as quickly.

Unyielding

Starting at 6th level, your armor's weight lets you barrel through obstacles. While wearing heavy armor, you can move through difficult terrain and effects that require you to spend additional feet of movement such as the wall of thorns spell without being slowed. In addition, when you are subjected to an effect that would move you, knock you prone, or both against your will, you can use your reaction to be neither moved nor knocked prone.

Iron Curtain

At 10th level, the bulk of your mighty armor forces enemies to work around your presence, reducing their effectiveness against your allies. When a creature within 5 feet of you takes nonmagical bludgeoning, piercing, or slashing damage, you can reduce the damage taken by an amount equal to your armor's damage reduction, if any.

Iron Curtain Variant

The Warrior's Codex adds new rules for heavy armor that allows its wearer to reduce the incoming damage, which your Iron Curtain feature spreads to your allies. If your group does not use these rules for armor, then Iron Curtain instead reduces damage taken by creatures within 5 feet of you by an amount equal to your Constitution modifier (a minimum of 1).

Dreadful Dreadnought

Starting at 14th level, your ability to shrug off mighty blows demoralizes your enemies and weakens subsequent strikes. Whenever you take an amount of bludgeoning, piercing, or slashing damage less than your barbarian level, the creature that inflicted that damage has disadvantage on the next attack it makes against you before the end of its next turn.

Path of the Totem Warrior

The animal kingdom contains creatures as exotic and bizarre as any monster. Totemic attunement to a few terrestrial mammals allows barbarians to gain the attributes of some of the most noble, powerful beasts known to mankind, but the animal kingdom offers so much more.

If you follow the Path of the Totem Warrior, you have access to the options presented here. For a list of options organized by level instead of by the animal totem that grants these new powers, click here to access The Menagerie of Might, a separate document that details those options in different order.

The end of this section also contains a list of animals that can be emulated with a combination of existing totems, rather than a whole new set of abilities.

Elephant

Totem Spirit. While you're raging, any 5-foot space of difficult terrain that you enter ceases to become difficult terrain for any creature that passes through it afterward, even if the difficult terrain is created by magic. The spirit of the elephant tears through snarls of vegetation and rubble.

Aspect of the Beast. You have tremorsense in a 10-foot radius around yourself. You can sense the general location of thunder damage dealt, earthquakes, storms, and burrowing creatures within a number of miles equal to your Constitution modifier (minimum 1).

Totemic Attunement. When a creature falls prone within 5 feet of you while you're raging, you can use your reaction to make a special unarmed strike by stomping on that creature. You are proficient in this attack, which deals damage equal to 2d8 + your Strength modifier in bludgeoning damage.

Fox

Totem Spirit. While raging, you can move up to 5 feet in any direction when a creature misses you with a melee attack. This movement does not provoke attacks of opportunity. The spirit of the fox makes you swift and evasive.

Aspect of the Beast. You have advantage on checks and saves against illusions, and gain proficiency in Insight or Perception. The tricksy fox knows when it is being fooled.

Totemic Attunement. While you are raging, when you make a Charisma check or saving throw, you can replace the number you roll with your barbarian level.

Gorilla

Totem Spirit. When you fail an ability check or saving throw while raging, you can use your reaction to gain a bonus to the roll equal to the number of allied creatures within 10 feet of you. This bonus cannot exceed your Constitution modifier (minimum 1). The spirit of the gorilla makes you a competent leader that never fails its troop.

Aspect of the Beast. You gain the threatening bulk of a gorilla. You have a climbing speed equal to your walking speed, and gain proficiency in Intimidation.

Totemic Attunement. While raging, you can use an action to engage in an intimidating display of ritualized aggression. Choose one creature within 60 feet of you that can see you. That creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is frightened of you for 1 minute. This action is considered an attack that prevents your rage from ending early.

Locust

Totem Spirit. While raging, you have advantage on saving throws to avoid being charmed, frightened, deafened, or blinded. The spirit of the swarm gives you the independent resilience of a million eyes, ears, and minds.

Aspect of the Beast. You gain the plasticity of a swarm. You can squeeze through spaces large enough for creatures two sizes smaller than you, rather than one.

Totemic Attunement. When you damage a creature while raging, it loses any temporary hit points it has, and you gain an equal number of temporary hit points. When you damage a creature that has no temporary hit points while raging, its maximum HP is reduced by an amount equal to your rage bonus damage until the creature finishes a short or long rest.

PART II | CHARACTER OPTIONS

Mole

Totem Spirit. While raging, you can use an action to gain a burrowing speed equal to half your waling speed until the end of your turn. This action is considered an attack that prevents your rage from ending early. The spirit of the mole lets you burrow through earth and stone.

Aspect of the Beast. You gain the sensitive senses of a mole. You have tremorsense out to a range of 30 feet.

Totemic Attunement. While raging, you can replace one of your weapon attacks with a special melee attack (which you are proficient in) that does no damage. If it hits, the target makes a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is paralyzed until the start of its next turn.

Mule

Totem Spirit. While raging, you can't be moved against your will, and you have advantage on Constitution checks and saving throws. The spirit of the mule makes you obstinate and enduring.

Aspect of the Beast. You gain the stamina of a mule. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift. You also have advantage on saving throws inflicted by a forced march.

Totemic Attunement. While raging, other creatures provoke an opportunity attack from you when they enter your reach.

Peacock

Totem Spirit. While raging, if a creature makes a melee attack against you, you can use your reaction to impose disadvantage on the roll. If the attack misses, you can cause that attack to hit one creature of your choice other than the attacker that is within 5 feet of you. The spirit of the peacock shines with dizzying elegance.

Aspect of the Beast. You gain the splendor of a peacock. You add an amount equal to your rage bonus damage to your Charisma checks.

Totemic Attunement. The first creature you damage on your turn is charmed by you until the end of its next turn.

Ram

Totem Spirit. While raging, you have advantage on saving throws against effects that would knock you prone, move you against your will, or stun you. You also have resistance to cold damage while raging. The spirit of the ram fills you with its sure-footed resilience.

Aspect of the Beast. You have the balance of a mountain sheep. You gain a climbing speed equal to your walking speed, and have advantage on checks to maintain your grip and footing while climbing.

Totemic Attunement. When you hit a creature with a melee weapon attack while raging, you can choose to knock that creature 5 feet away from you and occupy the vacated space. This shift does not expend movement or provoke opportunity attacks.

Serpent

Totem Spirit. While you're raging and have at least one free hand, you can attempt to grapple a creature as a bonus action. The spirit of the snake accelerates your strikes made to capture prey.

Aspect of the Beast. You gain the venomous touch of a snake. You have proficiency in poisoner's kits.

Totemic Attunement. While raging, any creature grappled by you takes bludgeoning damage equal to 1d6 + your Strength modifier + your rage bonus at the start of its turn.

Shark

Totem Spirit. Whenever you hit a creature that doesn't have all its hit points with a melee attack while raging, you gain temporary hit points equal to your Constitution modifier. The spirit of the shark makes you ferocious at the smell of blood.

Aspect of the Beast. You gain the swiftness and senses of a shark. You have a swimming speed equal to your walking speed, can breathe underwater, and creatures that do not have all their hit points cannot hide from you.

Totemic Attunement. While raging, the first enemy you damage with a melee weapon attack each turn has disadvantage on attack rolls against you until the end of its next turn. An enemy is immune to this effect if it can't see or hear you, or if it can't be frightened.

Tiger

Totem Spirit. While raging, you can Hide as a bonus action. So long as you are hiding, you can maintain your rage without attacking. The spirit of the tiger gives you the patience to strike at the perfect moment.

PART II | CHARACTER OPTIONS

    Aspect of the Beast. You have advantage on Wisdom (Perception) checks to locate hidden creatures, and on Wisdom (Survival) checks to track. The spirit of the tiger hones your tracking abilities a razor's edge.

Totemic Attunement. If you take the Attack action after making a long jump with a running start, you can make an additional weapon attack.

Toad

Totem Spirit. While raging, you gain the poisonous skin of a frog. As a reaction to being touched, grappled, or hit with a natural weapon, you can poison the creature that touched you. This poison lasts until the end of the creature's next turn.

Aspect of the Beast. You gain the crural strength of a toad. The height and length of your high and long jumps are doubled.

Totemic Attunement. The spirit of the toad snatches your foes and draws them in. When you damage a creature while raging, you can pull it 15 feet straight towards you.

Tortoise

Totem Spirit. While you are raging and not wearing armor, bludgeoning, piercing, and slashing damage done to you from both magical and nonmagical weapons is reduced by 3. The spirit of the tortoise grants you its incredible resilience.

Aspect of the Beast. You gain the lifespan of a tortoise. You suffer none of the drawbacks of old age, and you can't be aged magically.

Totemic Attunement. The weight that you can push, drag, lift, and carry quintuples while you are raging. Your AC when not wearing armor also becomes 18, unless it is already higher. You can still use a shield and gain this benefit.

Whale

Totem Spirit. When you enter a rage, you gain a number of temporary hit points equal to your Constitution score, which last until your rage ends. For the duration of your rage, you also have resistance to cold and fire damage. The spirit of the whale protects you from the elements.

Aspect of the Beast. You have the senses of a whale. You gain a swim speed equal to your walking speed, and have blindsight out to a 60 foot radius when not deafened.

Totemic Attunement. While raging, you come under the enlarge effect of the enlarge/reduce spell. You also count as one size larger than your enlarged size for the purposes of determining which creatures you can grapple and shove.

Combination Totems

As the rules are written, totem barbarians aren't limited to
a single animal and can mix-and-match their totem features to associate with multiple beasts. However, many bar-
barians choose a single animal and build their character's theme and aesthetic around it. To reinforce that playstyle without flooding the book with new and redundant mechanics, the table opposite lists combinations of totem powers that create single-animal totem paths.

Reflavored Totem Animals
Totem Level 3 Level 6 Level 14
Albatross Eagle Elk Eagle
Ant Wolf Locust Shark
Boar Bear Mule Elk
Camel Whale Mule Mule
Cheetah Elk Tiger Tiger
Crab Serpent Shark Serpent
Crocodile Serpent Shark Serpent
Dragonfly Eagle Wolf Eagle
Hippopotamus Mule Bear Elk
Hornet Locust Serpent Eagle
Kangaroo Eagle Toad Tiger
Lion Gorilla Wolf Tiger
Lobster Tortoise Tortoise Serpent
Monkey Gorilla Fox Gorilla
Orca Wolf Whale Shark
Ox Ram Mule Tortoise
Rabbit Fox Toad Mule
Rat Fox Locust Shark
Rhinocerous Bear Bear Wolf
Scorpion Serpent Serpent Locust
Spider Serpent Serpent Tiger
Stallion Eagle Elk Mule
Vulture Shark Wolf Locust

Bard


Once, bards were one of the weakest classes, scarcely worth mentioning. In this edition they stand among the best, where the sheer versatility of their performative powers make them truly dangerous. Both Colleges presented here are oriented towards combat—one martial, one magical.

Updated Class Features

The following entries detail changes and enhancements to various bard features.

New Proficiencies

You gain the additional proficiencies listed below.
Armor. Light armor, bucklers
Weapons. Simple weapons, arming swords, estocs, hand crossbows, parrying daggers, rondels, sabres

Spellcasting Focus

1st-level bard feature
You can use a musical instrument or arcane focus (found in Chapter 5 of the PHB) as a focus for your bard spells.

Fighting Style

3rd-level College of Swords feature
This feature works as-written, with the following change:
You can also choose the Flexibility, Interception, Superior Technique, or Thrown Weapon Fighting styles.

Fighting Style

3rd-level College of Valor feature
You adopt a particular style of fighting as your specialty. Choose one of the options listed in Part IV. You can't take the same Fighting Style option more than once, even if you get to choose again.

Bard Colleges

At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Passion and College of the Voice.

College of Passion

Through your weapons and your words, you incite fervor in others. Whether attraction or lust, rapture or enthusiasm, in battle you use a combination of grace, dance, and the subtleties of romantic magic to beguile and bewilder.

Flawless

When you join the College of Passion at 3rd level, your skill and grace make you difficult to strike. When you are not wearing armor or wielding a shield, your Armor Class equals 13 + your Charisma modifier.

Lovestruck

Also at 3rd level, you choose one style of combat that exploits attraction and desire. Regardless of style, you can use the weapons required to use your feature as a spellcasting focus.

Cupid. You gain proficiency in greatbows, longbows, and recurve bows. When you damage a creature with one of those weapons (or a shortbow), you can expend a use of your Bardic Inspiration and force the target to make a Charisma saving throw against your spell save DC.

On a failed save, the target is charmed by one creature of your choice (other than you) that both you and it can see for 1 minute, or until it takes damage. While charmed in this way, the target is also paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pole Dancer. You gain proficiency in glaives, guisarmes, halberds, lances, lucernes, pikes, pollaxes, ranseurs, and spears. If you grant a Bardic Inspiration die to a creature while wielding one of those weapons (or a boar spear or quarterstaff), the target gains temporary hit points equal to twice your Charisma modifier + your bard level.

Seven Veils. You gain proficiency in scimitars. When wielding a melee weapon in each hand, you can use an action and expend one use of your Bardic Inspiration to dazzle a hostile creature that can see you. The target must make a Wisdom saving throw against your bard spell save DC. On a failed save, the target is charmed by you for 1 minute, or until you damage it. Whether the target succeeds or fails on the save, you can use a bonus action to make one melee weapon attack against it. In addition, when you hit a creature that you have charmed with an attack, the hit is is a critical hit.

Regardless of your choice, you can use a clothing accessory on your person such as a ribbon, veil, or scarf as a spellcasting focus for your bard spells.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Killing With Kindness

At 14th level, you gain a new feature based on your choice at 3rd level. You must be wielding a weapon listed in your choice of Lovestruck to use these features.

Cupid: Love's Wings. You can use a bonus action and expend a spell slot of 3rd level or higher to sprout massive feathered wings from your shoulders, granting you a flying speed of 60 feet for 1 minute.

Pole Dancer: Reinvigoration. You can use your action and expend a spell slot of 3rd level or higher to perform a dance weaved with magic that reinvigorates one friendly creature of your choice within 5 feet of you. That creature can use its reaction at the end of your turn to take the Dodge, Attack, Cast a Spell, or Use an Object actions.

Seven Veils: Gossamer Kiss. You can use an an action and a spell slot of 3rd level or higher to pull illusion magic around yourself. You teleport to any point within 60 feet and make two weapon attacks, with advantage, against a creature of your choice within your reach after you teleport.

PART II | CHARACTER OPTIONS

College of the Voice

Bards of the College of the Voice ridicule paltry singers and tellers of tawdry tales. To them, their voice is their instrument, and the ancient words they speak their performance. Bards of this college are regarded with reverence, for those with the power to join it speak their will into reality. The hills shake with their bellowed incantations, which warp the world to suit their whims. When these bards speak, even the mightiest creatures fall before their words.

Shouts

When you join the College of the Voice at 3rd level, the power of your voice adds new spells to your arsenal and alters your existing ones. The spells on the shouts table are added to the bard spell list for you.

When you attempt to cast a spell on the shouts table, you can expend a Bardic Inspiration die instead of a spell slot. Roll the die. If the result is equal to or exceeds the level of the spell, you cast it as a shout. Otherwise, the spell fails.

When cast in this way, a shout does not require material or somatic components, and has a verbal component added if it does not already have one. Because your voice booms like thunder when casting a shout, all creatures within 300 feet hear the echoes of the incantation used to cast the spell.

Shouts Table

Spells marked with a * on the table are already on the bard spell list. If a spell can be found in Xanathar's Guide to Everything, it is marked with XGE.

Bard Level Spells
1st animal friendship, faerie fire*
3rd dragon's breath,XGE earthbindXGE
5th call lightning, fear*
7th dominate beast, stoneskin
9th dominate person, hold monster*
11th soul cage,XGE tenser's transformationXGE
13th whirlwind,XGE etherealness*
15th dominate monster*, control weather
Bard Level Spells
17th meteor swarm, time stop

Tongue of the Ancients

Starting at 3rd level, the words of an ancient language give your magic form. You learn one of the following languages of your choice: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, or Sylvan. When you use a shout, you speak the verbal component in this language. You also know the comprehend languages spell, and can cast it at will, without expending a spell slot or material components.

Thundering Yell

Starting at 6th level you can project your voice as a weapon. You can use an action and expend a spell slot of 1st level or higher and force each creature in a 30-foot cone to make a Constitution saving throw against your bard spell save DC. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one.

On a failed save, the target is pushed a number of feet away from you equal to your Charisma modifier multiplied by 5 (a minimum of 5 feet), and is knocked prone.

The thunder damage increases by 1d8 for each slot level above 1st.

Legend Rend

Starting at 14th level, you learn words of power that force the mightiest creatures to comprehend their own mortality. You can use an action to scream those words to one creature within 100 feet of you. If the target can hear you, it must must make a Wisdom saving throw against your bard spell save DC. On a failed save, the target temporarily loses any resistances to damage and immunities to conditions that it has, and has disadvantage on all saving throws. This effect ends after 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature cannot use a Legendary Resistance, if it has one, to succeed on saving throws against this feature.

You can use this feature once, and regain all expended uses after you finish a long rest.

PART II | CHARACTER OPTIONS

Cleric


One of the most versatile classes, clerics need few mechanical buffs, but the variety of their divine domains means clerics have a home in almost any themed document.

Updated Class Features

The following entries detail changes and enhancements to various cleric features.

Clerical Canon

1st-level cleric feature
Choose one of the following features:

Crusader: You gain proficiency in heavy armor and martial weapons, and Divine Strike at 8th level in this class.

Mendicant: Your AC when not wearing armor equals 10 + your Dexterity modifier + your Wisdom modifier, and you gain Potent Spellcasting at 8th level in this class.

If your domain has a Bonus Proficiency feature, you only gain additional skills, tool proficiencies, or languages from it. In order to gain proficiency in weapons or armor, you must choose the War Priest option above, or gain them elsewhere.

Divine Strike

8th-level cleric feature if War Priest chosen
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level in this class, the extra damage increases to 2d8. The type of damage is determined by your domain and listed in the chart below. If your domain has multiple types, you choose which type you use whenever you deal damage.

Domain Damage Type
Arcana Force
Forge Fire
Grave Necrotic
Knowledge Weapon's Type
Life Radiant
Light Fire
Domain Damage Type
Nature Cold/Fire/Lightning
Order Psychic
Tempest Lightning/Thunder
Toxin Poison
Trickery Psychic
War Weapon's Type

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Toxin Domain.

Toxin Domain

The gods of poison—which include Lolth, Dionysus, Talona, and Wormwood—are masters of substances that twist the senses and damage the body. Some encourage subtle, sinister attacks, while others are fervent revelers with chaotic hordes of followers. Clerics of these deities are as diverse as their gods, and include talented alchemists, master assassins, orgiastic mobs, and apocalyptic cultists.

Domain Spells
Cleric Level Spells
1st ray of sickness, detect poison and disease
3rd acid arrow, protection from poison
5th slow, stinking cloud
7th blight, confusion
9th cloudkill, contagion

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor, martial weapons, and Poisoners' Kits.

Concoctive Acolyte

Your divine knowledge allows you to craft poisons with holy magic and mundane materials. Starting at 1st level, you no longer need to gather specific ingredients to craft poisons, and you can use Wisdom, instead of Intelligence, when you make a check to craft poisons. When you craft a poison, you can use your cleric spell save DC instead of the listed DC for that poison. Finally, you have advantage on saving throws against poison and have resistance to poison damage.

Creeping Death

Starting at 1st level, the venom coursing through enemies' veins guides your attacks. You have advantage on attack rolls against poisoned creatures.

Channel Divinity: Fangs of Steel

At 2nd level, you can use your Channel Divinity to coat a weapon you're holding with the ichor of your god.

As a bonus action, you channel holy poison through your weapon. For the next minute or until you are incapacitated, any creature you damage with that weapon must make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned for the next minute. The target repeats the saving throw at the end of each of its turns, ending the condition on a success.

Consecrated Vitality

Starting at 6th level, you are immune to poison damage and the poisoned condition, though you can choose to suffer the poisoned condition when it is inflicted upon you.

Channel Divinity: Noxious Anointment

Beginning at 6th level, you can use your channel divinity to weaken the innate resistances of enemies that you face.

You can use a bonus action to remove any resistances to poison damage from creatures of your choice within 30 feet of you for 1 minute. For the duration, a target also has disadvantage on saving throws against being poisoned.

At 10th level, this feature also removes immunity to poison damage and the poisoned condition for the duration.

This feature cannot affect constructs or incorporeal creatures like ghosts or shadows.

Divine Strike

At 8th level, your weapons are always infused with poison. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

PART II | CHARACTER OPTIONS

Healing Hemlock

At 17th level, your deity's power allows harmful chemicals to rejuvenate you. When you would take poison damage from a source other than your Divine Strike, you take no damage and instead regain a number of hit points equal to the poison damage dealt. If a poison deals damage over multiple turns, you only regain those hit points once.

For example, you can drink a dose of Purple Worm Poison and regain 12d6 hit points. You can ingest any type of poison and gain this benefit.

When a creature that you can see within 60 feet of you takes poison damage, you can use your reaction to confer this benefit to it, eliminating the damage and causing it to regain a number of hit points equal to the poison damage dealt. It retains this benefit until the start of your next turn.

Druid


Druids need little help—they are one of the best classes for area control, and have unmatched utility. But they are pigeonholed by their flavor, and remain somewhat unpopular.

Updated Class Features

The following entries detail changes and enhancements to various druid features.

New Proficiencies

You gain the additional proficiencies listed below.
Weapons. Blowgun, boar spear, cestus, harpoon, spear

Druid Circles

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Circle of the Boundary.

Circle of the Boundary

Nature never stops evolving. Druids of the Circle of the Boundary know they must do the same if they are to survive in the ever-changing world of fire and steel. They walk the line between nature and civilization and wield the weapons of both to preserve the fragile balance between the two.

Trappings of Civilization

Starting at 2nd level, you forsake the druidic taboo against
metal armor and gain proficiency in heavy armor and martial weapons. When you change your form using Wild Shape or a druid spell, any armor you wear becomes barding for your new form. The armor reverts to its default shape if it is removed from your animal form. You also gain proficiency in one tool of your choice, or in one of the following skills: History, Insight, Deception, or Persuasion.

Circle Spells

Your connection to the thin line between nature and civilization grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Boundary Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Boundary Spells
Druid Level Circle Spells
3rd heat metal, warding bond
5th haste, plant growth
7th fabricate, steel wind strikeWCX
9th conjure cannon,WCX passwall

Strength of the Wood

Starting at 2nd level, you can expend one use of your Wild Shape as an action to infuse yourself with the might of a champion of nature, rather than assuming a beast form.

Your appearance changes as you choose. Your skin might takes on a bark-like texture, moss could grow across your armor, or blazing dawn light may shine in your eyes. You gain a number of temporary hit points equal to your druid level multiplied by 4. This form, and the temporary hit points you gain from it, last for 1 hour.

While in this form, you can use a bonus action to judge a creature that you can see within 60 feet of you. The target must make a Wisdom saving throw against your druid spell save DC. On a failed save, the target is cursed by you until you choose to end the curse, curse another creature, or your transformation ends. While cursed, the target suffers one of the following effects of your choice:

Dulled Swords. Each time the target damages you with an attack, its attacks against you suffer a cumulative -1 penalty to attack and damage rolls. This penalty cannot exceed a value greater than your Wisdom modifier (a minimum of 1).

Thin the Herd. Every time you damage the target with an attack, your attacks against it deal an additional, cumulative +1 bonus to damage. This bonus cannot exceed a value greater than your Wisdom modifier (a minimum of 1).

Warden's Magic

Starting at 6th level, when you use your action to cast a druid spell or successfully curse a creature with Verdict of the Unseelie, you can make one weapon attack as a bonus action.

Hunting Party

Starting at 10th level, you gather all creatures, wild and tame, to fight at your side. All creatures benefit from and contribute to the penalty or bonus granted by the curse of Strength of the Wood. The penalty or bonus against the cursed creature still cannot exceed your Wisdom modifier.

Shaper of the Balance

At 14th level, the diverse materials that compose the natural and civilized worlds become one and the same to you. Whenever you cast a druid spell of 1st level or higher that targets or affects wood, vegetation, stone, crystal, soil, or metal, it can target or affect any of those materials as it would those explicitly listed in the spell's description.

In addition, you can target a nonmagical object that you could create with fabricate, and use the spell to disassemble it back into its raw materials.

PART II | CHARACTER OPTIONS

Fighter


Some think fighters are a basic class, only used until their player graduates to something more specialized. This supplement disagrees, and provides improvements to weak fighter subclasses and adds new, exciting options.

Updated Class Features

The following entries detail changes and enhancements to various fighter features.

New Proficiencies

You gain the additional proficiencies listed below.
Weapons. One exotic weapon or shield.

Martial Archetypes

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Bannerlord, Bastion, Cataphract, Dervish, Dragoon, Exemplar, Firebreather, Hero, Mage Knight, Manhunter, Marksman, Spellscorn, Spellslinger, Swordmaster, Valkyrie, Varangian, and Warlord.

Bannerlord

The archetypal Bannerlord is the noble, steadfast leader of the battlefield. Also called bannerets, chevaliers, and men-at-arms, these soldiers direct the flow of battle and bolster their allies with their very presence. Leaders by example, they are the first to enter the field and the last to leave.

Fanfare

When you choose this archetype at 3rd level, you gain proficiency in one of the following instruments: bagpipes, drum, flute, or horn. When you roll initiative, you and each ally that can see or hear you within 60 feet adds your Charisma modifier (a minimum of 1) to its initiative roll.

Raise the Colors

Also at 3rd level, your allies rally to you. You can use a bonus action to raise a banner, flag, pennant, or other eyecatch which you hold in one or both hands to bolster your group. The eyecatch can be a weapon or an item attached to a weapon, but attacking with the weapon lowers the eyecatch. When you do so, choose one of the benefits below.

You and each creature of your choice within 30 feet of you (or 60 feet if you are mounted) gain that benefit for 1 minute, until you drop or sheathe the eyecatch, you use this feature again, or you are incapacitated. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses at the end of a long rest.

But it is not this day. Each affected creature gains a number of temporary hit points equal to your fighter level + your Charisma modifier.

Draw swords together. When an affected creature is attacked and another affected creature is within 5 feet of it, the second creature can use its reaction to become the target of the attack instead so long as it is within the attack's reach or range.

Do not go gentle. Each affected creature adds your Charisma modifier (a minimum of 1) to death saving throws.

Fear not, for I am with you. Each affected creature has advantage on saving throws against becoming frightened.

Rouse the warriors. When an affected creature rolls a 1 on a damage die for weapon attack, it can reroll the die and must use the new roll.

While you have an eyecatch raised, you can restore an ally's fighting spirit by expending one hit die as a bonus action. A friendly creature of your choice within 30 feet that can see you regains the hit points from that hit die, instead of you.

Highborn Horseman

At 7th level, you gain proficiency in two of the following skills: Animal Handling, History, Insight, Performance, or Persuasion.

You also have advantage on saving throws against being knocked off a mount. If you fall off a mount and fall no more than 10 feet, you are not knocked prone so long as you are not incapacitated. Mounting and dismounting a creature costs you 5 feet of movement, and you can choose to have attacks against your mount target you instead.

PART II | CHARACTER OPTIONS

Lead the Charge

Starting at 10th level, you can trigger a rush while Raise the Colors is active. When you move at least 15 feet in a straight line on your turn, each creature benefiting from Raise the Colors can use its reaction to move up to its speed in the same direction as you.

The first time you or a charging ally come within 5 feet of a hostile creature during this charge, the creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the target falls prone, unless it is two or more sizes larger than the charging creature. You can use this feature once per short or long rest.

Unquenchable Morale

Beginning at 15th level, when you roll initiative and have no uses of Raise the Colors remaining, you regain one use. You can also choose two different benefits when you use Raise the Colors, instead of one.

Lead from the Front

Starting at 18th level, when you persevere and access the well of strength hidden deep within, so can your allies. Whenever you use your Action Surge or Second Wind, one ally of your choice within 60 feet that can see or hear you can take an additional action immediately after your turn ends.

Bastion

Bulwarks of grit and implacable scions of self-sacrifice, the archetypal Bastions pride themselves on the simple (but fundamental) dwarven martial art of collective defense. To dwarves, clan and honor eclipse the self, so defense of others is fundamental to their military training. But anyone can use these skills, including hoplites and legionnaires.

Defensive Stance

When you take this archetype at 3rd level, you can use a bonus action to enter a Defensive Stance that braces you and yours against attacks. For 1 minute or until you choose to end your stance (no action required), you have advantage on Strength checks, and allied creatures benefit from half cover when within 5 feet of you. While active, your stance confers the following benefits:

Towering Shield. When a friendly creature within your reach is hit by an attack, you can use your reaction to become the target of the attack if you are within the attack's reach or range. You can use this feature before or after the attack roll is made, and the roll remains the same if you are the target, potentially causing the attack to miss.

Center of Attention. When you hit a creature with a melee weapon attack, it has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Mad Taunt. When a creature within your reach makes an attack, you can use your reaction to taunt or otherwise draw the creature's attention. The next attack it makes against you is made with advantage, and the next attack made against it before the end of your next turn has advantage. You can only taunt one creature at a time.

You cannot move more than half your speed in Defensive Stance. You can enter a Defensive Stance a number of times equal to your Strength modifier (a minimum of 1), and regain all expended uses when you finish a long rest.

Soldier On

At 7th level, you and all creatures accompanying you don't make saving throws against exhaustion for the first 4 hours of a forced march. In addition, you don't suffer any penalties from sleeping in armor. Encouraged by your stoic form, carrying crushing weight in armor without breaking, you steel their wills to push on.

Warding Maneuver

Starting at 7th level, you learn to fend off strikes directed at you and other nearby creatures while in a Defensive Stance. If you or a creature you can see within your reach is hit by an attack, you can roll 2d4 as a reaction if you're wielding a melee weapon or a shield. You add the result of the dice to the target's AC against the triggering attack. You can use this reaction once per Defensive Stance.

At 15th level, if the attack still hits, the damage the target takes is halved.

You also gain one of the following fighting style options: Interception or Protection.

Rolling Thunder

At 10th level, when a friendly creature is hit by an attack, you can use your reaction to move 10 feet straight toward it. As part of the same reaction, you can use Towering Shield to become the target of that attack, even if you are not in your Defensive Stance.

In addition, you can move your full speed in Defensive Stance, rather than half.

Steel Bastille

Beginning at 15th level, you gain temporary hit points equal to your fighter level when you enter a Defensive Stance. When you are in a Defensive Stance, the area within your reach becomes difficult terrain for creatures of your choice, and creatures that move at least 5 feet within your reach provoke opportunity attacks from you.

Rampart

Starting at 18th level, you respond to danger with unquenchable stamina. You regain your reaction at the start of each creature's turn, rather than only at the start of yours. Your enormous stamina allows you to spread your presence across the battlefield, defending allies and stopping enemies with impunity.

PART II | CHARACTER OPTIONS

Cataphract

The archetypal Cataphracts—also known as knights, hussars, lancers, or dragoons— carry on the ancient role and invaluable role of heavy cavalry. They persist as a powerful force of shock and awe that devastates lines of unprepared infantry, charging into battle in a mass attack that shakes the earth and terrifies their foes. The bond between horse and rider is a powerful one, and you are no exception, able to protect your mount and use its incredible mobility to devastating effect.

Born to the Saddle

When you choose this archetype at 3rd level, you gain several benefits that represent your impressive cavalry training.

You have advantage on saving throws against being knocked off a mount. If you fall off a mount and fall no more than 10 feet, you are not knocked prone so long as you are not incapacitated. Mounting and dismounting a creature costs you 5 feet of movement, and you can choose to have attacks against your mount target you instead.

You also gain proficiency in Animal Handling.

Lancer's Charge

Also at 3rd level, you can exploit the ultimate heavy cavalry attack: the charge. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack, you deal an extra 2d6 damage and can force it to make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). If it fails, the target is pushed 5 feet away from you in the same direction you moved, and is knocked prone. If this movement would cause it to enter another creature's space, both creatures take the additional damage and are knocked prone, but neither are moved. Regardless of the damage type you deal, the second creature takes bludgeoning damage. The additional damage you deal increases to 3d6 at 10th level in this class, and 4d6 at 18th.

When you deal additional damage to a creature with Lancer's Charge, your mount can immediately use a bonus action to make one melee weapon attack against it.

Companions on Campaign

At 7th level, you support your companions, humanoid and animal, on long and lonely marches. You and other creatures traveling with you have advantage on saving throws against exhaustion imposed by a forced march, and you and your mount alike no longer suffer movement penalties for wearing heavy armor.

Finally, any creature you use as a mount gains temporary hit points equal to twice your fighter level whenever it rolls initiative. You cannot grant this temporary HP to humanoids.

Shock Tactics

Starting at 10th level, you can use the terrifying impact of a cavalry charge to terrify your targets. Whenever you hit with Lancer's Charge, any creatures you damage with it and all creatures of your choice within 10 feet of them must succeed on a Wisdom saving throw against your Lancer's Charge save DC or be frightened of you for 1 minute. A creature that succeeds on this save is immune to this effect for 24 hours.

In addition, you choose to make one weapon attack per turn with advantage, so long as the attack is made against a creature at least one size smaller than you, or, if you are mounted, a creature that is unmounted and at least one size smaller than your mount.

Wheel Around

At 15th level, any creature you damage during your turn cannot take opportunity attacks against you or your mount until the end of your turn, allowing you to position yourself for powerful charges as you see fit.

Mounted Mountain

Beginning at 18th level, you become the ultimate mobile juggernaut. You gain the same temporary hit points your mount does from Companions on Campaign when you roll initiative, whether you are mounted or not. Additionally, your speed and the speed of any creature you use as a mount increases by 10 feet.

PART II | CHARACTER OPTIONS

Dervish

Graceful and dangerous as their whirling blades, the archetypal Dervish combines incredible skill with the illusion of reckless abandon. They leap in and out of the fray and transform into a spiral of death that enemies dare not touch.

Sworddancer

When you choose this archetype at 3rd level, you can use your training in spinning, meditative dance as a potent weapon in close quarters. Once on your turn when you take the Attack action, you can forgo one of your attacks to spin in place with weapon outstretched and make an attack against a number of creatures within reach equal to your proficiency bonus, making a separate melee attack roll for each target. Whether your attacks hit or miss, you can choose to enter a dance.

While dancing, you spin in place. You cannot move without jumping, and melee attack rolls against you are made with disadvantage. Other creatures provoke opportunity attacks against you when they enter your reach, and when a creature starts its turn within your reach, you can damage it with your whirling blades. This damage is equal to half your fighter level, and deals the same damage type as a melee weapon you're holding (your choice).

If you take the Attack action while spinning on subsequent turns, you can again forgo one of your attacks to spin in place and attack multiple targets as you did before. If you do not do so, your dance ends at the end of your turn.

Your dance also ends if you are moved at least 5 feet, grappled, or successfully grapple another creature.

You can make the special spinning attack to begin a new dance a number of times equal to your Strength modifier + your Dexterity modifier (a minimum of 2). Making the special attack to maintain the dance on subsequent turns does not consume an additional use of this feature. You regain all expended uses at the end of a long rest.

Quick Feet

Beginning at 7th level, your speed increases by 10 feet, and you ignore movement penalties from difficult terrain. You gain proficiency in Acrobatics, and have advantage on Performance checks that rely on dancing.

Whirlwind

At 10th level, you can move freely without ending your dance, and if an effect moves you while dancing, your dance doesn't end. If you move on your turn while spinning and are targeted by an opportunity attack, you can use your reaction to add your proficiency bonus to your AC (including against the triggering attack) until the end of your turn.

The World Turns

If you roll initiative and have no uses of Sworddancer remaining, you regain one use of it.

Deathwheel

Beginning at 18th level, when you make an opportunity attack against a creature, you can attack it and any other creature within your reach as part of the same reaction, with a separate attack roll for each target.

Dragoon

Also known as Dragon Knights or Dragonslayers, the archetypal Dragoon emulates the grace and power of dragons. To a Dragoon, combat is an acrobatic affair, mastering powerful leaps and aerial strikes to shatter their foes' defenses with weapons charged with the elemental power of dragons. They study the powers of a particular type of dragon, and channel that elemental magic through their weapons to deliver attacks that blaze with energy.

Draconic Attunement

When you choose this archetype at 3rd level, you learn to read, speak, and write Draconic. You also choose one type of dragon to imitate.

The damage type associated with your chosen dragon is used by other features from this archetype. You can choose a new type whenever you finish a long rest.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Silver Cold
Dragon Damage Type
Gold Fire
Green Poison
Red Fire
Copper Acid
White Cold

Skystrike

At 3rd level, you can use your action to make an empowered leap, which reaches twice the length and four times the height of your normal running jumps, without making a running start. You reduce any falling damage you take from this leap by an amount equal to 5 times your fighter level. Additionally, you don't provoke opportunity attacks while leaping.

If a creature comes within your reach during the leap, you can make a melee weapon attack against it. If your target has a flying speed or is currently airborne, you have advantage on the attack roll. In addition to the attack's normal damage, you deal 1d6 damage of the same damage type as your draconic attunement for every 10 feet that you travel during the leap. If you hit a creature in mid-air, the number of d6s is determined by the total distance that you would travel during the entire leap, not the distance you have traveled so far. You can make this attack once on your turn.

You can use this attack 3 times, and regain all expended uses when you finish a short or long rest. You can also leap through the air without attacking, which does not expend a use of this feature.

Starting at 5th level in this class, the bonus damage you deal increases by an additional 1d6. This bonus increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level in this class.

Dragonhide

At 7th level, supernatural resilience and sleekness fill you. You gain resistance to your Draconic Attunement damage type, and can exceed your normal movement with the leap granted by Skystrike so long as you expend no other movement during your turn.

Plunging Spear

Starting at 10th level, when you hit with Skystrike's leap, creatures within 5ft of you when you land take thunder damage equal to half your fighter level. Additionally, your Skystrike bonus damages ignores resistance to your Draconic Attunement damage type.

Lancet

Also at 10th level, when you damage a creature with a weapon attack, you can use a bonus action to expend a Hit Die. You regain a number of hit points equal to the damage you dealt.

Wyrm's Stamina

At 15th level, when you roll initiative and have no uses of Skystrike's attack remaining, you regain one use.

Wyvern Knight

At 18th level, your attunement to draconic souls cannot be matched. Once per day you can cast find greater steed, which summons a wyvern instead of the normal options. If you are mounted on the wyvern, you can use the attack granted by Skystrike without leaping. Instead, your wyvern flies up to its speed, and Skystrike deals 1d6 damage for every 10 feet the wyvern flies.

Jumping Rules

Long jumps cover a lateral distance equal to your Strength score with a 10-ft. running start, or half as much without a running start. High jumps reach a height of 3 + your Strength modifier with a 10ft running start, or half as much without a running start. All distance covered while jumping expends movement normally.

A character with 16 STR can cover 16 feet with a running long jump, and can jump 6 feet in the air with a running high jump. This running long jump, including the startup, consumes 26 of the typical 30 feet of movement.

A Dragoon with 16 STR can use their action to leap 30 feet laterally and 24 feet vertically, and make a single attack using Skystrike. While their doubled lateral distance would reach 32 feet, they can't leap more than 30 feet—until their 7th-level feature allows them to exceed it.

Exemplar

The archeytpal Exemplar is a simple, mighty warrior who combines raw power with rigorous training. Regardless of the weapons they wield, an Exemplar displays martial prowess honed to deadly perfection. They might be even more effective than other warriors using the tried-and-true, or experiment with a variety of bizarre weapons and exotic fighting styles. To them, it matters little: to be an Exemplar is to make any warrior archetype possible. Masters of any weapon they find, or even items never meant to be weapons, Exemplar are larger-than-life inspirations who are never without a weapon and whose inhuman indurance means they are always ready for battle.

PART II | CHARACTER OPTIONS

Strike True

You are the master of every weapon and every fighting
form. When you choose this archetype at 3rd level, you
gain proficiency in all exotic weapons and shields, and in
improvised weapons. Any weapon you wield has a damage die of 1d8 while you use it, unless it already uses a larger
die or multiple damage dice. Finally, your weapon attacks score a critical hit on a roll of 19 or 20. This expands to include a roll of 18 at 15th level in this class.

Remarkable Athlete

Starting at 7th level, you add your proficiency bonus to all Strength, Dexterity, and Constitution checks you make that you are not already proficient in, and to the length of your long jumps and height of your high jumps. You gain proficiency in your choice of Athletics or Acrobatics, and your proficiency bonus is doubled for any ability check you make using your choice. In addition, your speed increases by 5 feet.

Empowered Fighting Styles

At 10th level, you become a master of your chosen styles of combat. Choose one additional fighting style from the options presented to you. Both your choice and the fighting style you gained at 1st level in this class grant you additional benefits, which are listed below.

Archery. Once per turn when you make a ranged weapon attack roll and miss, you can reroll the attack roll against a new target within 5 feet of the original.

Blind Fighting. You have truesight out to a range of 10 feet.

Defense. You gain an additional +1 bonus to AC while wearing armor, and you don and doff armor in half the time.

Dueling. When wielding a melee weapon in one hand and no other weapons, you can use a bonus action to attempt to disarm a creature when you hit it with that weapon.

Flexibility. You gain both benefits of this fighting style anytime you are wielding a weapon, regardless of whether you hold it in one or two hands.

Great Weapon Fighting. When you attack with a melee weapon held in two hands, you can grant that attack the sundering or sweeping property. Additionally, if your size is Small, you wield heavy weapons without penalties.

Interception. If you successfully reduce the damage of the intercepted attack to an amount less than your fighter level, the target of the attack takes no damage instead.

Protection. If you impose disadvantage on an attack roll and it misses, you can make one melee weapon attack against the attacker as part of the same reaction.

Superior Technique. You learn another maneuver of your choice from among those available to the Battle Master archetype, and gain an additional superiority die.

Thrown Weapon Fighting. When you hit with an attack with a thrown weapon, you can push the target up to 5 feet away from you in a straight line.

Two-Weapon Fighting. When you miss an attack with weapon that you are are holding in one hand, you gain advantage on the next attack you make against the same target with the weapon you are holding in your other hand, so long as you make both attacks on the same turn.

Unarmed Fighting. When you have a creature grappled, you can make a new Strength (Athletics) check against the target's opposed Strength (Athletics) or Dexterity (Acrobatics) check in place of one of your attacks. On a success, the target is restrained and your speed is reduced to 0 until the start of your next turn.

Final Stand

Starting at 15th level, your indomitable will lets you power through mortal injuries. When you succeed on a death saving throw, you can choose to regain 1 hit point. When you do so, your current level of exhaustion is reduced by 1, you stand without consuming any movement, and can take your turn as though you started your turn with 1 hit point remaining.

Creatures of your choice that can see you gain a number of temporary hit points equal to your fighter level + your Charisma modifier. After you use this feature, you must finish a long rest before you do so again.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

PART II | CHARACTER OPTIONS

Firebreather

The archetypal Firebreather inherits the techniques of an ancient tradition and wields the first element mastered by civilization with deadly control. To a Firebreather, battle is a deadly dance, where they can dazzle and decimate with finely-honed bursts of flame. Their weapon of choice is dangerous as their enemies' blades, but Firebreathers balance easy grace with masterful control of themselves and the battlefield.

Firedance

When you choose this archetype at 3rd level, you can use a bonus action to light the weapons you are wielding on fire for 1 minute, or until you drop or sheathe the weapons. While aflame, your weapons shed bright light for 20 feet and dim light for another 20, and your attacks with those weapons deal additional fire damage equal to your Fighter level divided by 3.

You can use this ability three times, and regain all expended uses at the end of a short or long rest.

Flame Breath

Also at 3rd level, you can use an action to inhale the flames from your ignited weapons while they are on fire and expel them in a 15-foot cone, a 10-foot radius centered on yourself, or a line 30 feet long and 5 feet wide.

    Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A target takes 3d6 fire damage on a failed save, or half as much on a successful one. After you breathe, the fire on your weapons fades until the end of your next turn.

The fire damage increases by 1d6 when you reach 5th, 7th, 9th, 11th, 15th, and 19th levels in this class.

Master to Student

The art of firebreathing is an intimate affair, with knowledge passed down from master to apprentice. At 7th level, you gain proficiency in either Performance or Religion, and have resistance to fire damage. In addition, any fire damage that you deal ignores resistance to fire damage.

Into the Hand

Starting at 10th level, you can redirect others' fiery attacks wherever you choose. When a creature within 30 feet of you takes fire damage, you can use your reaction to grant that creature resistance to fire damage until the end of your next turn (including the damage from the triggering effect). You can target any number of creatures with this reaction, so long as each creature took fire damage from the same effect.

The first time you hit a creature with a weapon attack during your next turn, the attack deals an extra 1d6 fire damage for every creature you granted fire resistance.

You can also use a bonus action to snuff out nonmagical fires that are Medium or smaller. When you do so, you deal an additional 1d6 fire damage on the first weapon attack that you make before the end of your turn.

Coal Road

Beginning at 15th level, you can use a bonus action to leave a trail of burning coals along the ground behind you. Until the end of your turn, every space you move through is set ablaze for 1 minute. This area is difficult terrain for any creature without resistance or immunity to fire damage, and when a creature moves into or within the area, it takes fire damage equal to your fighter level for every 5 feet it travels.

You can use this feature once, and must complete a short or long rest before you can do so again.

Dancing Flame

Beginning at 18th level, you can use an action to summon a fire elemental called a Dancing Flame that shadows your movements. When you create it, it appears within 5 feet of you, and takes its turn in combat immediately after yours, following the telepathic instructions that you give it (requiring no action). The flame cannot regain hit points, and persists until it is destroyed or you are incapacitated. Once you summon one, you cannot do so again until you complete a long rest.

The Dancing Flame uses the statistics of a fire elemental (the DM has this creature's statistics), but is Medium instead of Large, and its ability scores, proficiency bonus, and number of attacks are equal to your own. It wields ignited versions of weapons you are wielding (gaining the same bonus you do from Firedance) and is proficient with them. If you are wielding a magical weapon, none of that weapon's magical properties are copied by the Dancing Flame.

PART II | CHARACTER OPTIONS

Hero

Not every mortal chosen by the gods becomes a cleric or paladin. Some become heroes. The archetypal Hero includes half-gods like Heracles and Cú Chulainn, prodigies like Odysseus, and zealous knights like Roland who inspire legends with their incredible feats of prowess and bravery. Each are favored by a god or group of gods, who aid their difficult journeys with powerful blessings and divine favor.

Demigod's Passion

When you choose this archetype at 3rd level, the heights of your emotions—madness, joy and rage beyond mortal ken—enhance your body beyond mortal limits. You can use a bonus action to activate this feature, gaining the following benefits for one minute:

  • You have advantage on Strength checks, and can attempt to grapple or shove a creature of any size.
  • The height and distance of your jumps are doubled.
  • You gain a climbing and swimming speed equal to your walking speed, which increases by 10 feet.
  • You can attempt to grapple a creature as a bonus action.
  • Once on each of your turns when you damage a creature with a weapon attack, the attack deals an extra 1d8 damage of a type associated with your god, which you choose when you gain this feature. For example, a god of the tempest could cause you to deal additional cold, lightning, or thunder damage.

You can use this feature twice per long rest, and gain an additional use at 7th, 10th, 15th and 18th levels in this class. You can also use this feature without expending it when a sufficiently inspiring event occurs, such as the re-emergence of a personal enemy or the death of a lover. Your DM ultimately determines which situations incite emotion strong enough to activate this feature for free, but you determine your character's reaction to events. Cooperate to determine when this feature activates.

Chosen's Blessing

At 3rd level, you can channel a portion of your god's powers. Choose one of the spells below, based on the domain your god rules. Charisma is your spellcasting ability for these spells and sets the save DC (8 + your proficiency bonus + your Charisma modifier) of other abilities you gain from this archetype. You can cast the spell three times per long rest, without material components.

Domain Spell
Arcana detect magic
Forge heat metal
Grave bane
Hunting anim. mess.
Knowledge identify
Life cure wounds
Domain Spell
Light faerie fire
Love heroism
Luck sanctuary
Music shatter
Nature entangle
Order silence

 

Domain Spell
Peace warding bond
Tempest thunderous smite
Toxin ray of sickness
Travel pass w/o trace
Domain Spell
Trickery alter self
Twilight moonbeam
War warding bond
Winter armor of agathys

Seek Guidance

Starting at 7th level, you can speak to the gods. You learn Celestial, and gain proficiency in Intelligence (Religion) checks regarding your deity. You also learn the divination spell, and can cast it without material components. Once you cast divination in this way, you can't do so again until you complete a long rest.

Wrath of Heaven

Starting at 10th level, your zeal reaches new heights. While in the fervor granted by Demigod's Passion, you use your Demigod's Passion feature, your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, every weapon attack you make in this state deals an extra 1d8 damage, instead of only one.

Gift of the Gods

Also at 10th level, your divine patrons grant you a minor blessing to aid you on your journey. Choose one of the options below, based on the domain your god rules. Your choice does not have to be the same option you selected for your Chosen's Blessing feature.

Arcana. You gain a +2 bonus to the spell attack roll and save DC of the spell you chose at 3rd level.

Forge. You can touch a damaged object to target it with the mending cantrip, with a casting time of one action. You cast mending without material or verbal components.

Grave. When you or a creature within 30 feet of you fails a death saving throw, you can expend one use of your Indomitable feature to reroll the death saving throw.

Hunting. You have advantage on Survival checks to track creatures and navigate, and on Perception checks to detect hidden creatures.

Knowledge. You add your proficiency bonus to any Intelligence check you make that doesn't already use your proficiency bonus.

Life. When you or a creature within 30 feet of you casts a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Charisma modifier plus the spell's level (a minimum of 1).

Light. The radius of any light source that you carry or ignite, such as a torch, lantern, or a spell that sheds light, increases by 10 feet. Regardless of its source, this light is considered natural sunlight.

Love. You cannot be charmed, and have advantage on saving throws against enchantment spells.

 

Luck. You add your Charisma modifier (a minimum of 1) to the result of any attack roll, ability check, or saving throw you make with disadvantage.

Music. You are proficient in all musical instruments.

Nature. You cannot be slowed by nonmagical difficult terrain, and can clear a 5 foot space of difficult terrain, both nonmagical and magical, by walking through it.

Order. When you successfully grapple a creature, you can also shove it prone, no action required.

Peace. You have advantage on ability checks and saving throws to avoid being moved against your will.

Tempest. You ignore the effects of heavy precipitation and strong winds, as described in the Dungeon Master's Guide, and any weapon that you wield has the thrown property while you wield it.

Toxin. You are immune to poison damage and the poisoned condition, unless you choose to be poisoned.

Travel. Your speed increases by 10 feet, and you ignore nonmagical difficult terrain.

Trickery. You cannot be blinded, and your passive Perception increases by 5.

Twilight. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. In addition, the time it takes for you to complete a long rest is halved.

War. You have an advantage on initiative rolls, and cannot be frightened.

Winter. You have resistance to cold and fire damage.

Hidden in the Mist

Starting at 15th level, your god intervenes directly to protect you from peril, obscuring other mortals' vision and moving you out of harm's way. When you are targeted by an attack or spell, you can use your reaction to cast misty step, causing the attack to miss you or potentially moving you out of the spell's range of area of effect.

After you teleport, you are invisible until the start of your next turn. You can use this feature three times per long rest.

Demigod

Starting at 18th level, you become a minor god. You gain eternal youth; at the end of a long rest you can appear as any age you choose, no longer suffer any effects of aging, and cannot die of old age. In addition, your near-immortality makes you more enduring; you don't fail a death saving throw when you take damage while at 0 hit points.

You also gain one of the following benefits, based on the domain your god rules. Your choice does not have to be the same option you selected for your Chosen's Blessing or Gift of the Gods feature.

Arcana. You are immune to force damage, and automatically and successfully identify any spell when you see it cast without using your reaction.

Forge. You are immune to fire damage, and gain a +1 bonus to your AC.

 

Grave. You are immune to necrotic damage, and when you die you return to life with a new body in 1d10 days.

Hunting. You can move up to your speed straight toward a creature that doesn't have all its hit points as a bonus action.

Knowledge. You are immune to psychic damage, and when you add your to any Intelligence check, your proficiency bonus is doubled.

Life. You are immune to radiant damage, and when you regain hit points or restore them to another creature, the number of hit points gained is doubled.

Light. You are immune to radiant damage, can see perfectly in dim light and darkness for any distance.

Luck. No attack roll can have advantage against you while you aren't incapacitated.

Music. You are immune to thunder damage, and cannot be charmed or deafened.

Nature. You are immune to poison damage, and can cast speak with animals and speak with plants at will.

Order. You are immune to psychic damage, and whenever a creature of chaotic alignment forces you to make a saving throw, you have advantage on the save.

Peace. When you or a creature within 60 feet of you are targeted with an spell that raises a creature from the dead, the caster doesn't need material components to cast the spell.

Tempest. You are immune to lightning and thunder damage, and you gain a flying speed equal to your base walking speed.

Toxin. Once per turn when you damage a creature, you can inflict the poisoned condition upon it. This poison lasts until the start of your next turn, and ignores immunity to the poisoned condition.

Travel. The distance you and creatures with you can travel in a day doubles, and you cannot be restrained or paralyzed.

Trickery. You can cast polymorph at will, targeting only yourself. You can use this spell to turn into a humanoid, as well as a beast, but the Challenge Rating of the humanoid you become cannot exceed your fighter level divided by 4.

Twilight. While in dim light or darkness, you can use your reaction when you take damage to halve the damage dealt.

War. At the start of each of your turns, you and creatures of your choice within 30 feet of you gain a number of temporary hit points equal to your fighter level.

Winter. You are immune to cold damage, and ranged attacks have disadvantage against you.

Mage Knight

The archetypal Mage Knight combines the martial mastery common to all fighters with a careful study of magic. Keeping a small, carefully-curated list of memorized spells instead of the spellbooks used by wizards, Mage Knights blend the arcane and mundane into one. They are best in the thick of battle, where they intersperse choice spells with devastating weapon attacks energized by magic. At their peak, Mage Knights teleport freely from target to target, defying attempts to pin them down.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See PHB chapter 10 for the rules of spellcasting and chapter 11 for the wizard spell list.

Fighter Level Cantrips Known Spells 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

—Spell Slots by Spell Level—

    Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Mage Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield 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, which you choose from the wizard spell list.

The Spells Known column of the Mage Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells 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.

Any spell with the word "smite" or "strike" in its name is considered a wizard spell for you.

Whenever you gain a fighter level, 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.

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 arcane focus or a weapon as a spellcasting focus for your wizard spells.

Bonded Weapon

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded with a weapon, you can't be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand. That weapon can also be used as a focus for casting spells. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

When you make a spell attack roll while wielding your bonded weapon, you can instead focus the spell through your bonded weapon. Make a spell attack roll, replacing your spell attack bonus with your bonded weapon's attack bonus, and your bonded weapon's reach or range instead of the spell's range. If the attack hits, you inflict of the spell on the target, as normal. You cannot attack a creature outside the spell's range. Instead of the spell's normal roll, the type of attack that you choose to make determines if the roll is a melee or ranged attack roll.

War Magic

Beginning at 7th level, when you use your Extra Attack feature, you can cast a cantrip in place of one of your attacks.

Eldritch Strike

Starting at 10th level, magic lingers on your bonded weapons. When you cast a spell of 1st level or higher that deals damage, attacks with your bonded weapon deal an extra 1d6 damage of that type until the end of your next turn.

When you hit a creature with a spell attack or it fails its saving throw against one of your wizard spells, you can instantly teleport to an unoccupied space within 5 feet of it.

Arcane Whirlwind

At 15th level, when you use your Action Surge, you can use the additional action to cast steel wind strikeWCX without expending a spell slot.

Battlemage

Starting at 18th level, when you expend a spell slot of 1st level or higher on your turn, you can make a number of weapon attacks equal to the level of the slot expended (a minimum of 2) as a bonus action.

PART II | CHARACTER OPTIONS

Manhunter

The archetypal Manhunter chooses a target and pursues it with singleminded intensity. Unaided by magic, a Manhunter relies on keen insight and sheer determination to hunt down the unfortunate souls in their sights. Many Manhunters are bounty hunters, while others are mercenaries, bandits, or soldiers who eliminate priority targets on the field.

Mark Target

When you choose this archetype at 3rd level, you can mark a creature when it misses you with an attack or you hit it with a weapon attack. You can also mark a creature whose identity you know if you take 10 minutes to gather and ruminate upon information about it. When you mark a creature, you gain insight into that creature's thoughts, beliefs, and style of combat.

You can have a number of marks equal to your Wisdom modifier at any one time (a minimum of 1). You can remove any number of marks at the end of a short or long rest, and a creature is no longer marked when you see its corpse.

When a target is marked, you gain the following benefits:

  • You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks against it.
  • If it misses you with an attack, you can use your reaction to make one weapon attack against it.
  • You have advantage on opportunity attacks against it.
  • When you take an opportunity attack against it, you can attempt to grapple it instead of making a weapon attack.

Gut Feeling

At 7th level, you gain proficiency in Insight. If you are already proficient in it, you gain proficiency in one of the following: Intimidation, Perception, Survival, or Thieves' Tools, instead. Your proficiency bonus is doubled for any ability check you make that uses Insight. You receive this benefit regardless of the proficiency you gain from this feature.

Going Underground

Also at 7th level, you can spend 1d4 hours whenever you enter a city or other urban area to gather information about a mark. This includes interrogating its allies, retracing its steps, gathering rumors, and other investigation. Afterwards, roll 1d20 to determine the results of your research. The DM determines the specific information that you learn, based on the result rolled on the table below. You can only gather information about a single mark at a time.

Roll Result
1 Your mark's contacts discover your efforts. You have disadvantage on Intelligence, Wisdom, and Charisma checks against your mark for 24 hours.
2-7 You have a few ideas about the broad strokes of your mark's future plans. Some might be wrong.
8-13 You know your mark's general location, and a few specific details of its future plans.
14-19 You know your mark's current location, and where it plans to go in the next eight hours.
20 You know its current location, where it plans to go next, and when and how it plans to go there.

No Escape

At 10th level, whenever you hit a mark with a weapon attack, its speed is reduced by 5 feet until the end of its next turn. This feature can affect the same mark multiple times.

Out of My Way

Starting at 15th level, you can forcibly remove others from your hunt. When a mark makes an attack against a creature within 15 feet of you, you can use your reaction to move towards the target, entering its space and shoving it into the nearest unoccupied space. You then become the target of the mark's attack. If that attack misses you, you can make one weapon attack against the mark as part of the same reaction.

Untouchable

Starting at 18th level, your ability to wade into a brawl and emerge unscathed is unparalleled. The first attack roll a mark makes against you each turn has disadvantage. You no longer require a reaction to attack when a mark misses you. You can only attack after a mark misses you once on any creature's turn, even if a mark misses you more than once.

Marks and the Order of Operations

Your mark is separate from the variant action described on page 271 of the DMG and does not gain the benefits of that action. In order to use mark features against a creature, it must already be marked. If an unmarked enemy misses you and you mark it, you cannot use your reaction to counter, because it wasn't a mark when it missed. Similarly, if you hit a creature and mark it, its speed is not reduced, because it was not a mark when you hit it.

PART II | CHARACTER OPTIONS

Marksman

The archetypal Marksman is a master of ranged combat, with impeccable aim and a keen eye for priority targets. Marksmen fight from great distance, cutting down foes with ease and rallying their allies with incredible displays of skill. They are famed for both accuracy and showmanship, as Marksmanship holds a long history of competition and fame as both martial art and masterful performance.

Every Marksman has a unique combination of skills and specialties, with preferred weapons and tricks to raise spirits and fell enemies. At the peak of their skills, they can shoot enemy arrows from the sky and respond with a rain of their own unerring projectiles.

Trickshots

When you choose this archetype at 3rd level, you exceed a common archer or triggerman and enter the realm of entertainment. You learn two of the Trickshots below, and learn an additional one when you reach 10th and 15th level in this class.

You can only use a Trickshot when you make a ranged attack with a ranged or thrown weapon. An attack roll can only benefit from one Trickshot at a time.

Double Up. Once on your turn when you make a ranged weapon attack, you can use two weapons or pieces of identical ammunition instead of one, If the attack hits, you roll the weapon's damage dice an additional time and add them to the total damage dealt. The close and long ranges of this attack are halved.

Hairtrigger. Once per turn when you have advantage on a ranged weapon attack roll against a target, you can forgo the advantage to make an additional ranged weapon attack against the same target. You cannot use a Trickshot on the second attack.

Heavy Impact. When you hit a Huge or smaller creature with a ranged weapon attack, you can push it 5 feet away from you in a straight line.

Richochet. Once on your turn when hit a creature with a ranged weapon attack, you can make a second attack against another creature within 30 feet of the target, using the same piece of ammunition. The second attack's damage is halved, and you cannot use a Trickshot on the second attack.

Exhibition Shooter

At 3rd level, you can rally allies with displays of incredible skill. When you use a Trickshot, you can grant up to 6 creatures that can see and hear you temporary hit points equal to half your fighter level. You have 3 uses of this feature. You regain all expended uses when you finish a short or long rest, and one use when you damage an enemy behind 1/2 or 3/4 cover, even if you can ignore that cover.

Showoff

At 7th level, when you land a critical hit with a ranged weapon attack, you can use a bonus action to give one creature within 30 feet of you that can see and hear you advantage on the next ability check or saving throw it makes within the next minute. You also gain proficiency in Performance.

Sharpshooter Style

Starting at 10th level, you choose one of the following styles to further distinguish yourself and your style of combat.

Close Quarters. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attacks, and you can use your weapons and some ammunition as melee weapons. You are proficient in the melee attacks that you make with ranged weapons, and when used in this way all ranged weapons deal 1d8 bludgeoning damage, have the finesse property, and ignore limits on the number of the attacks they can make imposed by the ammunition, gunpowder, or loading properties. Arrows and bolts have the light and finesse properties, and deal 1d4 piercing damage.

Sniper. Attacking at long range or while lying prone doesn't impose disadvantage on your ranged weapon attack rolls, and you can Search for a hidden creature as a bonus action, rather than an action.

Quickdraw. You add your proficiency bonus to initiative rolls. When you roll initiative, you can make a single ranged weapon attack.

Twain Arrow

Beginning at 15th level when you or another creature that you can see within the normal range of your weapon is targeted by a ranged attack, you can use your reaction to deflect the projectile with a shot. Make a ranged weapon attack. If your attack's roll matches or exceeds the enemy's, the attack misses.

You must be wielding a ranged weapon when the enemy makes its attack roll to use this reaction, unless you chose the Quickdraw Sharpshooter Style above.

Deadshot

At 18th level, your devastating aim takes weak enemies out of the fight quickly. When you reduce an enemy to a number of hit points less than your Fighter level with a ranged attack, the target is immediately reduced to 0 hit points instead.

Spellscorn

Some Fighters master specialized equipment, or spend their lives developing a single style of combat. The archetypal Spellscorn ignores specialized martial disciplines and instead masters combat against a specific type of enemy: spellcasters.

While most Spellscorn don't seek the destruction of all magic users, they understand that such individuals represent a clear and present danger to the people of the world, and that the most powerful and evil must be stopped at any cost. Many Spellscorn practice magic themselves, and choose this archetype because they understand how easily this privilege can be abused. Some are elite knights called to combat otherworldly threats ordinary warriors cannot face. Others are ruthless inquisitors who hunt ruthlessly accused enchanters, necromancers, witches, and other amoral mages.

Regardless of their motivation, Spellscorn are unique among mortals for their ability to detect and nullify magic around them.

Null

When you choose this archetype at 3rd level, you manifest a magical dead zone around yourself. While you are conscious, you resist damage from cantrips and spells cast with a 1st-level slot. This resistance includes 2nd-level slots at 7th level, 3rd-level at 15th, and 4th-level at 18th.

You also gain a new reaction. When a creature you can see casts a spell, you can use your reaction to lower the save DC for that spell by half your Fighter level. This decrease applies to you and creatures of your choice within 10 feet of you. You can use this reaction a number of times equal to your Intelligence modifier (a minimum of 1) and recover all expended uses after a short or long rest.

Inquisitor

Starting at 7th level, you hunt mages with unparalleled skill. You gain proficiency in Arcana, and have advantage on checks to identify spells. You can identify a spell being cast without using a reaction, and can cast detect magic at will.

If you spend 1 minute observing another creature outside of combat, you learn if it can cast spells, and two of the following:

  • Current number of unexpended spell slots, points, or casts
  • Spell save DC
  • Feature that grants spells, such as caster class and level or innate spellcasting
  • Two spells it knows from a school of your choice (if any)
  • Spellcasting ability and the score's modifier

Weavecutter

Starting at 10th level, your attacks breach magical resistances, wards, and effects. Your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your attack rolls ignore any magical effects that increase a target's AC, such as the bonus from +1 armor or the shield spell.

When you damage a creature that is concentrating on a spell, the DC for it to maintain concentration is 10 or the total damage you dealt, whichever is higher.

Arcane Battery

Starting at 15th level, you can absorb the power of magical items. Once per turn when you damage a creature, you can absorb the power of a magical item that creature is wearing, carrying, or attuned to. That magical item becomes inert for 1d4 rounds, (reactivating at the end of your turn after that many turns pass) during which time none of its properties apply to the user, and none of its abilities, spells, or magical properties can be used. You also gain a number of temporary hit points based on the item's rarity. You lose any remaining temporary hit points when the item becomes active again. You can target a magical item that is inert to extend the time it is inoperable, though you gain no additional temporary hit points for doing so.

You can also use this feature on a magical item you are wearing or carrying, either as a bonus action or as a reaction when you take damage. The temporary hit points absorb as much of the incoming damage as possible, and those left last until the item reactivates.

Item Rarity Temporary HP gained
Common 10
Uncommon 20
Rare 30
Very Rare 50
Legendary 80
Artifact 120

Spell Reflection

At 18th level, magic becomes desperate to escape you, and flows back up the channels it carves into the weave. Your Null grants you immunity to damage from spells cast at 4th-level or lower, rather than resistance. Whenever you are targeted by one of those spells, you can use your reaction to reflect it back at its caster, using the spellcaster's slot level, spell save DC, attack bonus, and spellcasting ability. If the reflected spell targets multiple creatures, those other creatures are still targeted by the spell. If the spell does not deal damage, this feature has no effect.

Spellslinger

A spellslinger studies a unique form of ranged combat first created by high elf archer-mages, who weaved spells into their bowshots. The magical shots of these elite warriors guarded their borders against monsters and marauders who borrowed or imitated their skills to create their own spellslingers. Such techniques are no longer secret, but they are esoteric, and this particular marriage of magic and precision remains effective wherever it goes.

Energized Attack

When you take this archetype at 3rd level, you can use your bonus action to force the effects of basic spells into your attacks. Choose between acid, cold, fire, force, lightning, necrotic, psychic, or thunder. The next time you hit with a ranged weapon attack before the end of your turn, the damage type of the attack changes to the type you chose.

Arcane Shots

Also at 3rd level, you can unleash special magical effects from your Energized Attacks. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you hit with an Energized Attack, you can apply one of your Arcane Shot options to that projectile (unless the specific shot has a different trigger). You decide to use the option when the projectile hits the creature, unless the option doesn't involve an attack roll. If the option does bonus damage, it deals the same damage type that you chose for that Energized Attack. You have a number of uses of this feature equal to 2 + your Intelligence modifier (a minimum of 3), and regain all uses at the end of a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach 7th, 10th, 15th, and 18th level in this class.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:

Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier

If another one of your features requires a saving throw, it uses this save DC as well.

Lingering Enchantment

At 7th level, your magical powers linger in your weapons. When you make a ranged attack, you can make the projectile magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This magic fades immediately after the attack hits or misses its target.

Bewitched Missile

Also at 7th level, you can direct an errant shot toward a new target. When you make a ranged attack roll and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Magic Mortar

Starting at 10th level, when you hit with an Energized Attack you can deal an extra 2d6 damage of the same type and apply the corresponding effect from the list below. This extra damage increases to 4d6 at level 18. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a short or long rest.

Acid: At the end of the target's next turn, it takes an additional amount of damage equal to half of the damage it took from this attack.

Cold: The target's speed is halved until the end of its next turn.

Fire: The attack ignites any flammable object hit by it that isn't being worn or carried.

Force: The target is pushed up to 10 feet away from you.

Lightning: If the target is made of metal or wearing armor made from metal, you can roll the damage for the attack twice and use either result.

Necrotic: The target can't regain hit points until the start of your next turn.

Psychic: The target has disadvantage on the next attack roll it makes before the end of its next turn.

Thunder: The attack deals double damage to objects, structures, and constructs.

Arcane Hurricane

At 15th level, when you use your Action Surge, every ranged weapon attack you make during your extra action can be an Energized Attack, and applies the corresponding bonus from Magic Mortar without expending a use of that feature. Each attack can deal a different damage type.

Power Word: Blast

Beginning at 18th level, you can use your action to supercharge and release a single projectile. The projectile's path forms a line 120 feet long and 10 feet wide in a direction of your choice. Each creature in the line must make a Dexterity saving throw against your Arcane Shot save DC, taking 12d12 force damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.

Arcane Shot Options

Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless demiplane. The creature hit by the attack must succeed on a Charisma saving throw or be banished. While banished in this way, it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Befouling Shot. Your enchantment magic causes this attack to temporarily terrify its target. The creature hit by the attack takes an extra 2d6 damage. The target must succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.

THE WARRIOR'S CODEX REFORGED

    Blinding Shot. You weave illusion magic into your attack, creating a brilliant burst of elemental energy. The creature hit by the attack takes an extra 2d6 damage, and must succeed on a Constitution saving throw or be blinded until the start of your next turn.

Bursting Shot. You imbue your attack with power drawn from the school of evocation. Immediately after the attack hits the creature the projectile detonates. The target and all other creatures within 10 feet of it take 2d6 additional damage.

Grasping Shot. When this attack strikes its target, conjuration magic creates a mass of elemental chains around it. The creature hit by the attack takes an extra 2d6 damage, its speed is reduced by 10 feet, and it takes 2d6 damage the first time on each turn it moves 1 foot or more without teleporting. A creature can use its action to remove the chains from the target with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the chains last for 1 minute or until you use this option again.

Phasing Shot. You use transmutation magic to give your attack an ethereal quality. When you use this option, you don't make an attack roll. Instead, the attack shoots forward in a line 1 foot wide and 30 feet long. The attack passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack, plus an extra 1d6 damage. On a successful save, a target takes half as much damage.

Ricocheting Shot. Using divination magic, you know where to aim so the projectile strikes multiple targets. When you use this option, you don't make an attack roll. Instead, choose up to three targets you can see within range. Each target must be within 30 feet of at least one other target. The projectile flies toward one of the targets, moving around corners if necessary, and ignores all but total cover. After striking the target, it flies towards and strikes the other two. Each target must make a Dexterity saving throw, taking damage as if it were hit by the projectile on a failed save, or half as much damage on a success.

Weakening Shot. You weave necromantic magic into your attack. The creature hit by the attack takes an extra 2d6 damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Elements and Effects

Take the time to describe how an Arcane Shot's effects interact with the damage type of Energized Attacks. For example, for a Phasing Shot energized with lightning, you can describe the shot as a bolt of electricity that streaks from your weapon through each enemy. A Banishing Shot that deals necrotic damage could send the target to a harmless part of the Shadowfell, or a Ricocheting Shot that deals force damage could be a beam of magical energy that streaks straight from one target to the next. If you want, think of a signature combination your character is particularly proud of. Be inventive, and play up the sudden, unexpected tricks your character might create.

Swordmaster

While fighters can use a variety of weapons, swordmasters specialize in blades. Impossibly precise while wielding straight swords, this archetype includes the Swordmasters of Hoeth, the myrmidons of Magvel and Elibe, and the elite doppelsöldner landsknechts of the 16th century. While lighter-armored than other greatswordsmen to better employ their agility, they compensate with great defensive skill.

Fechtbücher Expert

Starting at 3rd level, you can use large swords with enormous skill. Your speed increases by 5 feet, and when you are wielding a bastard sword, longsword, or greatsword in both hands and are not wearing heavy armor you can use your sword to parry attacks.

When you are hit by a weapon attack, you can use your reaction to attempt to parry the attack. Add your Strength modifier to your armor class against that attack. If the attack still hits, roll the damage dice of your weapon and reduce the damage you took by the amount you rolled. If you reduce the damage to 0, the attack is considered to have missed you entirely and does not trigger additional effects that require a hit to activate.

If you take no damage from the parried attack or the attack missed you, you can also move 5 feet and make one melee weapon attack against a target within reach as part of the same reaction. You can also use this special counterattack if you parried an attack with another feature that allows you to block attacks with a weapon, such as a weapon's parry property or the Defensive Duelist feat.

Cleansing Exercise

At 7th level, you can use meditation and practice to purify your body. During a short rest you perform a ritualized series of trained maneuvers and meditative rests to remove a single poison, disease, curse, level of exhaustion, or similar detriment from yourself. The first time you roll initiative after this short rest, you do so with advantage.

You can use this feature once per long rest.

Flash Step

Beginning at 10th level, you can charge so swiftly that you seem to have teleported. If you haven't moved on your turn, you can expend all of your movement to move up to 60 feet, so long as you stop within 5 feet of a hostile creature. This movement does not provoke opportunity attacks. You then make two melee weapon attacks. Afterward, your turn continues as normal. You can use this feature a number of times equal to your Dexterity modifier (a minimum of 1), and regain all uses at the end of a long rest.

Improved Parry

At 15th level, your defensive skill has improved. You can take two reactions per round, so long as at least one of those reactions is used to deflect an attack. When you parry an attack from a melee weapon using Fechtbücher Expert, you make your counterattack with advantage.

Blade Dynamo

Once you reach 18th level, when you use your reaction to attack an enemy, you can make as many attacks as the Extra Attack feature grants you, instead of a single weapon attack. You can this feature twice, and must complete a short rest before you do so again.

THE WARRIOR'S CODEX REFORGED

Valkyrie

The Valkyrie soars above the battlefield in search of worthy souls to escort to the afterlife, who will be resurrected to fight again at the end of the world. A Valkyrie trains in healing, service, judgement, and most importantly, battle, for she will fight alongside her chosen. These fighters are warrior-spirits born mortal, proving their worth before their ascension.

Restriction: Female characters only

While both male and female warriors can die honorably, only female souls can become these glorious champions. Valkyries both mortal and immortal are a special variety of celestial that always manifests in female form.

Warrior of the Hall

At 3rd level, you can open your soul to the hall of glorious dead, channeling a fragment of its power. You gain the following benefits:

Inspiring Cry. When you take the Attack action, you can shout a snippet of heroic poetry that inspires any number of friendly creatures within 30 feet that can hear you. An affected creature can add your Wisdom modifier (a minimum of 1) to one attack roll or saving throw it makes before the start of your next turn. You can use this ability thrice per short rest.

Rise Again. At dusk in Valhalla, the lethal wounds of the dead close, and as one of its stewards you can heal the fighters you choose. You learn prayer of healing. Wisdom is your spellcasting ability for this spell, and when you cast it in this way it has a casting time of one action. You can cast prayer of healing in this way thrice per long rest.

Shield Maiden

Starting at 7th level, your experience preparing yourself and others for battle allows you to strip and don armor efficiently. It costs an object interaction, rather than an action, for you to don or doff any shield, and you don and doff armor in half the time. When you help another creature don or doff armor, the time the process takes is quartered, rather than halved.

Honored Dead

Also at 7th level, your ability to choose the final destination of a mortal soul allows you to ease its return to life. You can conduct a minute-long ritual over the body of a deceased creature, preparing the soul to either return or cross over. Once this ritual is completed, the material cost of any spell cast to resurrect the creature is waived and it comes under the effect of gentle repose.

A creature cannot benefit from this ritual more than once, and you cannot bless the corpse of a creature that was not killed in combat.

Ride of the Valkyrie

When the day comes, you will charge with your sisters
across the sky. Starting at 10th level, when you use
Inspiring Cry or finish casting prayer of healing granted by Rise Again, you grant yourself and one targeted creature a flying speed of 60 feet for 1 minute. This ability can manifest as feathered wings sprouting from your back, a mighty gale that holds you aloft, a shadowy eight-legged horse that appears beneath you, or another form of your choice.

Judge the Fallen

Starting at 15th level, you can cast speak with dead a
number of times equal to your Wisdom modifier per
long rest (a minimum of once). If the target of your spell
died violently, your casting does not expend a use of this feature.

In addition, allied creatures within 30 feet of you have advantage on death saving throws.

Dawn of the Final Day

Starting at 18th level, you have been found worthy. When you die, your soul will ascend to Valhalla. More importantly, your powers of healing cannot be matched. Once per day, you can use your action to cast mass heal. You and every creature that gains hit points from mass heal gain a flying speed of 60 feet for 1 minute.

THE WARRIOR'S CODEX REFORGED

Varangian

Warriors from the far reaches of the north who sailed and settled across the known world, who seek wealth by any means possible. By plunder, mercantilism, ransom, or mercenary, these vagabonds accumulate the wealth of the world and use it to tie themselves to friends and allies through oath, wealth, and blood.

Shoot to Wound

You are used to taking your foes alive. A dead enemy cannot be ransomed, and defeating an enemy quickly does less damage to any valuables they might be carrying. When you choose this archetype at 3rd level, you can wound enemies to make it easier to bring them down. Once on your turn when you hit a creature with a weapon attack, it must succeed on a Constitution saving throw or suffer one of the wounds below.

Shoot to Wound save DC = 8 + your proficiency bonus + your Strength modifier

Wounds

The target's anatomy need not perfectly match those described in the feature for wounds to take effect.
Arm. For the next minute, the first weapon attack roll the target makes on each of its turns is made with disadvantage.
Eye. The target is blinded until the end of its next turn.
Ear. The target is deafened for 1 hour.
Gut. The target cannot take reactions until the end of its next turn.
Leg. The target's movement speed is reduced by 10 feet until the end of its next turn.
Throat. The target cannot speak until the end of its next turn.

Mercantile

You are accustomed to wandering far to sell your war loot. At 7th level, you gain proficiency in navigator's tools, and your choice of either land or water vehicles. You add your fighter level to the number of miles you and up to 10 other creatures with you can travel in a day.

Ransomer

Also at 7th level, you gain
benefits from your history of taking
captives. You gain proficiency in Athletics, and your proficiency bonus is doubled for checks that use it. Whenever you attempt to knock a creature out, you deal your weapon's normal damage even if the weapon you use lacks the nonlethal property, though you always deal bludgeoning damage. Finally, dragging a grappled creature costs you no additional movement.

Shotcaller

When you reach 10th level, you can sacrifice one of your attacks on your turn to indicate an opening to one ally within 30 feet that can see or hear you. That ally can use its reaction to make a weapon attack. If the attack hits, the target must make a Constitution saving throw against your Shoot to Wound DC. On a failed save, the target suffers one wound, chosen by the ally that made the attack.

Blood Brothers

Starting at 15th level, whenever an allied creature within 10 feet of you fails a saving throw, you can expend one use of Indomitable and allow it to reroll the save.

Glint of Gold

You know riches, and the people that carry them. Starting at 18th level, you know the exact monetary value of any object you see, magical or nonmagical. You also have advantage on Strength checks and the first attack roll you make each turn against creatures with a net worth of at least 2,000 gp. This wealth includes hoards, magical items, clothing, weapons, lands, or treasure, as well as liquid currency.

THE WARRIOR'S CODEX REFORGED

Warlord

Warlords are accomplished and competent battle leaders. They stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.

Tactical Maneuver

At 3rd level, your tactical acumen allows you to provide direction to your allies that can tilt a battle in your favor. As a bonus action, you can choose one ally within 60 feet of you who can hear or see you. That ally can use its reaction to move up to half its speed.

Tactical Command

Starting at 3rd level, your tactical cunning allows you to seize the moment in battle.

Tactics. You learn two tactics of your choice, which are listed under "Tactics" below. You gain an additional tactic at 7th and 15th level.

Uses. When you use your Tactical Maneuver feature, you can choose to apply one of your known tactics to the maneuver, granting the targeted ally an additional bonus. When you do so, the movement granted to the targeted ally does not provoke opportunity attacks.

You have can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

Commander's Eye

At 7th level, you learn to view your surroundings in a way that grants you a better understanding of the battle as a whole. The range of your Tactical Maneuver increases to 120 feet, and you add your Intelligence modifier to your Initiative rolls.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one ally within 120 feet of you. That creature can make one weapon attack with its reaction, provided it can see or hear you.

Starting at 18th level, you can choose two allies within 120 feet of you, rather than one.

Thirst for Battle

Starting at 15th level, when you roll initiative and have no uses of Tactical Command left, you regain one use.

Perfect Coordination

Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities. As an action, select up to five allies within 120 feet of you who can see or hear you. Each ally can use its reaction to immediately move up to its speed without provoking opportunity attacks, and to take the Attack (one weapon attack, shove, or grapple only), Cast a Spell (one cantrip only), Dodge, Hide, Search, or Use an Object action.

Once you use this ability, you cannot use it again until you complete a long rest.

Tactics

    Advance/Retreat. The targeted ally can move up to its speed, rather than only half its speed.

Charge. The targeted ally can attempt to shove one creature of your choice. This shove can be attempted at any point before, during, or after the move.

Cover That Flank. Attacks against the targeted ally have disadvantage until the start of your next turn.

Cut Them Down. The targeted ally has advantage on the next attack it makes against a creature of your choice that you can see before the start of your next turn.

Defend Yourself. The targeted ally gains temporary hit points equal to your fighter level + your Intelligence modifier (minimum of 1) for 1 minute.

Press Onwards. If the targeted ally is charmed or frightened, those conditions end on the creature.

Subdue Them. The targeted ally can attempt to grapple one creature of your choice. This grapple can be attempted at any point before, during, or after the move.

THE WARRIOR'S CODEX REFORGED

Monk


Light on their feet and heavy with their blows, monks represent a fast, mystical form of martial artistry. Three new monastic traditions focus on honing specific techniques, rather than mystical teachings or magical prowess.

Updated Class Features

The following entries detail changes and enhancements to various monk features.

New Proficiencies

You gain the additional proficiencies listed below.
Weapons. Two exotic melee weapons of your choice.

Variable Feature Ability Score

1st-level monk feature
You choose between Strength and Dexterity to act as your ability score whenever one of your monk or monastic tradition features calls for you to use Dexterity. You cannot change this choice once you make it, and must have a 13 or higher in your chosen ability score to multiclass, as well as a 13 or higher in Wisdom.

Martial Arts

1st-level monk feature
Your martial artistry involves combat styles that use the body and monk weapons, which are any melee weapons you are proficient with that lack the two-handed or heavy properties. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of monk weapons.
  • Your unarmed strikes have the light and finesse properties.
  • You can roll a d4 in place of the normal damage of your monk weapons. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you take the Attack action and attack with a monk weapon, you can make one additional attack with a monk weapon as though you were engaging in two-weapon fighting, and you add your ability modifier to the damage of the additional attack. This attack uses your martial arts die instead of the weapon's normal damage die, even if the weapon's damage die is larger.
  • Before you make an unarmed strike, you can apply one of the following properties to that attack: bypass, ensnaring, finisher, heavy, prone fighting, status, sundering, sweeping.

Ki

2nd-level monk feature
Ki works as-written, with the following change to Flurry of Blows:

Flurry of Blows

When you would make the additional attack granted by your martial arts, you can spend 1 ki point to make two attacks with your unarmed strikes or a monk weapon instead. These strikes use your Martial Arts die for damage, even if the monk weapon's damage die is higher.

Dedicated Weapon

2nd-level monk feature
You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple, martial, or exotic weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Deflect Attack

3rd-level monk feature
You gain a new defensive technique based on the ability score you chose to use for your monk features, detailed below.

Deflect Missiles: if you chose Dexterity, you can use your reaction to deflect or catch the projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. You can then spend 1 ki point to make a ranged attack (range 20/60 feet) with the item you just caught, as part of the same reaction. The missile is considered a monk weapon with which you are proficient for that attack.

Disarming Counter: If you chose Strength, you can use your reaction to block when you are hit by a melee weapon attack. The damage you take from the attack is reduced by 1d10 + your Strength modifier + your monk level. If you reduce the damage to 0, you can catch the weapon if it is small enough for you to hold in one hand and you have at least one hand free. You can then spend 1 ki point to attempt to disarm your attacker as part of the same reaction. You make the Strength (Athletics) check with advantage.

Ki-Fueled Attack

3rd-level monk feature
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as part of the same action as though you were engaging in two-weapon fighting. You add your ability modifier to the damage of the second attack. This attack uses your martial arts die instead of the weapon's normal damage, even if the weapon's damage die is higher.

Stillness of Mind

7th-level monk feature
You can use a bonus action to end one effect on yourself that is causing you to be charmed or frightened.

Perfect Self

20th-level monk feature
When you roll for initiative and have less than your maximum number of ki points remaining, you regain 4 ki points. You can't increase your current number of ki points above your maximum using this feature.

Monastic Traditions

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Way of the Current, Way of the Hurricane, and Way of the Raptor.

Way of the Current

A trickling stream is humble yet ever-moving, and so are the meditative followers of the Way of the Current. Each movement is chosen with practiced deliberation, which allows its users to remain untouched and serene as the torrent of battle rages around them.

Stance of the Stream

Starting at 3rd level, when you take the Dodge action the moment of calm allows you to regain your sense of inner peace, which allows you to enter a controlled, combat-ready stance until the start of your next turn.

If a creature misses you with a melee attack while you are in your stance, you can use your reaction to make an unarmed strike against that creature.

In addition, when a Large or smaller creature moves at least 10 feet straight toward you and enters your reach, you can spend 1 ki point to knock it off-balance and send it sprawling to any point within 10 feet of you.

At 11th level, you can target Huge creatures with this feature, and at 17th level you gain the ability to target Gargantuan creatures.

Bend Like the River

Water moves as it wishes, and is difficult to capture. Starting at 6th level, you have advantage on Dexterity (Acrobatics) checks to escape from being grappled or restrained, and can attempt to escape as a bonus action, rather than an action. You are also treated as one size smaller for the purpose of squeezing through spaces.

In addition, you deal double damage to structures and objects that are not being worn or carried. The trappings of civilization are no match for a mighty flood.

Calm Surface

Starting at 11th level, the flow of your blocks and parries makes you nigh-impossible to touch. When you enter Stance of the Stream, you can spend an additional 2 ki points and gain the ability to target both ranged and melee attacks with your Deflect Attack feature until your stance ends. In this state, Deflect Attack does not use your reaction unless you attack with a projectile or attempt to disarm the attacker.

If you reduce the damage of a melee weapon attack to 0, you can use your reaction to throw the attacker to any point within 15 feet of you.

Spirit Maelstrom

Beginning at 17th level, you can become the epicenter of an astral whirlpool that draws energy. When you are targeted by a harmful area of effect, such as cone of cold or a behir's lightning breath, you can use your reaction to drain the destructive power into yourself. The effect targets no objects or creatures other than you.

You suffer no damage or other effects, and store the magical power within your ki. The next time you hit a creature with a melee weapon attack before the end of your next turn, the energy is unleashed, causing the attack to deal bonus damage equal to the amount and type of damage you would have received from the effect you absorbed. If you fail to hit a creature before the end of your next turn, the rampant energy explodes inside you. You suffer all effects from the power you absorbed as if you failed the saving throw.

Way of the Hurricane

A follower of the Hurricane moves faster than the eye can see, streaking from one target to the next in a dizzying blur. From a distance, their battles sound like a barrage of cannonfire, and they whip up torrential winds that send their enemies flying like leaves in a gale. The few who survive battles with its followers claim their opponent
teleported behind them and punished their
mistakes with a storm of brutal attacks.

Whirlwind Blows

Starting at 3rd level, you specialize in
attacks that hurl your body across
the battlefield in the blink of an eye.
Whenever you take the Dash or
Disengage action, you can make an
unarmed strike as part of the same
action.

If the attack hits, a shockwave of
power explodes from the point of
impact. Every creature within 5 feet
of the target other than you must
make a Strength saving throw. On a
failed save, a creature is knocked
10 feet away from the target.
Large or smaller objects not
being worn or carried are hurled
the same distance.

If a creature collides with
another creature or an object,
it takes bludgeoning damage
equal to your Wisdom
modifier.

Rushdown

The Way of the Hurricane
teaches aggression and rewards
decisive action. Starting at 6th
level, when a creature that you
can see misses you with an
attack, you can use your reaction
to move up to your speed toward
the attacker. If you end this movement
within 5 feet of the attacker, you can
also make one melee weapon attack
against it.

Barefoot Blitz

You sprinted over hot coals and ran
marathons over sharp stones to
earn your speed. Starting at 11th level, you
ignore difficult terrain, and can move along
ceilings using your Unarmored Movement
Improvement feature.

Leap Into Action

Also at 11th level, your impatient nature, nurtured by your training, allows you to scream across the battlefield. In combat, you have a special reaction that you can take once on every creature's turn, except your turn. You can only use this                    special reaction if you spend 2 ki to activate it,                        and you can't use it on the same turn that you                                    take your normal reaction. You can use                                                 this special reaction only to use                                                     Rushdown or Slow Fall.

                                             Galeforce

                                                            Starting at 17th level, you
                                                                 move faster than the eye
                                                                   can see, and your
                                                                     attacks break the                                                                        sound barrier. When                                                                          you move, you                                                                            can spend any                                                                       amount of movement                                                                       to teleport that                                                                       distance instead of                                                                       moving normally, so                                                                       long as you move into                                                                       an unoccupied space                                                                       that you can see.

                                                                     When you teleport,                                                                       you unleash a                                                                       booming thunderclap                                                                          that all creatures                                                                            within 300 feet of                                                                           you can hear.

                                                                       If you teleport                                                                         within 5 feet of a                                                           creature and hit it with an
                                                              attack, you can spend 1 ki
                                                                 point to deal additional
                                                                thunder damage equal to
                                                               half your monk level.

THE WARRIOR'S CODEX REFORGED

Way of the Raptor

Every martial artist wields their natural gifts to their full potential, and the Way of the Raptor's clawed monks refuse to waste their unique abilities. Invented by bestial humanoids with razor-sharp talons, practitioners of this tradition harry their enemies with rushes of vicious strikes that disembowel them in fountains of gore.

Racial Restriction

Creatures without claws or talons cannot perform the claw attacks integral to this tradition. Only aarakocra, dragonborn, kenku, leonin, lizardfolk, kobolds, shifters, and tabaxi can join the Way of the Raptor. In some settings, goblinoids, orcs, or tieflings have the necessary sharp talons, and are included.

Carnivore's Grip

When you choose this tradition at 3rd level, you can combine claws and martial arts to rip enemies to shreds. You can deal slashing damage with unarmed strikes that use your claws if you couldn't already, and your claws have the status: slashing property. You can inflict status: slashing against any creature, and status: slashing that you inflict with your claws ignores resistance and immunity to necrotic damage.

In addition, when you damage a creature with your claws, you can use a bonus action to attempt to grapple that creature, using the attack roll's total in place of a Strength (Athletics) roll. If a target escapes the grapple, it takes slashing damage equal to your Dexterity modifier.

Prey on the Weak

Starting at 6th level, your hunter's senses allow you to pick out weakened and fleeing prey. You have advantage on Wisdom (Perception) checks, Wisdom (Survival) checks, and opportunity attacks against any creature that doesn't have all its hit points.

You also know which hostile creature that you can see has the fewest hit points remaining. You do not know the amount.

Opportunist

Starting at 11th level, you can exploit flanked enemies' distraction to tear them apart with ease. When you attack a creature, you can use 2 ki points to gain advantage on attack rolls against it until the end of your turn, so long as another enemy of the target is within 5 feet of it, and that enemy isn't incapacitated.

Death by a Thousand Cuts

At 17th level, your martial skill and connection to your primal roots tranforms you into a whirlwind of claws and fangs. Whenever you use your Flurry of Blows, you can spend an extra ki point to make number of unarmed strikes equal to your Dexterity modifier, instead of two.

THE WARRIOR'S CODEX REFORGED

 

Paladin


Masters of healing, support and defensive magic, and powerful attackers, paladins are one of the most powerful and versatile classes in the game. With its focus on martial abilities and items, The Warrior's Codex makes paladins even more powerful—not that they need it. There are no paladin oath reworks, but two more oaths have been included.

Updated Class Features

The following entries detail changes and enhancements to various paladin features.

New Proficiencies

You gain the additional proficiencies listed below.
Weapons. One exotic weapon or shield.

Divine Smite

2nd-level paladin feature
Divine Smite works as-written, with the following changes:

  1. It can be activated with a melee or ranged weapon attack.
  2. The bonus damage can be added to an attack that attempts to knock out, instead of kill, an enemy, without making the attack lethal.

Improved Divine Smite

11th-level paladin feature
Improved Divine Smite works as-written, with the following changes.

  1. It adds its additional damage to every weapon attack, melee or ranged.
  2. The bonus damage can can be added to an attack that attempts to knock out, instead of kill, an enemy, without making the attack lethal.

Cleansing Touch

14th-level paladin feature
Starting at 14th level, you can use your action to expend 10 points from the pool of healing from Lay on Hands to end one spell on yourself or one willing creature that you touch.

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of Festivity and Oath of Indemnity.

Oath of Festivity

The Oath of Festivity appeals to paladins with an unquenchable zest for life and the need to spread it to others. When times are darkest and gloom casts a shadow over the people, these paladins are there to bring joy back into the lives of their comrades and allies. Also called motley knights, these paladins fight in armor adorned with vibrant cloth, bright paints, and glittering stones, and act as shining beacons of genuine excitement that stand against evils that douse the world in darkness, gore, and misery.

However, they do not take disturbing or saccharine pleasure in the destruction of their foes. Nor are they tactlessly excitable in grim circumstances. Somber encouragement or a stiff drink offered without a word can restore the spirit as much as a feast, though every opportunity for feasting and revelry should be taken.

Tenets of Festivity

The tenets of this oath call its adherents to care for the well-being of others as well as themselves.

    Fun. Life is a gift and every day a celebration. Create opportunities to enjoy it and alleviate boredom and misery.

Joy. Act as a persistent comfort to the hurting, and a source of happiness for those without it. Create experiences that will never be forgotten.

Plenty. No celebration is complete without abundant food and drink, and no life can be happy if it wants for basic necessities. Ensure there is comfortable excess in all things.

Hospitality. There is always room for another chair at the bar, another seat at the table, and another friend in your heart. Bring others into the fold and share with them.

Oath Spells

You gain oath spells at the paladin level listed.

Paladin Level Spell
3rd heroism, hideous laughter
5th enthrall, lesser restoration
9th catnap,XGE hypnotic pattern
13th private sanctum, resilient sphere
17th greater restoration, hallow

Good Host

You gain proficiency in cook's utensils or brewer's supplies.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Rebuke the Sober. You can use your Channel Divinity to bring revelry and merriment to others, for their benefit or detriment as you choose. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target becomes poisoned and charmed by you for 1 minute. The affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Champion's Banquet. In quiet moments, you can use your Channel Divinity to prepare a source of relief for others at the end of a short rest, such as comfort food, a stiff drink, or kind words. Any creature that can see or hear you regains hit points equal to your Charisma modifier, and is cured of one curse, condition, or disease of your choice.

Aura of Revelry

Starting at 7th level, your incorrigible excitement suppresses fatigue. While you are conscious, you and friendly creatures within 10 feet of you do not suffer the effects of the blinded, deafened, exhausted, poisoned, and unconscious conditions, unless the creature in the aura suffers the condition willingly or currently has 0 hit points. Affected creatures are not cured of any conditions they suffer, and the effects return when a creature leaves your aura.

At 18th level, the range of this aura increases to 30 feet.

Dramatic Entrance

Starting at 15th level, you gain an impeccable sense of dramatic timing that allows you to enter the fray with a thrilling buildup and explosive introduction. From the beginning of any combat until the start of your first turn, you have advantage on ability checks and saving throws, and during your first turn you can take an additional action.

In addition, you cannot be surprised.

Life of the Party

At 20th level, you can use an action transform into a brilliant source of reinvigorating joy for 1 hour. In this state, you radiate rays of multicolored bright light in a 300-foot radius, which dispel magical darkness and reveal illusions, which appear as ghostly, monochrome apparitions. The light also reveals creatures that are hidden or in the ethereal plane. You can choose to exclude a creature or illusion from this effect.

While transformed, you and creatures of your choice within 60 feet of you cannot be blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned, and any levels of exhaustion a creature is suffering are removed when it starts its turn within 60 feet of you. The first time a creature of your choice enters this aura or starts its turn there, it gains the benefits of the death ward spell, which last until your transformation ends. Once a creature gains this benefit, it cannot do so again until your next transformation.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Indemnity

The Oath of Indemnity binds paladins to help others. Its followers believe in the redress of wrongs, the repair of the ruined, and acts of prevention to ensure tragedies never happen again. They comfort broken people and repair broken property alike. Also known as gold knights and underwriters, paladins of the Oath of Indemnity are bound to repair the aftermath of catastrophe.

But these paladins are not starry-eyed cornucopias to be exploited by the opportunistic or overwhelmed by the desperate. They are generous and genuine, but the oath also requires a strict adherence to readiness and fairness. Even the most penniless refugee deserves a share, but no more. This oath calls its followers to be charitable, but also skeptical, because those who take advantage of others' kindness seek these paladins hoping to trick them.

Tenets of Indemnity

The tenets of the Oath of Indemnity demand careful examination to ensure accurate distribution of assistance.

Duty. Your first and foremost responsibility is to provide aid to the wronged and stricken. They are your only priority.

Self-sufficiency. To help others you must be able to help yourself. If you are insecure in your abilities, you crumble beneath the weight of your responsibilities.

Integrity. You hold the lives and livelihoods of others in trust. Their faith in you is invaluable, and must be honored.

Readiness. It is not enough to address the aftermath. Preparation saves more lives than retribution.

Fairness. Every injured party receives a fair share of reparations—and not a cent more. Scorn those who seek profit from your altruism, and punish them harshly.

Good as New

At 3rd level, you learn the mending cantrip, and when you cast it the damage you target can be 5 feet or smaller in any dimension.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spell
3rd absorb elements,XGE sanctuary
5th augury, calm emotions
9th glyph of warding, remove curse
13th divination, fabricate
17th greater restoration, mass cure wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.

Pooled Risk. When a creature within 30 feet of you takes damage, you can use your reaction to evenly distribute the damage between every willing creature within 30 feet of you.

If a creature has 0 hit points or the damage would reduce it to 0, that creature doesn't take a share of damage, and the shares are recalculated excluding it. If the distributed damage reduces every creature to 0, Pooled Risk fails.

Recompense. When you or a creature that you can see within 60 feet of you ends a spell that failed to deal damage, you can use your reaction and your Channel Divinity to restore the lost spell slot. The spell must be capable of dealing damage. The level of the spell slot that you restore cannot exceed your paladin level divided by 3.

Aura of Liability

At 7th level, an aura of responsibility surrounds you, so even the most evil creatures feel remorse. When you or a creature within 10 feet of you takes damage, you can deal psychic damage to the attacker equal to your Charisma modifier (a minimum of 1), so long as it is also within your aura.

At 18th level, the range of this aura increases to 30 feet.

Covered Perils

You are so experienced in common forms of accident that your body is supernaturally inured to them. Starting at 15th level, you have resistance to fire, lightning, and thunder damage. You can target creatures and objects within 60 feet of you with absorb elements, instead of yourself, so long as that creature took fire, lightning, or thunder damage.

Rate Adjustment

At 20th level, as an action, you can become an avatar of rejuvenation. For 1 minute, scars, blemishes, and the ravages of time vanish and you appear in the prime of your life. In this state, you gain the following benefits:

  • Once on your turn before you make an attack roll, ability check, or saving throw, you can request collective aid. Creatures within 30 feet of you can roll a d20, and you use the highest number rolled on one die instead of rolling.
  • An enemy can take damage from Aura of Liability any number of times on a turn, rather than once.
  • When a creature takes damage that activates your Aura of Liability, it regains a number of hit points equal to your Charisma modifier (a minimum of 1).

Once you use this feature, you can't use it again until you finish a long rest.

Rogue


Elusive and evasive, rogues are masters of many talents and move in many circles. Their archetypes categorize and specialize them even further. Those listed here improve two of the weakest archetypes and add several more.

Updated Class Features

The following entries detail changes and enhancements to various rogue features.

New Proficiencies

You gain the additional proficiencies listed below.
Weapons. Arming sword, bastard sword, estoc, garotte wire, longsword, parrying dagger, rondel, sabre, buckler.
Armor. Medium armor.

Sneak Attack

1st-level rogue feature
Sneak Attack works as written, with the following change:
The attack that triggers Sneak Attack can use an arming sword, bastard sword, longsword, or any weapon with the finesse, light, or ranged properties.

Spellcasting Focus

3rd-level Arcane Trickster feature
You can use an arcane focus (found in Chapter 5 of the
PHB) as a focus for your wizard spells.

Use Magic Device

13th-level Thief feature
You have learned enough about the workings of magic that you can improvise the use of items not intended for you. You ignore all class, race, level, and alignment requirements on the use of magic items.

Roguish Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Blink, the Chameleon, the Infiltrator, the Thunderbolt, and the Windblown.

While the portal is active, Wisdom (Perception) and Intelligence (Investigation) checks made to perceive you are made with disadvantage, and you are under the effects of the nondetection spell.

Chameleon

Most rogues can hide, but few hide in plain sight. From mere disguises to physical changes in color, Chameleons master covert skills both mundane and magical to immerse themselves into any situation and strike at a moment's notice.

Social Chameleon

When you choose this archetype at 3rd level, you gain proficiency in Disguise Kits and the Deception skill. If you are already proficient in it, you gain proficiency in another skill of your choice.

Your proficiency bonus is doubled for any ability check you make that uses Deception. You receive this benefit regardless of the skill proficiency you gain from this feature. If another feature, such as Expertise, doubles your proficiency bonus for Deception checks, another skill of your choice that you are proficient in gains this benefit.

Color Change

Most rogues operate in cramped conditions far away from pursuers, but you can hide in the open. At 3rd level, when you hide, you and everything you are wearing or carrying change color to match a large or larger object within 5 feet of you.

When your color is changed, you are invisible until you expend movement or take any kind of action. You can take the Hide action with this feature even if other creatures can see you when you use it. Starting at 13th level, you can move up to half your speed without revealing yourself.

Pinpoint Eyes

At 9th level, your eyes mimic the abilities of your reptile namesake. Lightly-obscured areas don't impose disadvantage on your Perception checks, and you have advantage on saving throws against being blinded. You gain darkvision to a range of 60 feet, and can Search as a bonus action. At 17th level, your advanced eyesight also pierces magical illusions, granting you truesight within a 30 ft. range.

Numbing Lash

Starting at 13th level, you produce a potent poison that can be applied to your weapons. When you damage a creature with your Sneak Attack, you can force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). If it fails, the creature is poisoned for 1 minute. While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success. You can use this feature once per short or long rest, though you do not expend a use if the target succeeds on its initial save.

Walking Chromatophore

Beginning at 17th level, you can change your body's colors in real time. You can cast greater invisibility on yourself without using a spell slot. You can do so a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.

Infiltrator

Professional killers and talented socialites, Infiltrators combine a keen eye and quick tongue with mastery of the blade. Glamorous assassins who blend in a variety of societies and situations, their skills are just as sharp and deadly as their knives.

Coup de Grâce

When you choose this archetype at 3rd level, you have advantage on initiative rolls, and on attack rolls against creatures that have not yet acted in combat. Any attack you land against a creature that is stunned, surprised, or has not yet taken a turn in combat is a critical hit.

Tools of the Trade

Also at 3rd level, you have assembled invaluable skills for any assassination. You gain two of the following benefits.

  • proficiency in Disguise Kits
  • proficiency in Poisoner's Kits
  • proficiency in Forgery Kits
  • proficiency in one gaming set of your choice
  • Two languages of your choice

If you take proficiency in a kit, you can use it, its components, or its products using your Cunning Action.

Analyze Target

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence
  • Wisdom
  • Charisma
  • Class levels (if any)
  • Hit Points

At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits.

Undercover

At 13th level, you can create a false identity by spending 3 hours considering facets of your new persona such as mannerisms, speech patterns, and clothing. If you spend at least 1 hour observing these features in an existing humanoid you can mimic that person instead. The identity also includes letters of introduction, forged certifications, appropriate clothing, etc. This disguise is indiscernible to the casual observer, and you have advantage on Charisma (Deception) checks to maintain it when questioned.

Backstabber

At 17th level, it is impossible to tell through magical means whether you are lying, and checks made to discern the truth of your statements are made with disadvantage. Magic cannot compel you to tell the truth, and your mind cannot be read through any means. The first time you damage a creature that regards you with affection or considers you an ally, you have advantage on the attack and forgo damage dice. Instead, you deal the maximum possible amount of damage.

When you land a critical hit with your Coup de Grâce feature, the target must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, your attack deals doubled damage.

Thunderbolt

While most rogues favor stealth and subterfuge, others favor shock and awe. These rogues, charged with elemental lightning, are one such archetype, and surge from one target to the next in a blinding display that leaves survivors dazzled and casualties burned to death.

Electrical Charge

When you choose this archetype at 3rd level, electricity courses through your body. You can use an action to transform into a living bolt of lightning and move in any direction of your choice, expending movement as normal. In this state, opportunity attacks against you have disadvantage, you have advantage on checks against effects that grapple or restrain, and you can move through other creatures.

You return to your normal state if you stop moving or change direction. If you do so inside another creature, you are shunted to the nearest unoccupied space.

When you move through a creature or return to normal within 5 feet of it, you can attack it as part of the same action. You can inflict your Sneak Attack against the target without having advantage on the roll, though all the other rules for Sneak Attack still apply. When you inflict Sneak Attack in this way, it deals lightning damage instead of your weapon's.

Ride the Lightning

Starting at 3rd level, your attunement to electricity allows you move and speak like an elemental being. You gain the following benefits:

  • You can glide through the air, borne by lingering charge. The length of your long jumps and the height of your high jumps is doubled.
  • Because you stream through water like electricity, you gain a swimming speed equal to your walking speed.
  • You can speak, read, and write Auran.

Flow of the Current

Starting at 9th level, you flow like lightning through conductive objects. When you touch a wet or metallic object in your Electrical Charge form, you can move within its metal components or along its wet surface, expending movement as normal. Your Electrical Charge form shrinks to fit within the object or surface if it is smaller than you.

If you change direction when moving in this way, you maintain your Electrical Charge form. You can exit the object in any unoccupied space that you can reach with your remaining movement, and can leave as a lightning bolt that travels in any direction or in your normal form. If you run out of movement or end your turn in the object, you are ejected into the nearest available space.

Thunder Child

Starting at 13th level, the electricity that courses through your body just beneath the surface grants you the ability to move like an elemental of the storm. You have resistance to lightning, thunder, and falling damage, and can move through a space as narrow as 1 foot without squeezing. You can also enter another creature's space and stop there. Until you or that creature leave that space, any attack that misses you targets that creature instead.

Bolt from the Blue

Starting at 17th level, you can streak across the sky like a bolt of lightning. As an action, you can teleport to any point you can see by transforming into a bolt that streaks into the air and crashes down at the point with a mighty flash and roar of thunder that all creatures within 5 miles can see and hear. All creatures and objects within 5 feet of the point you land on take 1d6 lightning and 1d6 thunder damage.

THE WARRIOR'S CODEX REFORGED

To use this feature, both you and
the point you choose must
be outdoors. Anything you are
wearing or carrying, including
one additional creature that you
are grappling, is transformed
into lightning for the duration
as well, but nothing that you bring
with you takes damage when you land.

Windblown

Some people train from youth
to be fast. Others use magic to
enhance their speed. And still
others have an apparently
supernatural edge. Operating
on instinct and mundane skill,
their eternal tailwind pushes
them on. They are the Windblown,
rogues favoring hit-and-run
tactics with the wind at their back.

Fleet of Foot

When you choose this archetype at 3rd
level, you move more agilely when fleeing
from enemies. Your speed increases by 5
feet. Whenever you Disengage using your
Cunning Action, you can attempt to shove
one creature within reach. If you haven't
successfully inflicted Sneak Attack on this
turn, you can make 1 melee weapon attack
against that creature instead.

You can also use Dexterity, instead of Strength,
on Athletics checks made to shove enemies.

Wind Beneath My Wings

Starting at 9th level, the climate always favors you. As long as you aren't inside or underground, you have advantage on Survival checks made to navigate and your speed increases by 10 feet. You and creatures with you cannot be slowed by poor weather during travel, though other factors may still reduce your pace. In strong winds, you have advantage on ranged attack rolls and Wisdom (Perception) checks the rely on hearing, rather than disadvantage.

Airburst

Beginning at 13th level, the wind shelters you against projectiles. When you are targeted by a ranged attack you can use your reaction to inflict disadvantage on it and any other ranged attacks made against you until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and must complete a long rest before you can do so again.

Whirlwind Sprint

At 17th level, tailwinds thrust you forward in a single, deadly strike. You gain a new action. When you take it, each creature in a line 30 feet long and 15 feet wide extending from you in a direction of your choice must make a Dexterity saving throw (DC= 8 + your proficiency bonus + your Dexterity modifier). On a failed save a creature takes 10d6 force damage, or half as much on a success. You can take this action once per short rest.

You also gain flight in limited bursts. You have a flying speed equal to your walking speed; you fall if you end your turn in the air and nothing else is holding you aloft.

Dashing and movement:

If you Dash, the movement available during your turn increases by an amount equal to your speed. This affects the flight granted by Whirlwind Sprint. If you dash you can fly 90 feet before falling, because you only fall at the end of your turn, regardless of your current speed. If you dash with both action and bonus action, you can fly 135 feet.

THE WARRIOR'S CODEX REFORGED

Sorcerer


Sorcery is an odd inclusion in a martial supplement, but there have been many attempts to create a martial sorcerer. The attempt below focuses on powers that fit into a book filled with steel and strategy.

Sorcerous Origins

At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The following option is available to you when making that choice: the Iron Core.

Iron Core

Your blood flows with a subset of elemental earth refined by millenia of industry. Perhaps an ancestor survived immersion in molten adamantine, or generations past lived in mining towns surrounded by ore. Regardless of source, each Iron Core harbors a kernel of magic metal within their souls.

Iron Core Spells

You learn additional spells when you reach certain levels in this class, as shown on the Iron Core Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

When you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.

Level Spells
1st entangle, shield, sword burstSCAG/TCE
3rd heat metal, spike growth
5th slow, protection from energy
7th death ward, fabricate
9th hold monster, circle of power

Armor Affinity

At 1st level, you gain proficiency in heavy armor, wearing it does not reduce your speed, and any damage reduction granted by armor you wear applies to all bludgeoning, piercing, and slashing damage, not just nonmagical.

Iron Guard

Also at 1st level, you can use your action to form a ward of magical metal around yourself or one creature you can see within 30 feet of you. While you are conscious, any bludgeoning, piercing, or slashing damage dealt to a guarded creature is reduced by an amount equal to your your Charisma modifier + your Sorcerer level divided by 3 (rounded down).

You can use an action to move the guard to another creature and can remove it freely, requiring no action. You can guard one creature with this feature. At 5th level in this class you can have two guards on separate creatures, and three creatures at 14th level.

Shape the Steel

Starting at 6th level, even the firmest metal bends for you. You can use an action to touch a nonmagical metal object and expend 3 sorcery points to slowly reshape it into a new form over the course of 1 minute. The object cannot be worn or carried by another creature, and if you stop touching the object before the minute is up, it reverts to its original form.

You cannot create or destroy mass, only reshape it, and cannot change its temperature. You can't use this feature to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, or armor, unless you have proficiency with the tools used to craft such objects. This feature cannot be used to deal damage.

Core Infusion

At 14th level you gain the ability to absorb metal to bolster your allies. During a short rest, you can absorb 1 cubic foot of metal, which destroys the material and infuses up to 6 willing creatures within 60 feet of you. Until it completes a long rest, an infused creature's current and maximum hit points increase by 15, and it gains a +1 bonus to its armor class. You can conduct this ritual once per long rest.

Arcane Conduction

Beginning at 18th level, choose one of the following damage types when you apply a guard to a creature: lightning, fire, cold, thunder, radiant, necrotic or force. The guarded creature has resistance to that damage type, and when it takes damage of the chosen type you can use your reaction to channel the energy around the metallic ward into a protective barrier. That guarded creature gains temporary hit points equal to the damage taken.

If it has those temporary hit points and deals damage, the guarded creature can choose to remove all remaining temporary HP and discharge the energy, adding damage to the attack equal to your sorcerer level, of the type that triggered this feature.

Warlock


Warlocks' combat-oriented Pact of the Blade (which this section empowers significantly) mean even this uniquely-functioning spellcaster has a place within this document.

Updated Class Features

The following entries detail changes and enhancements to various warlock features.

Variable Feature Ability Score

1st-level warlock feature
You choose between Charisma and Intelligence to act as your ability score when your warlock spellcasting or one of your warlock or patron features calls for you to use Charisma. You cannot change this choice once you make it. You must have a 13 or higher in your chosen ability score to multiclass.

Hex

2nd-level warlock feature
You learn hex at 2nd level in this class, which does not count against your number of spells known. You can cast hex a number of times equal to your spellcasting ability modifier (a minimum of 1) without expending a spell slot, and regain all expended uses at the end of a short rest.

When you cast hex in this way its duration does not increase, it cannot be transferred to a new target, it no longer requires concentration, and can be cast in the same turn as another spell of first level or higher. You can still use a spell slot to cast it normally.

Pact Boon

3rd-level warlock feature

Pact of the Blade

This pact boon works as written, with the following changes:

  1. You gain proficiency in medium armor, shields, and martial weapons.
  2. You create your pact weapon, which is any melee weapon you are proficient with, as a bonus action.
  3. You can use your Charisma modifier for attack and damage rolls with your pact weapon.
  1. If the weapon has the heavy property or a Strength requirement, you can attack as though you meet the requirements to use it without a penalty.
  2. At 5th level in this class, you can attack twice, instead of once, when you take the Attack action on your turn.

Improved Pact Weapon

Eldritch Invocation Prerequisite: 5th-level warlock, Pact of the Blade feature
You can use a pact weapon as a focus for your warlock spells. Your pact weapon also gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be any of the simple, martial, or exotic options in Part 2, or any shield. You are proficient in a pact weapon when you summon it if you weren't already. You summon ranged weapons loaded with a single piece of the cheapest type of ammunition used for that weapon.

Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following option is available to you when making that choice: the Battlefield.

The Battlefield

Your patron is not a living thing, but the secret magics written in the muddy carnage of no-man's land. A long-suffering veteran of futile campaigns, the horrors you've witnessed twist into eldritch knowledge in your broken mind.

You might be one soldier among thousands in a grinding war of industrial scale, a member of the legions that march the iron-shod cubes of Acheron, or a peasant draftee struggling to survive in a war of powers you never imagined.

Regardless of your origins, your haunted eyes hide an implacable will forged by the grim reality of slaughter. The Battlefield's power allows you to rebuild your broken body and endlessly rise again to fuel the eternal machine of war.

Expanded Spell List

The Battlefield lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Battlefield Expanded Spells
Spell Level Spells
1st alarm, entangle
2nd heat metal, locate object
3rd spirit guardians, stinking cloud
4th resilient sphere, phantasmal killer
5th conjure volley, reincarnate

Paint the Target

Starting at 1st level, you gain the ability to direct your allies to weaknesses in the enemy line. As an action, choose one creature you can see within 60 feet of you. That target is cursed by you until it is damaged by a creature hostile to it, or until the end of your next turn.

If an allied creature can see both you and the cursed target, the ally has advantage on attack rolls against it. The first time a creature benefiting from this advantage hits the cursed creature with an attack, that attack is a critical hit.

When you would deal necrotic damage with hex, you can choose to forgo dealing necrotic damage and instead choose to curse the creature you would have damaged.

You can curse a target a number of times equal to twice your Charisma modifier (a minimum of 2). You regain all expended uses when you finish a long rest.

Eternal Soldier

Starting at 6th level, your body and soul are marked for endless battle. You can use an action to touch any severed body part to the place it was removed and reattach it to your body. You can use the body parts of a creature of the same race as you in place of your own.

In addition, the cost of material components for a spell that restores you to life are halved, and any spell that would animate your corpse as an undead can instead restore you to life as though you were targeted by the resurrection spell.

Numbed Command

Starting at 10th level, your deadened soul keeps the horrors of battle from influencing you. For 1 minute after you curse a creature with your Paint the Target feature, that creature cannot frighten you, illusions that it creates with spells or other effects have no effect on you. In addition, when damage from that creature forces you to make a saving throw to maintain concentration, you make the save with advantage.

Grit and Glory

Starting at 14th level, your bitter resolve and broken body let you withstand attacks that should finally give you peace. When you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead, and you gain a number of temporary hit points equal to your warlock level.

The number of temporary hit points you gain is multiplied by the number of friendly creatures within 120 feet of you. This multiplier cannot exceed your Charisma modifier.

If you cursed the creature that damaged you with Paint the Target, the hex spell, or a similar feature, it takes necrotic damage equal to the damage it dealt to you.

You can use this reaction once, and must complete a short rest before you do so again.

Eldritch Invocations

When you choose eldritch invocations, you have access to these additional options.

Blockade Runner

Prerequisite: 15th level, Pact of the Chain
So long as you are close enough to your familiar that you could perceive through its senses, you can expend a warlock spell slot as an action to switch your positions, teleporting it into your space, and you into its.

Dead Soldiers' Waltz

Prerequisite: 12th level, Pact of the Blade
You can use an action and expend a warlock spell slot to summon a copy of your pact weapon in the grasp of corpses you can see, which attack targets of your choice within their reach or range. The corpses' attack and damage rolls use your pact weapon's bonuses to hit and damage, rather than those the corpse used in life. The corpses ignore disadvantage imposed by being prone or blinded. Whether the attacks hit or miss, the copies of your pact weapon immediately vanish afterward.

The number of corpses you affect cannot exceed 1 + the level of the slot you expend.

Echoes of Battle

You know when any creature within 1 mile of you rolls initiative, or a creature you have met dies violently within 1 mile of you. You also know the approximate location relative to you these events occur, such as "1,500 feet northeast" or "half a mile west and a quarter mile above you."

Entrenched Position

Prerequisite: 7th level
You and creatures of your choice within 30 feet of you cannot be shoved or moved against your will by any nonmagical effect, so long as neither you or the creature attempting to resist being moved are frightened.

Resounding Blast

Prerequisites: eldritch blast cantrip
You can choose to deal thunder damage instead of force when you hit with eldritch blast. When you do so, the target is deafened for 1 minute.

You can also target objects with eldritch blast, and when you deal thunder damage against an object with it, the damage you deal is doubled.

Minesweeper's Map

Prerequisite: 5th level, Pact of the Tome
So long as you have your Book of Shadows open in your hand, you can cast find traps at will, without expending a spell slot. When you cast find traps in this way, it also locates natural hazards, such as hidden sinkholes or a structural weakness in a bridge, as if they were manufactured traps. It also identifies the location of the trap within a 15-foot cube.

Sanitize Supplies

Prequisite: Pact of the Talisman
You can cast purify food and drink on any container you touch with your talisman at will, without expending a spell slot.

Wizard


Another odd inclusion, even the scholarly wizard has a place in this document. With no changes necessary for martial subclasses, it instead adds one new tradition devoted to battlefield survival to better support the infantry.

Arcane Traditions

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Cavalry.

Cavalry

Magic can slaughter dozens and turn the tide of battle in an instant, and wizards' value and frailty make them prime targets. Cavalry wizards use equestrian skills and practical knowledge to keep its practitioners alive on the bloody battlefield. The magic's long range and their mounts' incredible mobility keeps members of this school casting mighty spells out of harm's way.

Mounted Mage

When you select this school at 2nd level, you learn a ritual that summons a magical force which takes the form of a noble steed. This ritual takes 1 hour and expends a spell slot of 1st level or higher. The mount assumes the shape of any Large beast of CR 1/2 or lower without a flying speed.

 

 

Your mount vanishes if killed or if you summon another mount. It obeys your verbal commands and can only take the Dash, Disengage, and Dodge actions.

You also gain proficiency in Animal Handling.

As you gain levels in this class, your mount can take on more powerful forms, listed on the table below. To summon a stronger mount, you must expend a slot the same level as the creature's CR or higher.

Wizard Level Mounts
4th dire wolf, lion
6th giant boar, rhinocerous
8th pegasus, griffon
9th nightmare, owlbear
12th chuul, elephant
15th shambling mound, unicorn
18th mammoth, wyvern

If you summon a mount with a CR lower than the level of the spell slot used, it gains two additional hit dice for every spell slot above the level required to summon it.

THE WARRIOR'S CODEX REFORGED

Veteran's Tricks

Starting at 6th level, your experience with battlefield survival at any cost grants you an improvisational trick based on a school you favor. When you finish a long rest, you can replace the trick you know with a different one, changing your tactics to suit your situation.

Abjuration—Improvised Ward. When you cast a spell of 1st level or higher, your AC and the AC of your mount increase by 1 until the start of your next turn.

Conjuration—Back in the Saddle. If you cast a spell of 1st level or higher while on foot, you can teleport onto your mount if it is within 30 feet of you.

Divination—Incoming! When you cast a spell of 1st level or higher, you and your mount have advantage on the next Dexterity saving throw you make before your next turn starts.

Enchantment—Shock Tactics. One creature you damage with a spell of 1st level or higher has disadvantage on the first attack it makes against you or you mount before the end of your next turn.

Evocation—Elemental Endurance. When you damage a creature with a spell of 1st level or higher, you and your mount gain resistance to one damage type dealt by that spell until the start of your next turn.

    Illusion—Ride in the Night. Hushing magic quiets your footsteps. You and your mount move silently, gaining advantage on Dexterity (Stealth) checks.

Necromancy—Tireless Rider. You and your mount draw on the endurance of undeath. Neither of you need to eat, drink, breathe, or sleep. When you take a long rest, you spend four hours in an inactive, motionless state. You appear inert, but remain conscious, and can see and hear normally.

Transmutation—Battlefield Rations. You learn purify food and drink and create food and water, which you can cast as rituals. These spells do not count against your number of spells prepared per day.

Bonded Souls

Starting at 10th level, whenever you cast a spell that targets yourself, the spell targets the mount as well. When you target your mount with a spell, the spell also targets you.

Rearing Hooves

Beginning at 14th level, you can sacrifice your action on your turn to allow your mount to take an action, ignoring the limits imposed on a controlled mount. You take the rest of your turn as normal. If your mount has Legendary Actions, it still cannot use them.

THE WARRIOR'S CODEX REFORGED

PART III

New Weapons

Weapons Remastered

This remaster massively expands the original Weapons Remastered by another author, which can be found here. Both exist to diversify weapons' use and function in combat. This chapter is not an attempt to increase their power, but instead mirror the diversity of options and rider effects exhibited by their caster counterparts' cantrips and weapons' use in real life—with significant abstraction.

It does improve them slightly, but the ultimate goal is diversification and the overall increase is minimal. It also attempts to remove the universal popularity of some weapons (such as the rapier) in situations where it might not apply, and instead make all weapons at least somewhat viable.

To do so, each weapon has a combination of several unique properties, which add new functions, passive bonuses, or options. Many entirely new weapons join the existing roster, to include some weapons of great tactical value in history which 5e neglected.

Ideally, players will intuit and remember properties with ease. Properties should in most cases adhere to the design philosophy of 5e, and most are relatively simple or expand properties which already existed. Ultimately, they should have few negatives for massive gains in fun factor.

In some cases, these properties conflict or overlap with feats, a difficult problem. On one hand, martial characters' progression encourages them to take feats. On the other, the removal of "feat taxes" (feats necessary to make builds viable) is an admirable goal as well.

    Ultimately, feats provide much larger bonuses, and those with properties encroaching on their niche remain the superior option. They are a specialization with an enormous opportunity cost and should be treated as such.

This chapter adds no new actions and works to adhere to the already-extant combat system without additional redundancies, extras, or rules bloat, though it does tweak much. Ultimately, it hopes to increase martial characters' ability to think tactically and add a level of nuance which characters without magic or superiority dice sorely lacked.

To those unused to such options, this sudden, glaring change warps the game. Its size daunts newcomers. However, it appeals enormously to martial play, makes choice of weapon have meaning, and it's easy to learn your favorites. Spellcasters continue to track far more options and resources, and they operate beautifully.

As time passes, most warriors will find their favorites, memorize those options, and remain loyal to their preferred style. The keyword, then, is style. No longer is a longsword interchangeable with a battleaxe, or a spear with a javelin. By its very nature this rework differentiates player characters even more and lets players make them their own. This mechanical and stylistic diversity is the ultimate benefit of tabletop roleplay over other games, and this remaster helps that aspect shine.

Weapon Properties

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition.

Drawing the ammunition from a quiver, case, or other container is part of the attack you make with this weapon (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Bypass

These flexible weapons wrap around shields and other personal defenses. When you attack with a bypass weapon, you ignore the AC bonus granted by shields and features that parry or deflect attacks.

Cavalry

These weapons are well-suited to combat on the move. If you damage a creature with a cavalry weapon after moving at least 30 feet straight toward a target while mounted, you deal an extra 1d6 damage.

Ensnaring

These weapons feature chains, hooks, or other parts that entangle. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm it (DMG page 271), or pull it into a space within 5 feet of you. You can use your weapon attack bonus instead of your Strength (Athletics) bonus when you attempt this action.

When you attempt to disarm a creature using a weapon with the ensnaring property, you do not have disadvantage on the roll if the target is larger than you.

Finesse

These precise weapons lend themselves to dextrous combat. When you attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Finisher

Finisher weapons are well-suited to executing enemies at your mercy. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die.

Gunpowder

These weapons utilize volatile powder as a propellant to fire projectiles or explode. They cannot be used underwater, and ammunition from these weapons cannot be reused. When you make an attack, the weapon flashes, expels smoke, and creates a bang that can be heard within 300 feet. It takes an action to load a gunpowder weapon, unless you have an ability such as Extra Attack or Multiattack that allows you to make multiple attacks in a single Action. In that case, you can expend one of your attacks to reload instead. Reloading consumes both a charge of powder and piece of ammunition.

Carrying too much powder is risky. When an item with the gunpowder property takes fire or lightning damage, it explodes. The blast forces all creatures and objects within 20 feet to make a DC 12 Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a success. A creature wearing, carrying, or wielding an exploding item automatically fails this saving throw.

Heavy

These weapons are unwieldier than most. Unless a creature has a Strength score of 12 or higher, it has disadvantage on attacks made with heavy weapons. A Small or smaller creature always suffers this disadvantage.

When you attack with a heavy weapon that you are proficient in, you can forego adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. This ability can be used in conjunction with the Great Weapon Master feat.

Light

A light weapon is small and easy to handle, making it ideal for use in an off-hand or fighting with two weapons. See the rules for two-weapon fighting part IV.

Loading

Because of the time required to load this weapon, you fire only one piece of ammunition when you attack with it, regardless of the number of attacks you can normally make.

Nonlethal

The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. When you choose to knock a creature out instead of killing it, nonlethal weapons deal their normal damage.

Parry

If a creature hits you with a melee attack while you are wielding a weapon with the parry property that you are proficient with, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing it to miss. If you do so while wielding two parrying weapons, you add your entire proficiency bonus instead.

Prone Fighting

When you are prone and make a weapon attack with this weapon, you do not suffer disadvantage for being prone.

THE WARRIOR'S CODEX REFORGED

Ranged

A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Some ranged weapons have a Strength requirement listed. You cannot make ranged attack rolls with that ranged weapon if your Strength is lower than that value.

Reach

This weapon's extended length adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks. Reach weapons cannot be used for two-weapon fighting regardless of strength or feats.

Special

Special weapons have entirely unique attributes, detailed after the weapon charts.

Status

Status weapons inflict extra effects on powerful hits. When an attack roll with a status weapon exceeds the target's AC by 5 or more, it inflicts an additional status effect based upon the type of damage dealt. A critical hit also triggers status. If you inflict status on an attack but deal no bludgeoning, piercing, or slashing to a creature with the attack, you do not trigger the effects of status.

Slashing weapons inflict gaping wounds and cause profuse bleeding, inflicting additional necrotic damage equal to your proficiency bonus. Objects, Constructs, and Elementals and other creatures that do not bleed may be immune to this damage, at the discretion of your DM.

Bludgeoning weapons hit with staggering blows that daze the target. Inflicting this status prevents the targeted creature from taking reactions and reduces its passive Perception by 5 until the start of its next turn.

Piercing weapons reward precise or focused attacks, punching holes in enemy defenses. When you inflict this status, the next attack made against the target gains a bonus equal to your proficiency bonus.

Improvised weapons may inflict status depending on their damage type and the discretion of your DM.

Sundering

Sundering weapons crush, break, or penetrate armor. When you attack an object or a target wearing a breastplate, brigandine, cuirass, half plate, hauberk, splint, or full plate with a sundering weapon, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells, metallic hides, and other creatures at the discretion of your DM. Weapons with this property ignore the damage reduction provided by certain kinds of armor.

Typically, you cannot add your proficiency bonus to any die roll more than once. However, if WCX effects such as status: piercing allow you to add your proficiency bonus to an attack or damage roll multiple times (once from your attack roll and once from piercing status that you inflicted on a previous attack), you can do so.

Sweeping

These weapons strike in broad motions. When you reduce an enemy to 0 hit points with a sweeping weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for attack and damage rolls that you would use for a melee attack with it. The standard and maximum ranges of a weapon with the thrown property increases by a number of feet equal to 5 times your Strength modifier, unless your Strength modifier is negative.

Two-Handed

The weapon is large or cumbersome, and must be wielded in two hands to attack with it. If one of your hands is occupied by performing somatic components, grappling, etc, you cannot attack with this weapon until you return your hand to the weapon. This property is relevant only when you attack with the weapon, not when you simply hold it.

Versatile

The weapon can be wielded in either one or two hands. A damage value in parentheses appears with the property, indicating the damage dealt when you use it with two hands.

Wind-up

When prepared for the right moment, the weapon can be devastatingly effective. In place of a weapon attack, you can wind up your weapon or brace it against the ground, depending on the weapon's design. The next time you hit with the wound-up weapon before the start of your next turn, you can roll three additional damage dice. A wound-up melee weapon can be used to make an opportunity attack when a hostile creature that you can see enters your reach.

Winged

These weapons have specially-shaped heads that halt the forward movement of their target toward the wielder after piercing the target, and can be used to catch shields and weapons. After damaging a Huge or smaller creature with a melee attack from a winged weapon, the creature cannot move toward you and must expend 2 feet of movement for every foot it moves within your reach. This reduction ends if it leaves your reach or you make another attack roll with the winged weapon. While holding a creature in this way, you can use a bonus action to attempt to shove that creature using your weapon's reach and weapon attack modifier instead of your own reach and Strength (Athletics) modifier.

You can use a bonus action to attempt to disarm a creature within your reach, using your weapon attack modifier in place of Strength (Athletics).

THE WARRIOR'S CODEX REFORGED

Weapon Charts

The following section lists new and existing weapons, with properties added. Some weapons list multiple damage types. When attacking with one of those weapons, you indicate which damage type you use before you make the attack roll.

Simple Melee Weapons
Name Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb Light, nonlethal
Dagger 4 gp 1d4 piercing/slashing 3/4 lb. Finesse, light, prone fighting, thrown (20/60)
Goedendag 1 gp 1d6 bludgeoning/piercing 3 lb. Sundering, finisher, two-handed, wind-up
Greatclub 5 sp 2d4 bludgeoning 10 lb. Heavy, status, two-handed
Guisarme 10 gp 1d8 piercing 5 lb. Ensnaring, reach, two-handed
Handaxe 1 gp 1d6 slashing 1 lb. Light, status, thrown (20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (60/120)
Light Hammer 2 sp 1d4 bludgeoning 1 lb. Light, status, sundering, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Status, sundering
Peasant Flail 5 sp 1d8 bludgeoning 3 lb. Bypass, status (piercing), two-handed
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Nonlethal, versatile (2d4)
Shortspear 1 gp 1d6 piercing 4 lb. Light, versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Ensnaring, light, status
Simple Ranged Weapons
Name Cost Damage Weight Strength Properties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/50), loading, special
Dart 5 cp 1d4 piercing ¼ lb. Finesse, light, thrown (20/60)
Light Crossbow 30 gp 1d8 piercing 1 lb. Str 8 Ammunition (60/120), loading, two-handed
Shortbow 25 gp 1d6 piercing 1 lb. Str 9 Ammunition (90/360), two-handed
Sling 1 sp 1d4 bludgeoning 1/8 lb. Ammunition (30/60), wind-up
Staff Sling 4 sp 1d6 bludgeoning 5 lb. Ammunition (80/160), special, two-handed
Martial Melee Weapons
Name Cost Damage Weight Properties
Arming Sword 20 gp 1d8 piercing/slashing 2 lb. Parry, special
Bastard Sword 30 gp 1d8 piercing/slashing 3 lb. Parry, status, versatile (2d4)
Battleaxe 10 gp 1d8 slashing 3 lb. Status, sweeping, versatile (2d4)
Boar Spear 5 gp 1d6 piercing 5 lb. Versatile (1d8), special, winged
Cestus 1 gp 1d4 bludgeoning 1/2 lb. Light, nonlethal, special, status
Estoc 25 gp 1d8 piercing 2 lb. Finesse, sundering, versatile (2d4)
Flail 10 gp 1d8 bludgeoning/piercing 2 lb. Bypass, ensnaring, wind-up
Glaive 20 gp 1d10 slashing 5 lb. Heavy, reach, sweeping, two-handed
Greataxe 25 gp 1d12 slashing 4 lb. Finisher, heavy, special, two-handed
Greatsword 50 gp 2d6 piercing/slashing 6 lb. Heavy, parry, sweeping, two-handed
Halberd 25 gp 1d10 piercing/slashing 5 lb. Ensnaring, heavy, reach, status, two-handed
Harpoon 10 gp 1d8 piercing 4 lb. Status (slashing), thrown (20/60)
Lance 10 gp 1d12 piercing 1 lb. Cavalry, reach, special, status
Longsword 35 gp 1d10 bludgeoning/piercing/slashing 3 lb. Parry, status, sundering, two-handed
Lucerne 20 gp 1d10 bludgeoning/piercing 6 lb. Heavy, reach, sundering, two-handed
Maul 10 gp 2d6 bludgeoning 10 lb. Finisher, heavy, status, sundering, two-handed
Morningstar 15 gp 1d8 bludgeoning/piercing 4 lb. Special, sundering
Parrying Dagger 5 gp 1d4 piercing 1 lb. Finesse, light, parry, prone fighting, special
Pike 5 gp 1d10 piercing 5 lb. Heavy, reach, two-handed, wind-up
Pollaxe 25 gp 1d10 bludgeoning/piercing/slashing 5 lb. Heavy, parry, status, two-handed
Ranseur 25 gp 1d10 piercing/slashing 5 lb. Heavy, reach, two-handed, winged
Rapier 25 gp 1d8 piercing 3 lb. Finesse, parry, status
Rondel 5 gp 1d4 piercing 1 lb. Finesse, finisher, light, prone fighting, sundering
Sabre 25 gp 1d8 slashing 3 lb. Cavalry, finesse, parry
Scimitar 20 gp 1d6 slashing 3 lb. Cavalry, finesse, light, status
Shortsword 15 gp 1d6 piercing/slashing 2 lb. Finesse, light, parry, status
Shotel 15 gp 1d8 piercing/slashing 3 lb. Bypass, ensnaring, finesse
Spear 2 gp 1d8 piercing 4 lb. Reach, versatile (1d10)
Unarmed Strike 1 bludgeoning Nonlethal, special
War Pick 15 gp 1d8 piercing 2 lb. Status, sundering, versatile (2d4)
Warhammer 15 gp 1d8 bludgeoning 2 lb. Status, sundering, versatile (2d4)
Martial Ranged Weapons
Name Cost Damage Weight Strength Properties
Atlatl 20 gp 1d8 piercing 2 lb. Ammunition (100/200), special, status
Hand Crossbow 75 gp 1d6 piercing 2 lb. Ammunition (30/60), light, loading, prone fighting
Heavy Crossbow 50 gp 1d12 piercing 6 lb. Str 12 Ammunition (100/200), heavy, loading, sundering, two-handed
Longbow 70 gp 1d10 piercing 2 lb. Str 13 Ammunition (200/800), heavy, status, two-handed
Recurve Bow 50 gp 1d8 piercing 1 lb. Str 10 Ammunition (100/400), status, two-handed
Shields
Name Cost +AC Weight Properties Grip
Buckler 8 gp 1 2 lb. Parry Handle
Pavise 25 gp 2 7 lb. Special Handle
Shield 10 gp 2 5 lb. Handle, strap
Tower Shield 50 gp 3 16 lb. Special Strap
Ammunition
Name Cost Weight Weapon Properties
Barbed Quarrel 15 cp 1 oz. Crossbow Adds serrated modification
Blowgun Needle 2 cp 1 oz. Blowgun
Bodkin Arrow 30 cp 1 oz. Bow Sundering
Broadhead Arrow 50 cp 1 oz. Bow Slashing damage, status
Bullet 30 cp ⅛ oz. Gun
Dart 5 cp 4 oz. Atlatl
Elemental Ammunition 50 gp 1 oz. All Special
Field Arrow 5 cp 1 oz. Bow Nonlethal
Firecage Arrow 1 gp 1 oz. Bow Special
Grapeshot 10 gp 3 oz. Gun Special
Hunting Bolt 2 cp 1 oz. Crossbow Bludgeoning damage, Nonlethal
Quarrel 5 cp 1 oz. Crossbow Sundering
Sling Bullet 1/5 cp 1 oz. Sling
Silver Bullet 15 gp ⅛ oz. Gun Special
Whistling Arrow 1 gp 1 oz. Bow Special

Exotic Weapons

Exotic weapons are unwieldy, niche, or novel. Some are less effective weapons than popularly conceived and require expertise to use effectively. You can gain proficiency in an exotic weapon from class or race features, training rules, or the Weapon Master feat.

Exotic Melee Weapons
Name Cost Damage Weight Properties
Chain Whip 5 gp 1d6 bludgeoning 10 lb. Bypass, ensnaring, special, versatile (1d8)
Garotte Wire 5 gp 1d6 slashing 1/4 lb. Finesse, light, special, two-handed
Gauntlet-sword 25 gp 1d6 slashing 4 lb. Cavalry, light, special
Hooksword 35 gp 1d8 slashing 3 lb. Ensnaring, parry, special
Trident 5 gp 2d4 piercing 4 lb. Finisher, versatile (2d6), winged
Whip 2 gp 1d4 slashing 3 lb. Ensnaring, finesse, reach
Exotic Ranged Weapons
Name Cost Damage Weight Strength Properties
Arquebus 400 gp 2d8 piercing 10 lb. Ammunition (60/120), gunpowder, two-handed
Boomerang 25 gp 1d4 bludgeoning 1 lb. Str 9 Finesse, nonlethal, special, thrown (30/60)
Greatbow 200 gp 2d6 piercing 10 lb. Str 18 Ammunition (150/600), heavy, loading, special, two-handed
Handgonne 250 gp 2d6 piercing 4 lb. Ammunition (30/90), gunpowder
Net 1 gp 1 lb. Special, thrown (5/15)
Exotic Shields
Name Cost Damage Weight Grip Properties
Dueling Shield 75 gp 6 lb. Handle Special, versatile (1d8 piercing)
Lantern Shield 100 gp 1d4 piercing 3 lb. Strap Light, special

Special Weapons

Atlatl. The atlatl benefits from skill with both ranged and thrown weapons. You can use your Strength modifier to increase the range of darts hurled with this weapon, as though it had the thrown property, and it and its darts are considered thrown weapons when used to make ranged attacks for the purposes of benefits such as the Thrown Weapon Fighting fighting style.

Arming Sword. The techniques of an arming sword are fairly basic, easy to learn, and highly defensive. As a result, you can safely focus on offense and deal more devastating attacks. You can inflict status with this weapon, and when you do you inflict the effects of both status: piercing and status: slashing, regardless of the damage type you dealt.

Boar Spear. This thick, heavy spear is better wielded in two hands than one. When wielded in both hands, a boar spear gains the reach and wind-up properties in addition to the increased damage it gains from the versatile property.

Boomerang. This weapon returns to your hand if you miss.

Blowgun. If you are hidden when you attack with this weapon, you do not reveal your location.

Blowgun Needle. These minute needles are small enough that when you apply a poison to them, a dose covers 10 pieces of ammunition instead of the usual 3.

Cestus. Cestus are not held in the hand but are wrapped around the knuckles and forearm. or worn as gloves. If you are wielding a cestus, you can use that hand to grapple or shove an enemy, or load a ranged weapon, but you cannot attack with that cestus without ending the grapple. You cannot wield other weapons or shields in that hand, nor can it perform somatic components. You cannot drop a cestus or be disarmed of one unless you are incapacitated. You must use an action to don or doff a cestus, but can don or doff a pair of cestus in one action.

Chain Whip. A length of chain is unbalanced and difficult to use, but can be a far-reaching weapon. When held in both hands, this weapon gains the reach property.

Dueling Shield. These large shields have a large triangular boss and hooks and blades built into the rim. A dueling shield adds a +2 bonus to AC when wielded in one hand, as normal. When wielded in both hands, it acts as a melee weapon that deals 1d8 piercing damage with the ensnaring, heavy, and parry properties in addition to its AC bonus.

Elemental Ammunition. Elemental ammunition includes enchanted bullets, quarrels, needles, or arrows charged with magic. You cannot buy elemental ammunition, but you can craft it if you have proficiency in the appropriate tools and the Arcana skill, and can cast a spell that deals acid, cold, fire, lightning, or thunder damage without expending a spell slot. The ammunition deals that damage instead of its normal type, and returns to normal after one use.

Firecage Arrow. The curved metal bars that flare out from the shaft of this arrow create a cage that carries a burning coal through the air, which sheds dim light in a 5 ft. radius. When you hit with a firecage arrow, half the damage you deal is fire damage, instead of piercing. If you miss with a firecage arrow, choose a space within 15 feet of the target. The arrow ignites objects in that space that aren't being worn or carried.

Garotte Wire. A garrote cannot be used on any creature more than 1 size larger than you, and you can only attack with a garotte if you have advantage. On a hit, the target is automatically grappled and restrained.

Until the grapple ends, the target cannot breathe and chokes (PHB 183). Creatures that do not need to breathe are immune to a garotte wire's choke at the discretion of the DM.

Gauntlet-Sword. This specialized sword is built into a stiff gauntlet. You cannot drop or be disarmed of a gauntlet-sword. It takes an action to don or doff a gauntlet sword.

Grapeshot. Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing, the projectiles fly in a line 5 foot wide and as long as the gun's normal range. You can target a number of creatures in that line equal to your proficiency bonus, making new attack rolls for each creature.

Greataxe. The blows of a greataxe stagger and daze opponents. You can inflict status with this weapon, and when you do you inflict both status: slashing and status: bludgeoning, even though you only deal slashing damage.

Greatbow. An enormous bow with massive draw weight, you must use Strength instead of Dexterity for attack and damage rolls with this weapon.

Hooksword. If you are holding a hooksword in each hand, checks from the weapon's ensnaring property are made with advantage, and the ability to link both hookswords together gives this weapon the sweeping property.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.

Lantern Shield. An apparatus combining a small shield, a lantern, a gauntlet, and several blades. When wielded it adds +2 to your Armor Class, can be used to make a melee weapon attack that deals 1d4 piercing damage, and can store a lit bullseye lantern, which you wield while holding this shield. If you are disarmed of this shield or doff it, the lantern moves with it. A lantern can be added or removed as an action.

Morningstar. You can inflict status with this weapon, and when you do you inflict the effects of both status: piercing and status: bludgeoning, regardless of the damage type dealt.

Net. A Large or smaller creature hit by a net is restrained until freed. A net has no effect on creatures that are formless, or are Huge or larger. A creature can free itself or others by using its action and succeeding on a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroys the net.

Parrying Dagger. Parrying daggers are best used as defensive options when wielded in conjunction with another weapon. When you hold a parrying dagger in one hand and another weapon in your other hand, you gain a +1 bonus to AC. This bonus cannot exceed 1, even if you have a parrying dagger in each hand.

Pavise. A pavise is a tall, oblong shield used to provide portable cover. You can use your action to plant a pavise in the ground, doffing it as part of the same action. In this state it is no longer wielded and stands on its own to act as 1/2 cover for an upright creature, or total cover for a prone one.

Silver Bullet. This bullet deals no special damage against most creatures, but any attack with a silver bullet that hits a creature with a special vulnerability to silver, like some fiends or shapechangers, is an automatic critical hit.

Staff Sling. The shaft that adds leverage to the projectiles this sling throws can also be used for close-range combat. This weapon can make be wielded in melee combat as a quarterstaff. In addition, this weapon can be used to throw bombs to any point within its long range.

THE WARRIOR'S CODEX REFORGED

Tower Shield. To wield a tower shield, you must have at least 15 Strength. You can use your reaction to gain three-quarters cover against harmful area-of-effects such as breath weapons or spells when targeted by such effects, unless the effect travels around corners. If you are directly between another creature of your size or smaller and the effect's origin, that creature gains half cover against the effect.

Unarmed Strike. An attack with any part of your body, such as a fist or knee. Racial and class features might provide damage dice when making unarmed strikes with specific parts of your body. Unarmed strikes act as a melee weapon for features that activate after a successful weapon attack, such as martial maneuvers, divine smites, or spells delivered with weapons, but is not considered a weapon when an effect or ability such as Two-Weapon Fighting requires you to hold one.

Whistling Arrow. The bulb carved from wood or antler in this arrow creates a loud whistle as it flies through the air that creatures within 300 feet of the line the arrow travels from the archer to its target can clearly hear.

Shield Grips

Shield grips determine how you hold a shield.

Handles are a wood or metal handlebar on the inside of a shield. These shields can be doffed or donned with the item interaction you receive as part of your turn and can be dropped freely, but enemies have advantage on checks made to disarm you of them.

Straps attach the shield to the arms, reinforcing the handle with a series of cloth or leather straps. These shields take an action to don or doff, and enemies have disadvantage on checks made to disarm you of the shield.

While some shields list more than one grip type on their table entries, an individual shield of has only one. You choose the type of grip it has when it is created or purchased.

Shield Attacks

The exotic shields and the Shield Master feat (detailed
in Part IV) allow attacks with shields. A magical
shield with a bonus to AC only increases the Armor
Class of the user and does not grant a bonus to attack
and damage rolls with the shield. If a magical shield applies its bonus to both AC and attack and damage rolls, its rarity tier increases by one.

For example, both a +3 weapon and +3 shield are very rare, but a dueling shield that grants a +3 bonus to both AC and attack and damage rolls is a legendary item.

Armor Revised

The Armor Table shows the cost, weight, armor class, and properties each type of armor. Class proficiencies and stealth rules remain unchanged, as do donning and doffing rules. However, armor weighs half as much while you wear it for the purposes of determining encumbrance.

When worn, half plate and heavy armor offer Damage Reduction. When you take nonmagical bludgeoning, piercing or slashing damage, the damage you take is reduced by an amount equal to half your proficiency bonus, rounded down. Full plate reduces the damage by an amount equal to your proficiency bonus instead. This reduction applies before you apply resistances or vulnerabilities.

Starting Armor

You start with the armor listed for your class. If you start with a shield, you can choose any non-exotic shield.

  • Artificer: Gambeson or brigandine
  • Bard: Leather
  • Cleric: Brigandine or leather, hauberk if proficient
  • Druid: Leather
  • Fighter: Leather or hauberk
  • Paladin: Hauberk
  • Ranger: Brigandine or leather
  • Rogue: Leather

Armor Table

Light Cost AC Strength Stealth Weight
Leather 5 gp 11+Dex 8 lb.
Gambeson 10 gp 12+Dex 10 lb.
Jackchains 25 gp 13+Dex Disad. 15 lb.
Medium
Hide 10 gp 12+Dex (max 2) 12 lb.
Breastplate 200 gp 13+Dex (max 3) 20 lb.
Brigandine 100 gp 14+Dex (max 2) Disad. 25 lb.
Cuirass 400 gp 14+Dex (max 3) 25 lb.
Half-plate 1,000 gp 15+Dex (max 3) Str 12 Disad. 30 lb.
Heavy
Scale 100 gp 15 Str 12 Disad. 40 lb.
Hauberk 150 gp 16 Str 13 Disad. 30 lb.
Splint 300 gp 17 Str 14 Disad. 35 lb.
Full Plate 1,500 gp 18 Str 14 Disad. 45 lb.

THE WARRIOR'S CODEX REFORGED

Siege Engines

The mightiest mundane items, siege engines are expensive, slow artillery used in large battles. Their might allows settlements without magic or heroes to defend themselves against supernatural threats. Each requires a certain number of actions to load, aim, and attack (in that order), and can be operated by either a crew or a single creature across multiple turns. A crew must have appropriate ammunition, as detailed later in this section, to fire a siege engine.

As objects, each engine is immune to psychic and poison damage. The table below details their statistics. Each adds the listed bonus to its attack and damage rolls, and all save the cauldron, hwacha, and organ gun deal doubled damage to objects and structures. A siege engine's damage changes based on the ammunition loaded into it. When targeting a creature, damage from a siege engine is for considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage so long as the engine's target is one size larger than it or smaller.

Siege Engines
Name AC HP Size Range Bonus Weight Price To-Load To-Aim To-Attack
Ballista 15 50 Large 250/300 ft. +6 2 tons 1,500 gp 2 1 1
Cannon 19 75 Large 300/1700 ft. +8 5 tons 3,000 gp 6 1 1
Cauldron 19 20 Medium 5 ft. 160 lb. 35 gp 3 1 1
Hwacha 15 50 Medium 500/1500 +5 500 lb. 200 gp 5 1 1
Organ Gun 17 40 Large 60 ft. cone +5 700 lb. 1,000 gp 10 1 1
Ram 15 100 Huge 5 ft. +8 3 tons 200 gp 5 1
Siege Tower 15 200 Gargantuan 10 tons 2,500 gp
Trebuchet 15 150 Huge 300/1,200 +6 2.5 tons 1,500 gp 3 3 1
Xun Lei Chong 15 40 Small 60/120 +5 55 lb. 1,000 gp 5 1 1

    Ballista. A torsion-spring-based siege weapon used by the Romans that fires an oversized bolt or sizable stone over impressive range. Resembles a crossbow in apperance, but not mechanical design.

Cannon. Gunpowder artillery made from bronze or iron that fired large balls at enemy fortifications. The cannons in this document are muzzle-loaded, lack wheels, and have the gunpowder property.

Cauldron. Filled with liquid and suspended above a gate, wall, or portcullis, creatures in a 5-foot-radius cylinder extending from the cauldron to the ground must succeed on a DC 15 Dexterity saving throw or take damage, or half as much on a successful saving throw.

Hwacha. A large handcart loaded with 100 firework-propelled arrows used extensively in Korea against invaders. Angled and ignited to fire hundreds of light projectiles in a shower of flame, it attacks all creatures in a 15-foot-radius sphere centered at a point within range chosen by the crew. The attack also ignites flammable objects within its area of effect that aren't being worn or carried.

Organ Gun. A set of fanned barrels used as an anti-personnel weapon during the Hundred Years' War. An organ gun's massive spread allows targets to escape its grasp; it has disadvantage on all attacks. An organ gun expends 10 bullets for every attack it makes, and does 2d8 piercing damage to each target it hits.

Ram. This movable galley is equipped with an iron-clad log suspended by chains. It requires 6 medium creatures to operate, which have total cover against attacks from above. When it attacks a door or wall, it has advantage on the roll, and deals 3d10+6 bludgeoning damage to that structure.

Siege Tower. A siege tower is a mobile wooden structure with a beam frame and slats in its walls. Large wheels or rollers allow the tower to be pushed or pulled by 8 medium creatures or 4 large ones . Medium or smaller creatures can use the siege tower to reach the top of walls up to 40 feet high. A creature in the tower has total cover from attacks outside the tower.

Trebuchet. These siege engines hurl their payloads in high arcs that hit targets behind all but total cover, and can arc over walls. The creature which aims the trebuchet chooses a point in range at least 60 feet away. All creatures within 5 feet of that point must succeed on a DC 16 Dexterity saving throw or takes 8d10 bludgeoning damage. Objects in that area also take damage. In addition to heavy stones, trebuchets can fire a variety of other items, which change the amount and type of damage that it deals.

Xun Lei Chong. A single-man siege weapon made from five gun barrels mounted on a single axis, that uses a rotating fuse mechanism to fire multiple shots at one target. A xun lei chong does 10d8 piercing damage on a hit, and expends 5 bullets for every attack it makes. This weapon has the gunpowder property, and its user is both prone and gains half cover when using it.

Cauldron Contents

You can fill a cauldron with more than boiling water. The table below lists several alternate options, as well as water. A cauldron is assumed to contain 20 gallons of liquid, or the volume of 160 standard flasks.

Name Damage Cost
Acid 4d6 acid 500 gp
Boiling Fat 4d6 fire 1 gp
Holy Water 3d6 fire 500 gp
Lava 10d8 fire
Boiling Oil 5d6 fire 32 gp
Boiling Pitch 6d6 fire 5 gp
Boiling Water 3d6 fire

Boiling Oil. When a creature fails its saving throw against the cauldron, it is coated in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 10 fire damage from the burning oil. A 5-foot-radius circle directly below the cauldron is also covered in oil. If lit, the oil burns for 4 rounds and deals 10 fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Holy Water. Fiends and undead take an additional 4d6 radiant damage from a cauldron of holy water on a failed saving throw, or half as much damage on a success.

Magma. Only the strongest magical cauldrons can withstand the heat of boiling magma, but it can be a potent siege weapon in battles with magically-gifted combatants.

Boiling Pitch. When a creature fails its save against the cauldron, it is covered in sticky goo. The target's speed is halved until it takes 10 minutes to scrape the tar from its body. If it hasn't removed the tar after 1 hour passes, the tar hardens, and it is restrained until another creature removes the material.

Trebuchet Ammunition

Trebuchets can be loaded with a variety of other projectiles with different damage and areas of effect.

Name Damage Cost Weight
Barrel, Alc. Fire 5d10 bludgeoning 4,000 gp 90 lb.
Barrel, Sewage 5d10 bludgeoning 4 gp 80 lb.
Boulder 8d10 bludgeoning 1 gp 20 lb.
Bomb varies varies 10 lb.
Corpse varies Varies

    Barrel of Alchemist's Fire. After the initial impact, alchemist's fire explodes in all directions. Every creature within 30 feet of the point where the barrel landed must make a DC 16 Dexterity saving throw. On a failed save, it takes 8d4 fire damage, or half as much on a success. On a failed save, a creature or flammable object is set alight and takes 3d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check, which extinguishes the flames.

Barrel of Sewage. After the initial impact, sewage seeps from the barrel in all directions. Every creature within 30 feet of the point where the barrel landed must succeed on a DC 16 Constitution saving throw against disease or take 2d10 poison damage and contract sewer plague (DMG page 256). On a successful saving throw, a creature takes half as much poison damage and does not contract the disease.

Bombs. A trebuchet can fire up to 10 bombs of any type at once, which explode on impact. Each individual bomb forces its saving throw in its radius, against its effects.

Corpse. A corpse targets a space the same size as the creature it was in life (a 5 ft. square for a medium creature, 10 ft. for large, etc). The corpse of a Small creature deals 1d10 bludgeoning damage and 1d10 poison damage. The bludgeoning damage increases by 1d10 for every size above Small. Most trebuchets cannot fire Gargantuan creatures.

Other Ammunition

Name Damage Cost Weight Weapon
Ballista Bolt 2d10 piercing 1 gp 15 lb. Ballista
Fire Arrow (20) 3d6 piercing
+ 3d6 fire
3 gp 2 lb. Hwacha
Iron Ball 10d8 bludgeoning 50 gp 100 lb. Cannon
Stone Ball 8d8 bludgeoning 15 sp 70 lb. Cannon
THE WARRIOR'S CODEX REFORGED

Weapon Customization

Materials, extras, and other customizations for weapons diversify them even further. While not the numerical bonuses from masterwork items of older editions, these alterations allow you to customize your weapons further, and provide additional benefits.

Materials

A weapon's composition is just as important as its wielder's skill. While every weapon has a default material, different substances provide circumstantial benefits. The material of a weapon cannot be changed after its creation. All the materials listed here can be used to make melee weapons, ranged weapons, armor, ammunition, and foci, though not all have an effect in each form.

Adamantine. An ultra-hard jet-black metal with a multicolored sheen, weapons made from this meteoric iron devastate other objects. When you hit an object with an adamantine weapon or piece of ammunition, the hit is a critical hit. All adamantine melee weapons have the sundering property, against all types of wearable armor. If a creature attempts to parry an attack you made with an adamantine melee weapon and your attack hits in spite of the attempt, both the target and the parrying weapon or shield take damage from the attack. When wearing adamantine armor, any critical hit against you becomes a normal hit. An adamantine item costs 500 gp more than the normal version, whether the item is made of the metal or coated with it.

    Adamantite. A rare material created when underdark Faerzress corrupts adamantine deposits. Used extensively by drow, this material has all properties of adamantine, but also temporarily absorbs poison into itself. When you apply an injury poison to an adamantite weapon or piece of ammunition, the poison isn't removed after the first injury, but is instead applied every time you deal piercing or slashing damage to a creature until the poison dries naturally. When exposed to sunlight, adamantite weapons disintegrate.

Bone. A strong, off-white material scavenged from animal, monster, or humanoid corpses which is carved or cut into useful shape. Used in areas without access to wood or metal, items made of this inflexible material are as durable as their standard versions, but weigh half as much and have triple the cost. Wearing armor made from bone (an incredibly rare item thanks to bones' inflexibility and inconsistent quality) grants you advantage on saving throws against necromancy spells, and when you cast a necromancy spell through a focus made from bone you can reroll one of the spell's damage dice.

Bronze. A gold-colored alloy of copper and tin. Though replaced by iron and steel, bronze weapons are known for their magical affinity. When you create a magical weapon, armor, or piece of ammunition with bronze, it takes half the time and price. Bronze weapons cost 50% more than their iron counterparts, but are produced and sold by few smiths. Most bronze weapons are antiques, though the use of bronze-cast cannon and bombards has caused it to return.

Mundane and Magical

Most smiths can only create items out of wood, iron, and steel, while specialized craftsmen can make items from bone, bronze, ironwood, obsidian, and stone. The rest are magical materials (and weapons made from them are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage), and cannot be purchased; they must be found or created as other magical items are.

    Cold Iron. They may rust and deform more quickly than steel, but iron weapons hold a key advantage besides their low cost and ubiquity: they are anathema to fey. Iron weapons ignore fey creatures' resistances and immunities to nonmagical weapons and damage, and when a fey creature starts its turn in contact with an item made of iron, it takes 1 fire damage. All iron is considered cold iron, and iron is one of the most common materials used to make weapons. Fey are not pleased by this development.

Flametouched Iron. Native to the material planes of Eberron, this dark gray metal takes on a reddish sheen when refined. When used to attack an evil creature or an undead, a weapon made from flametouched iron is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. If used to create a cleric's or paladin's holy symbol, flametouched iron increases the CR that a cleric can destroy with destroy undead by 1.

Ironwood. A substance grown and tempered by warrior-druids for weapons and armor, this fireproof wood is as dense and resilient as steel. Ironwood items are considered wood, rather than metal, for the purposes of spells and other effects that target those materials, and can't be set on fire by effects that ignites objects that aren't being worn or carried.

Mithral. A light, flexible material, mithral armor removes Strength requirements and disadvantage on Stealth checks inflicted by wearing certain armor. Weapons made from mithral are similarly light, weighing half as much as their iron counterparts. Mithral weapons with the Heavy property can be used to make extra attacks regardless of the user's strength and can be wielded normally by small creatures.

Obsidian. A precious volcanic glass, weapons made with this delicate material are incredibly sharp. In addition to its typical properties, an obsidian weapon that deals piercing or slashing damage gains the corresponding status property if it didn't have it already, and inflicts a status effect when it exceeds the target's AC by 3 or more, rather than 5. Weapons made from obsidian cost four times as much as their mundane counterparts.

    Silver. Some monsters with immunity or resistance to nonmagical weapons are susceptible to silver, so cautious adventurers invest extra coin to plate their weapons with silver. The cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. It costs 100 gp to silver a weapon or 10 pieces of ammunition. Unlike most materials, a weapon that is silvered retains all the properties of its original material.

Steel. The best mundane metal that can be made by a typical weaponsmith. It has no magical properties, but its nature allows smiths to select for sharpness, flexibility, hardness, and durability. Its relative resistance to wear and ease of maintenance has made it a material of choice across the world. Steel weapons cannot be damaged by monster features that corrode, damage, or dissolve metal, such as black puddings' corrosive form, and cost 50% more than their iron counterparts. Weapons made from steel by default are listed with their cost when made of steel.

Stone. All weapons made from stone deal bludgeoning damage, even if it would normally deal another type. All weapons and armor made with stone have the heavy property, lose finesse and light properties if they have them, weigh 4 times as much as usual, and cost twice as much.

True Ice. An exceptional magical material, True Ice comes from the core of polar caps and mountain peaks, and never melts. Elementals aligned with fire or water are vulnerable to damage from true ice weapons. Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold.

Wood. Softer and more flexible than most materials, wood is used to make most ranged weapons and some ammunition and does not alter the statistics of those weapons. A wooden weapon or piece of ammunition has the blunted modification if it is not made from wood by default, and costs half as much. If the weapon's default material is wood, it works as normal, and uses its listed cost.

THE WARRIOR'S CODEX REFORGED

Default Materials

Most weapons are made of a combination of wood and a metal (typically iron), and very few weapons use only one. For example, crossbows and arquebuses used both wood and metal, bows use specific types of wood or horn for the arms and sinew for the string, and so on. Melee weapons, especially polearms, used a haft made of wood and a head made of iron or steel. Armor features several layers of cloth padding beneath its metal exterior. For simplicity's sake this table lists only one type of material, either the one which comprises most of the item (for ranged weapons and ammunition) or the material of the component that contacts the target (for melee weapons).

Weapon Materials
Weapon Default Material
Club Wood
Dagger Iron
Goedendag Iron
Greatclub Wood
Guisarme Iron
Handaxe Iron
Javelin Iron
Light Hammer Iron
Mace Iron
Quarterstaff Wood
Shortspear Iron
Sickle Iron
Blowgun Wood
Dart Wood
Light Crossbow Wood
Sling Leather
Staff Sling Wood
Boar Spear Iron
Arming Sword Steel
Bastard Sword Steel
Battleaxe Iron
Cestus Leather
Estoc Steel
Flail Iron
Glaive Iron
Greataxe Iron
Greatsword Steel
Halberd Iron
Harpoon Iron
Lance Iron
Longsword Steel
Lucerne Iron
Weapon Default Material
Maul Iron
Morningstar Iron
Parrying Dagger Iron
Pike Iron
Pollaxe Iron
Ranseur Iron
Rapier Steel
Rondel Steel
Sabre Steel
Scimitar Steel
Shortsword Steel
Shotel Iron
Spear Iron
War Pick Iron
Warhammer Iron
Atlatl Wood
Hand Crossbow Wood
Heavy Crossbow Wood
Longbow Wood
Recurve Bow Wood
Chain Whip Iron
Garotte Wire Cloth
Gauntlet-Sword Steel
Hooksword Steel
Trident Iron
Unarmed Strike n/a
Whip Leather
Arquebus Wood
Boomerang Wood
Greatbow Wood
Handgonne Wood
Net Cloth
Shield Materials
Item Default Material
Buckler Iron
Shield Wood
Tower Shield Iron
Dueling Shield Iron
Lantern Shield Steel
THE WARRIOR'S CODEX REFORGED
Ammunition Materials
Item Default Material
Barbed Quarrel Wood
Blowgun Needle Wood
Bodkin Arrow Wood
Broadhead Arrow Wood
Bullet Iron
Elemental Amm. Varies
Field Arrow Wood
Grapeshot Iron
Hunting Bolt Wood
Quarrel Wood
Sling Bullet Stone
Silver Bullet Silver
Armor Materials
Item Default Material
Leather Leather
Gambeson Cloth
Jackchains Cloth
Hide Leather
Breastplate Steel
Brigandine Iron
Cuirass Iron
Half-plate Steel
Scale Iron
Hauberk Iron
Splint Iron
Full Plate Steel
Siege Engine Materials
Engine Default Material
Ballista Wood
Cannon Iron
Cauldron Iron
Organ Gun Iron
Ram Wood
Siege Tower Wood
Trebuchet Wood
Xun Lei Chong Iron
Siege Ammunition Materials
Ammunition Default Material
Ballista Wood
Iron Cannonball Iron
Stone Cannonball Stone

Modifications

Weapons are not discrete items. They can be altered, gaining add-ons that improve their features or add new ones. You can make or purchase the modifications below and add them to the items they list. A weapon can have more than one modification, and modifications are permanent.

Mods
Name Price
Bayonet 20 gp
Blunted 10 gp
Butt Spike 10 gp
Consecrated 200 gp
Decorated 100 gp
Enhanced Guard 15 gp
Flaming -
Furred 10 gp
Guige 2 sp
Name Price
Guisarme Hook 25 gp
Jagged -
Penobscot Arms 150 gp
Poison Reservoir 1500 gp
Repeater 300 gp
Scope 6000 gp
Second Barrel 500 gp
Serrated 100 gp
Spiked 20 gp

Bayonet

Modifies: light crossbow, heavy crossbow, arquebus
When you wield a weapon with a bayonet attached, you can wield it as a melee weapon to make an attack that deals 1d6 piercing damage with a reach of 5 feet.

Blunted

Modifies: a melee weapon or 3 pieces of ammunition that deal piercing or slashing damage
The weapon can only deal bludgeoning damage and gains the nonlethal property. When you roll the highest number on a damage die, you must reroll the die and take the second roll.

Butt Spike

Modifies: boar spear, javelin, shortspear, glaive, greataxe, guisarme, halberd, harpoon, pike, pollaxe, ranseur, spear
When you come within 5 feet of a prone creature on your turn, you can use your bonus action to make a melee weapon attack against that creature. This attack deals 1d6 piercing damage. None of the weapon's properties apply to that attack.

Consecrated

Modifies: a weapon or three pieces of ammunition
Consecrated weapons are considered magical for the purposes of overcoming the resistances and immunities to nonmagical damage of fiends and undead. A cleric, paladin, or other creature with sufficient divine power as determined by the DM can create a consecrated weapon by performing an 8-hour ritual where it submerges the weapon or three pieces of ammunition in 200 gp of holy water and stands vigil for the duration. This consumes the holy water.

Decorated

Modifies: armor, weapons
The set of armor is decorated with paint, etching, precious metals, or gemstones. It confers no benefits on the battlefield, but may grant advantage on Persuasion checks while you wear it by creating an aura of wealth and prestige.

Enhanced Guard

Modifies: dagger, mace, arming sword, bastard sword, battlaxe, estoc, greatsword, longsword, morningstar, parrying dagger, rapier, rondel, shortsword
A sword with this guard, often a basket hilt, grants you advantage on checks to avoid being disarmed of it.

Fire Lance

Modifies: boar spear, goedendag, glaive, guisarme, lance, lucerne, pike, ranseur, spear
A explosive barrel packed with gunpowder and pellets attached to the end of a polearm. When you would attack with the weapon equipped with it, you can instead fire the lance, forcing each creature in a line 10 feet long and 5 feet wide extending from you to make a DC 14 Dexterity saving throw. On a failed save, a target takes 3d6 piercing damage and 3d6 fire damage, or half as much on a successful save.

If installed on a weapon with the reach property, the line's point of origin can be any point within 10 feet of you, rather than extending directly from you.

Flaming

Modifies: all melee weapons, three pieces of ammunition that are not bullets
For 1 minute, half the damage you deal with this weapon or piece of ammunition is fire damage. You can use an action to spread and light oil on 3 pieces of ammunition or a melee weapon, which sets them alight. Firing a piece of flaming ammunition more than half its weapon's normal range extinguishes it, which removes this modification. Items with this modification shed bright light in a 5 ft. radius, and dim light for another 5.

Furred

Modifies: armor
Armor lined or reinforced with animal hides and furs for warmth. When wearing furred armor, you make saving throws against extremely cold environments and weather with advantage, and against hot environments at disadvantage. Adding fur increases armor's weight by 5 pounds. Hide Armor is always furred.

Guige

Modifies: buckler, shield, tower shield, dueling shield
When you drop or are disarmed of a shield with a guige, it remains on your person instead of falling to the ground. It provides no bonus to armor class and you are not wielding it.

Guisarme Hook

Modifies: glaive, pike
A hook added to the back of the head which adds the ensnaring property to the weapon.

Jagged

Modifies: any melee weapon
A broken weapon can still be of some use. You cannot add your proficiency bonus to attack rolls made with this weapon, but it gains the status: slashing property until repaired.

Penobscot Arms

Modifies: shortbow, greatbow, longbow, recurve bow
When you roll a 1 on a weapon damage die for an attack you make with a bow that has this set of forward-facing secondary arms, you can reroll the die. You must use the new roll, even if the new roll is also a 1.

Poison Reservoir

Modifies: a melee weapon or three pieces of ammunition that deal piercing or slashing damage
A weapon with this modification stores up to 5 doses of one type of injury poison at one time. When you deal piercing or slashing damage to a creature, you can choose to deliver the poison. Poison in the reservoir never dries.

Repeater

Modifies: light crossbow, hand crossbow, heavy crossbow
This device attached to a crossbow allows you to fire it 5 times before reloading. You can load 5 pieces of ammunition instead of 1 when you load this weapon.

Scope

Modifies: light crossbow, shortbow, greatbow, heavy crossbow, longbow, recurve bow, arquebus
A weapon with a scope attached doesn't have disadvantage on attack rolls made beyond its standard range.

Second Barrel

Modifies: arquebus, handgonne
This additional barrel multiplies the weight of the gun by 1.5 and allows you to attack twice, instead of once, before reloading. You can load both barrels with a single action.

Serrated

Modifies: a melee weapon or three pieces of ammunition that deal piercing or slashing damage
When you land a critical hit or exceed a target's AC by 5 or more and deal piercing or slashing damage, you deal additional necrotic damage equal to half your proficiency bonus. Objects, Constructs, and Elementals and other creatures that do not bleed may be immune to this damage, at the discretion of your DM.

Spiked

Modifies: club, greatclub, cestus
When you land a critical hit or exceed a target's AC by 5 or more, you deal additional piercing damage equal to your proficiency bonus.

THE WARRIOR'S CODEX REFORGED

Creating New Weapons

The sheer variety of properties and options presented in this document means that even the new weapons it introduces could never cover every possible combination in reality, let alone in the imagination. In the event that you or a member of your group want to create a new weapon that uses the properties presented in The Warrior's Codex, this page lists several guidelines to follow in order to balance the new option and prevent the creation of a single strictly superior choice—something WCX aims to avoid at all costs.

Remember that your goal should never be to create a weapon that is mechanically superior to other weapons, but provides an alternative of equal power to the other weapons in the same category (simple or martial).

The point system below was used to balance the existing WCX weapons, and in fact highlighted several flaws late in the design process. Though it is a guideline, not a hard rule that you must adhere to, it is highly recommended that you follow it, and maintain a power level comparable to existing weapons, as much as possible.

Each weapon has a certain number of points, determined by the damage it deals and the properties it uses. The values are listed below, with the point values of existing weapons listed at the end of this section.

Damage Dice Point Values

Die Points
0 -3
1 -2
1d4 -1
1d6 0
1d8 1
Die Points
2d4 1.5
1d10 2
1d12 2.5
2d6 3
2d8 4

Weapon Property Point Values

Property Points
Ammunition 3
Bypass 1
Cavalry 1
Ensnaring 1
Finesse 1
Finisher 1
Gunpowder -2
Heavy 1
Light 1
Loading -1
Nonlethal 1
Parry 1
Property Points
Prone F. 1
Ranged 3
Reach 2
Special X
Status 1
Sundering 1
Sweeping 1
Thrown 1
Two-Hand -1
Versatile 1
Wind-up 1
Winged 1

Notes

  1. In general, simple weapons should be worth 2 points, and martial weapons worth 4-5.
  2. Exotic weapons, with a variety of niche specialties, have no expected point value, but in general weapons, exotic or otherwise, should not be worth less than 1 point or more than 5 points.
  3. The ammunition and ranged properties are worth 3 points, but if a weapon has both properties it has 3 points from the two combined, rather than 6, as almost every ranged weapon also has the ammunition property.
  4. If a weapon with the ammunition, ranged, or thrown property has a long range of 60 feet or less, those properties are worth 0 points for that weapon, instead of their normal value.
  5. Special properties are rated individually, and are ultimately subjective, with the exceptions of weapons like the morningstar and greataxe that inflict the status of two damage types at the same time. Special properties of this type are worth 2 points.
  6. The damage types a weapon deals are irrelevant, except in cases where a weapon with the status property can deal all 3 damage types. This versatility is worth 1 point.
  7. A weapon's price—which exists primarily for flavor—is irrelevant for mechanical balance, unless it is extremely expensive (arquebus, -1 point) or extremely inexpensive (dart, 1 point).

Weapon Values

Weapon Points
Club 1
Dagger 2
Goedendag 2
Greatclub 2.5
Guisarme 3
Handaxe 2
Javelin 1
L. Hammer 2
Mace 2
P. Flail 2
Quarterstaff 2
Shortspear 2
Sickle 2
Blowgun 1
Dart 2
L. Crossbow 2
Shortbow 2
Sling 2
Staff Sling 2
Arming Sw. 4
Bastard Sw. 4
Battleaxe 4
Weapon Points
Boar Spear 4.5
Cestus 3.25
Estoc 4
Flail 4
Glaive 5
Greataxe 5.5
Greatsword 6
Halberd 6
Harpoon 2
Lance 4.5
Longsword 5
Maul 6
Morningstar 4
P. Dagger 4.5
Pike 5
Pollaxe 5
Ranseur 5
Rapier 4
Rondel 4
Sabre 4
Scimitar 4
Shortsword 4
Weapon Points
Shortsword 4
Shotel 4
Spear 4
Unarmed St. 0
War Pick 4
Warhammer 4
Atlatl 5.5
Hand Xbow 1
H. Xbow 5.5
Longbow 5
Rec. Bow 4
Chain Whip 4
Garotte W. 3
Gauntl.-Sw. 2.5
Hooksword 4.5
Trident 4.5
Whip 2
Arquebus 3.75
Boomerang 1.5
Greatbow 5
Handgonne 3.75
Net 0

Alternative Weapons

Many weapons can be represented by the same combination of mechanics. The alternative weapons below use the same statistics, though their damage types may differ. That change is listed in parentheses: (b) for bludgeoning, (p) for piercing, and (s) for slashing. A status weapon uses its new type.

Most alternates originate from cultures and eras outside D&D's early-renaissance European pastiche, such as Rome, Japan, China, India, and Polynesia. They are not appropriate for every game and location. The DM is justified in disallowing any alternative below.

Weapon Alternative
Atlatl Spear-thrower, woomera
Arming Sword Broadsword, falchion (s), niuweidao, saintie (p)
Arquebus Bo-hiya, tanegashima
Bastard Sword Katana, miaodao
Battleaxe Bhuj, dadao, fu, khopesh, masakari
Cestus Bagh nakh (s), emeici (p), knuckleduster, push dagger (p), shobo, suntetsu, tekko, vajra-mushti (p)
Chain Whip Spiked chain (p), kusari-fundo, kusarigama (p), meteor hammer
Club Bian, blackjack, cosh, hanbō, jō, mere, patu tambo, tekkan, tonfa
Dagger Bishou, kaiken, kozuka, kunai, tamo, tanto
Flail Chigiriki, nunchaku (b), sanjie gun (b), urumi (s)
Goedendag Plançon a picot
Weapon Alternative
Glaive Bill, bisento, bardiche, falx, fauchard, guandao, lochaber axe, naginata, rhompaia, sovnya, swordstaff, voulge
Greatclub Kanabo, tetsubo
Greatsword Claymore, changdao, flamberge, nagamaki, nodachi, zanbatō, zweihander
Guisarme Mancatcher, kama-yari, nunti bo, sasumata, sodegarami, tsukubō (b)
Halberd Dagger-axe
Handaxe Chakram, kpinga, kukri, machete (cannot be thrown), ono, tomahawk
Handgonne Bajō-zutsu
Harpoon Makrigga
Hooksword Chicken Sickles
Javelin Mau, uchi-ne
Lance Umayari
Light crossbow Gastraphetes
Light Hammer Chui
Longbow Daikyu
Maul Ōtsuchi
Mace Jiǎn
Morningstar Leiomano, macuahuitl (b/s)
Pike Ahlspiess, sarissa, mao, nagaeyari
Parrying Dagger Jitte (b), sai, wahaika (b)
Peasant Flail Chang xiao bang
Pollaxe Monk's spade, taiaha (bp)
Quarterstaff Gun, bo
Ranseur Corseque, ji, partizan, spontoon, rawcon
Rondel Kabutowari, yoroi-dōshi
Sabre Backsword, dao, firangi, tachi
Scimitar Cutlass, liuyedao, uchigatana
Shield Aspis, heater, ishlangu, kite, parma, pelte
Shortspear Assegai, hasta
Shortbow Hankyu
Shortsword Butterfly swords, falcata, gladius, jian, katar, tsurugi, wakizashi
Sickle Falx, kama, makraka, wind & fire wheels
Spear Doru, qiang, yari
Trident Magariyari
Trebuchet Catapult, mangonel
Tower Shield Scutum
War Pick Fang, kuwa, toki poutangata
Whip Cat-o-nine-tails, lasso

Alternate armors, fortunately, are simple matter scaling protection. A heavy Babylonian bronze breastplate is "plate              armor" if, in-setting, it is the best armor available—                          then weaker armors scale down from there.

PART IV

New Rules

Mechanical Changes

While robust, some of 5e's rules can be tweaked or clarified. This section focuses on quality-of-life changes, buffs, adaptations to fit rules established in this document, and house rules. It also includes changes to races, classes, and subclasses too small to count as a full rework.

Racial Traits

Elf Weapon Training.
Eladrin, high elf, wood elf, variant half-elf
You have proficiency with the sabre, scimitar, shotel, shortsword, shortbow, and recurve bow.
Drow Weapon Training.
Drow, variant half-elf
You have proficiency with blowguns, estocs, rapiers, shortswords, and hand crossbows.
Dwarven Combat Training.
Hill dwarf, mountain dwarf, duergar
You have proficiency with the battleaxe, greataxe, handaxe, light hammer, maul, and warhammer.
Gnome Rifleman Training.
Rock gnome, deep gnome
You have proficiency with the arquebus and handgonne.
Legacy of Avernus.
Zariel Tiefling
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. You also gain proficiency in light armor and two martial weapons of your choice.
Powerful Build.
Bugbear, Loxodon, Orc
You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures that you can grapple or shove.
Sea Elf Training.
Sea elf, variant half-elf
You have proficiency with the harpoon, spear, shortspear, trident, light crossbow, and net.

Weapon Proficiencies

Some classes gain proficiency in additional items:

  • Artificer: Arquebus, handgonne
  • Bard: Arming sword, estoc, parrying dagger, rondel, sabre, buckler
  • Druid: Blowgun, boar spear, cestus, harpoon, spear
  • Monk. Spear
  • Ranger. Herbalism kit or Woodcarver's tools
  • Rogue: Arming sword, bastard sword, estoc, garotte wire, longsword, parrying dagger, rondel, sabre, buckler, medium armor

Proficiency in shields does not grant proficiency in exotic shields. Barbarians, fighters, paladins, and rangers gain proficiency in one exotic weapon or shield of their choice at 1st level. Multiclassing into those classes does not grant this additional weapon proficiency.

Some straightforward weapons are easy to learn with repeated drills. It takes half as much time to train to gain proficiency in the shortspear, light crossbow, spear, hand crossbow, heavy crossbow, arquebus, and handgonne.

THE WARRIOR'S CODEX REFORGED

Updated Class Features

This section lists new and updated class features for classes not listed in Section II, or features that benefit multiple classes.

Battlefield Engineer

1st-level artificer feature
Once per turn when you use your action to load, aim, or fire a siege engine, you can immediately take a second action to load, aim, or fire the same siege engine.

Fighting Style

1st-level fighter feature
2nd-level paladin/ranger feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. You choose any one option from the list below regardless of the options presented to your class in the Player's Handbook or Tasha's Cauldron of Everything:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Flexibility

When you wield a weapon in one hand, you gain a +2 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks contested by other creatures. When wielding a weapon with both hands, you have advantage on opportunity attacks made against targets within 5 feet of you.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon, or wearing heavy armor, to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this feature.

Superior Technique

You learn one maneuver of your choice from those available to the Battle Master archetype. If a maneuver requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (unless you have larger superiority dice from another source or gain them later, in which case your pool of superiority dice increases by 1). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

When you hit with a thrown weapon, you gain a +2 bonus to the damage roll. In addition, the standard and maximum ranges of your thrown weapon attacks increase by a number of feet equal to 10 times your Strength modifier (rather than 5), unless your modifier is negative.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Hunter's Mark

2nd-level ranger feature
You learn hunter's mark at 2nd level in this class, which does not count against your number of spells known. You can cast hunter's mark a number of times equal to your Wisdom modifier (a minimum of 1) without expending a spell slot, and regain all expended uses at the end of a short rest.

When you cast hunter's mark in this way its duration does not increase, it cannot be transferred to a new target, it no longer requires concentration, and can be cast in the same turn as another spell of first level or higher. You can still use a spell slot to cast it normally.

Arcane Firearm

5th-level Artillerist feature
At 5th level, you know can turn a wand, staff, rod, crossbow, arquebus, or handgonne into an arcane firearm,when you finish a long rest, by using woodcarver's tools to carve special sigils into the item you choose. The sigils disappear from the object if you later carve them on a different item but otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

THE WARRIOR'S CODEX REFORGED

Feats

This section includes both new feats, and feats
revised from their existing versions. If an existing feat is written in full, it replaces the original. Otherwise, the text here adds to or adjusts the existing feat without removing the benefits the original version grants.

Bomber

You have steady fingers and a strong throwing arm, granting you the following benefits:

  • You gain proficiency in Alchemist's Supplies, and double your proficiency bonus when you make Intelligence checks made to craft bombs.
  • The distance that you can throw a bomb doubles.
  • You have advantage on saving throws against the effects of bombs you throw.
  • Items with the gunpowder property that you're wearing or carrying only explode when they take fire or lightning damage greater than your level.

Charger

Once per turn when you or a mount you're riding move at least 20 feet in a straight line, you gain the following benefits until you hit a target with a melee attack, you or your mount move again, or your turn ends:

  • When you shove a creature, you push it an extra 5 feet.
  • You gain a +5 bonus to the damage of next melee attack you make.

Crossbow Expert

Crossbow Expert works as-written, with the following change:
You ignore the loading property of ranged weapons with which you are proficient.

Crusher

Crusher works as-written, with the following addition:
You must exceed the target's AC by 3 or more, rather than 5 or more, to trigger status: bludgeoning.

Dual Wielder

You master fighting with a weapon in each hand, gaining the following benefits:

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.
  • While holding a weapon in each hand, your speed increases by 5 feet. So long as neither of those weapons are a parrying dagger, your AC increases by 1.
  • You can engage in two-weapon fighting even if the weapon you use to make the additional attack isn't light.
  • If you wield a weapon in each hand or engage in two-weapon fighting, each weapon has a damage die of 1d8, unless it uses a larger die or multiple damage dice.

THE WARRIOR'S CODEX REFORGED

Elemental Adept

Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your attacks, spells, and features ignore resistance to damage of that chosen type. In addition, when you roll a 1 on a damage die of that damage type, you can treat it as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Gunner

You have a quick hand and keen eye with guns, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with the arquebus and handgonne.
  • You no longer have to use your action or expend an attack to reload a gunpowder weapon.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • Items with the gunpowder property that you're wearing or carrying only explode when they take fire or lightning damage greater than your level.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor.
You can use your armor to deflect strikes that would kill others. Your Strength score increases by 1, to a maximum of 20, and the damage reduction you gain from heavy armor increases by 3.

When a creature hits you with a melee weapon attack, you can use your reaction to attempt to disarm the creature of that weapon. If your armor reduced the damage to 0, you have advantage on the check.

Kitbasher

Your mastery of specialized instruments allows you to improvise tools from scraps. You gain the following benefits:

  • Your Strength, Dexterity, or Intelligence increases by 1
  • You gain proficiency in one set of artisan's tools of your choice, or your proficiency bonus is doubled when you make checks with set of artisan's tools that you are already proficient in.
  • If you spend an hour gathering debris and assembling pieces, you can create a functional substitute for a set of artisan's tools. This set of tools can be used a number of times equal to your proficiency bonus before breaking.

Light Armor Master

Prerequisite: Proficiency with light armor
You can balance protection with impressive agility, gaining you the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • Your speed increases by 5 feet when you aren't wearing medium or heavy armor.
  • Once on your turn, you can choose not to provoke opportunity attacks when you move 5 feet in any direction.

Mage Slayer

Mage Slayer works as-written, with the following change:
When this feat allows you to use your reaction to make a melee weapon attack against a creature casting a spell, you can choose to make the attack before or after the spellcaster finishes the spell and it takes effect.

Piercer

Piercer works as-written, with the following addition:
You must exceed the target's AC by 3 or more, rather than 5 or more, to trigger status: piercing.

Polearm Master

Polearm Master works as-written, with the following changes:

  1. This feats' benefits can also be used while wielding a shortspear, sling staff, boar spear, spear, guisarme, lucerne, pike, pollaxe, or ranseur.
  2. You can only use the bonus action attack granted by this feat if you are wielding the eligible weapon in both hands, unless the weapon is equipped with the butt spike modification (see Part III).

Powder Mage

Prerequisites: The ability to cast at least one spell
You have combined magical power and gunpowder chemistry, which grants you the following benefits:

  • You gain proficiency with the handgonne and arquebus, which you can use as a spellcasting focus.
  • When you roll damage for a spell that deals fire or thunder damage, you can expend 1 charge of powder on your person to roll one additional damage die for that fire or thunder damage roll and add it to the total.
  • You can magically sense items loaded or filled with gunpowder within 120 feet of you. You can use an action to cause one item loaded or filled with gunpowder that you can sense to explode, as if it had taken fire or lightning damage.

Sharpshooter

Sharpshooter works as-written, with the following change:
The benefits this feat grants to ranged weapons and ranged weapon attacks also apply to siege weapons that you help load, aim, or fire.

Shield Master

You use shields for both protection and offense. You gain the following benefits while you are wielding a shield:

  • You can use your bonus action to attempt to shove a creature within reach with your shield.
  • If you aren't incapacitated, you add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • You can use your shield to make a melee weapon attack that you are proficient with. Bucklers deal 1d4 bludgeoning damage, shields 1d6, and tower shields 1d8.
THE WARRIOR'S CODEX REFORGED
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction interpose your shield between yourself and the effect. You take no damage on a successful save.

Slasher

Slasher works as-written, with the following addition:
You must exceed the target's AC by 3 or more, rather than 5 or more, to trigger status: slashing.

Unarmored Master

Armor only holds you back. You gain the following benefits when not wearing armor:

  • Your speed increases by 10 feet, and you gain a climbing and swimming speed equal to your walking speed.
  • When you fail a Dexterity saving throw, you can use your reaction to reroll the save and take the second result.
  • You have advantage on checks made to avoid or escape being grappled.

Unstoppable

You can shift others with ease, but moving you requires monumental effort. You gain the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • When you win a contested check to avoid being shoved or grappled, you can shove the creature that initiated the contest 5 feet away from you.
  • When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.

Weapon Master

You have practiced extensively with a variety of weapons. Your Strength or Dexterity score increases by 1, to a maximum of 20, and you gain one of the proficiencies below:

  • Four simple or martial weapons
  • Two simple or martial weapons, and one shield
  • Two simple or martial weapons, and one exotic weapon
  • Two exotic weapons
  • One exotic shield

Feat Bonuses

Some feats now increase one of your ability scores by 1, to a maximum of 20, when you take them. If a feat below lists multiple ability scores, it grants a benefit to one ability score of your choice.

  • Defensive Duelist: Dexterity
  • Dungeon Delver: Intelligence or Wisdom
  • Grappler: Strength
  • Inspiring Leader: Charisma
  • Medium Armor Master: Strength or Dexterity
  • Savage Attacker: Strength or Dexterity
  • Skulker: Dexterity or Wisdom

Combat Rules

Intentional Failures

Before you roll an ability check or saving throw using an ability score other than Constitution, you can choose to fail instead. You can also choose to allow an attack to hit you.

Making an Attack

Drawing and Stowing Weapons

Stowing a weapon requires the object interaction you receive as part of your turn. You can draw a weapon as part of the attack you make with that weapon, provided you have a hand to hold it (or both hands, for two-handed weapons).

Melee Attacks

Grappling

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see below). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. You can use the Shove action to move a creature that you have grappled to another space within your reach without breaking the grapple.

Attacking a Grappling Creature. When another creature has grappled you, you can choose to attack the appendage it used to grapple you rather than the creature itself, which can be useful when the grappler is outside your reach). The appendage has the same statistics as its owner, unless the appendage's statistics are listed separately (see roper, Monster Manual page 261). When you attack the appendage of a grappled creature instead of the creature itself, the damage you deal is halved.

Using Both Hands. If you use two free hands instead of one, you have advantage on checks to initiate or maintain a grapple. If you take one hand off the grappled creature, it can attempt to break the grapple as above, no action required.

THE WARRIOR'S CODEX REFORGED

Tossing a Creature

A new variant action, along with Overrun, Disarm, Tumble, Climb onto a Bigger Creature, etc.

When a creature has another grappled, it can use the Attack action to make a special melee attack to the hurl the grappled creature. If the thrower can make multiple attacks with the Attack action, this attack replaces one of them. The thrower makes a Strength (Athletics) check and attempts to throw the grappled creature a number of feet equal to twice the result in any direction. The tossed creature takes a die of falling damage for every 10 feet it was thrown laterally (and can take additional falling damage if it falls vertically) and lands prone unless it succeeds on a Dexterity (Acrobatics) check with a DC equal to the Athletics check used to throw it, or uses a feature or spell to land safely.

The larger a creature, the higher the DC to throw it:

Size DC
Tiny 5
Small 11
Medium 17
Size DC
Large 23
Huge 29
Gargantuan 35

Two-Weapon Fighting

Once per turn when you make a melee weapon attack or special melee attack such as a grapple or shove against a creature using one hand, you can make one additional attack using a melee weapon with the light property that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You cannot make this additional attack if you have already engaged in versatile fighting in the same turn.

Versatile Fighting

Once per turn when you make a special melee attack such as a grapple or shove against a creature using one hand, you can make one additional attack using a melee weapon with the versatile property that you're holding in the other hand. You cannot make this additional attack if you have already engaged in two-weapon fighting in the same turn.

Falling Damage

When a creature lands it takes 1 damage die of bludgeoning damage for every 10 feet it fell, to a maximum of 150 dice. When a creature falls it instantly descends up to 500 feet, and falls at the end of each of its turns until it lands. It lands prone unless it took no falling damage.

The damage dice rolled when a creature falls change based on the size of the creature falling. Medium creatures roll d6s, while creatures of other sizes roll different dice, listed below:

Size Die
Tiny 1
Small d4
Medium d6
Size Die
Large d8
Huge d10
Gargantuan d12

Getting Up & Movement

Standing from prone expends 15 feet of movement, regardless of your speed. If you have less than 15 feet of movement, it takes all your movement to mount, dismount, or stand up. If your speed is 0, you cannot do so.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. Before you make a melee attack with a weapon, you can declare a less violent intent. If the attack hits, it deals bludgeoning damage equal to 2 + your Strength modifier. If the weapon has the nonlethal property, it does its full damage instead. In either case, if the targeted creature is reduced to 0 hit points, it falls unconscious and is stable.

Some weapons and features add additional damage. An attack with such benefits cannot knock a creature out unless the weapon has the nonlethal property, and the bonus feature deals the same damage type as the weapon, or increases its damage (such as Sneak Attack or Rage). Attacks that deal additional damage of a different type (such the banishing smite spell) cannot be used to knock a creature out.

Magical Item Use

You draw and drink a potion yourself as a bonus action. Administering a potion to another creature requires an action. Any creature capable of reading the language a spell scroll can written in can activate it.

Mounted Combat

A willing creature at least one size larger than you with appropriate anatomy can serve as a mount.

During your turn, you can mount a creature within 5 feet of you, or dismount. Doing so costs 15 feet of movement. If an effect moves your mount involuntarily or you are knocked prone while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet. If your mount is knocked prone, you can use your reaction to dismount as it falls and land on your feet. Otherwise, you fall prone within 5 feet of it.

While you're mounted, you can control a mount that has been trained to accept a rider, or allow it to act independently. Intelligent creatures, such as dragons, always act independently. While controlling a mount, you cannot move except to dismount.

Instead, your mount moves both of you as you direct it during your turn, carrying you with it. Your mount can take an action at any time during your turn, but can only Dash, Disengage, or Dodge.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions an independent mount can take, and it moves and acts as it wishes. In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.

If you are proficient in the Animal Handling skill, you can ride most mounts. If you are not proficient in Animal Handling, you can still ride a mount, you must succeed on a DC 10 Dexterity saving throw whenever the mount takes the Dash, Disengage, or Dodge action. On a failed save, you are thrown from the mount and land prone within 5 feet of it (The Warrior's Codex 80).

Special Attacks and Multiattack

When a creature can make multiple attacks with the Attack action, special attacks such as a Grapple, Shove, Overrun, or Toss replace one of those attacks, not all of them.

THE WARRIOR'S CODEX REFORGED

Underwater Combat

When fighting underwater, you have disadvantage on melee weapon attack rolls unless you use a dagger, javelin, shortspear, harpoon, or trident. You suffer disadvantage even if you use one of those weapons if you do not choose to deal piercing damage.

You can only make a ranged weapon attack if you use a crossbow, net, or harpoon. Any attack beyond a weapon's normal range misses automatically.

A fully-submerged creature has resistance to fire damage, and vulnerability to lightning damage if it doesn't have resistance or immunity to lightning damage.

Unless you can breathe underwater, you cannot cast spells with a Verbal component.

Conditions

Most conditions are unchanged, but this section includes a few tweaks to make the effects of said conditions less arbitrary and more realistic.

Exhaustion

Exhaustion works as written, with the following changes:

  1. When your HP drops to 0, you gain a level of exhaustion.
  2. You can remove the first level of exhaustion, and only the first level, at the end of a short rest. If you have two or more levels, you must complete a long rest to remove one.

Paralyzed

Paralysis works as-written, with the following change:
Any melee attack that hits the creature is a critical hit.

Prone

Prone works as-written, with the following change:
Melee attack rolls against a prone creature are made with advantage. Ranged attack rolls against it have disadvantage, unless the attacker is elevated at least 15 feet above the target. Ranged attack rolls also have advantage if the attacker is at least 25 feet above the prone target.

Unconcious

Unconscious works as-written, with the following change:
Attack rolls against an unconscious creature have advantage, and any melee attack that hits the creature is a critical hit.

Travel


The travel rules in 5e actually accomplish the system's goals of simple, intuitive play very well. The hardest part of using the travel rules is finding them, scattered as they are over multiple sections of multiple books. This section copies text from the Player's Handbook and Dungeon Master's Guide wholesale and consolidates them in one place for ease of use.

This section includes rules for overland travel, and omits extreme weather, wilderness hazards, ocean or air travel, etc. It is meant to reduce cross-referencing for rules most likely to appear in day-to-day and session-to-session travel.

Travel Pace

Player's Handbook page 181
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect.

A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information).

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

If going downstream in a water vehicle, add the speed of the current (typically 3 miles per hour in a river or stream) to the speed of the vehicle. Smaller vehicles, such as keelboats and rowboats, can't be rowed upstream against any significant current, but they can be pulled upstream by draft animals on the shores. (Player's Handbook 156-157).

Travel Pace

      Distance Traveled per . . .

Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.

You move at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

THE WARRIOR'S CODEX REFORGED

Special Travel Pace

Dungeon Master's Guide page 243
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly.

The above rules on travel pace assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance.

A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn't travel at a normal rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following rules:

  • In 1 minute, you can move a number of feet equal to your speed times 10.
  • In 1 hour, you can move a number of miles equal to your speed divided by 10.
  • For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).
  • For a fast pace, increase the rate of travel by one-third.
  • For a slow pace, multiply the rate by two-thirds.

For example, a character under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace.

The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day.

Similarly, the phantom steed spell creates a magical mount with a speed of 100 feet that doesn't tire like a real horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, its rider can travel 7, 10, or 13 miles.

Activity While Traveling

Player's Handbook, page 182
As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group's journey.

Marching Order

The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.

A character occupies the front rank, one or more middle ranks, or the back rank. Characters in each rank need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank.

Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, the group has a front rank and a back rank, with no middle rank. If there's only one rank, it's considered a front rank.

Stealth

While traveling at a slow pace, the characters can move stealthily. As long as they're not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7, "Using Ability Scores."

Stealth and Travel Pace

The above rules specify that the characters can attempt to move stealthily while traveling at a slow pace, implying that moving at a normal or fast is not conducive to stealth. This is easy to overlook; remember that if the party tries to move stealthily, it most move at a slower pace, as seen on the previous page.

Noticing Threats

Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot.

While traveling at a fast pace, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats and hazards.

Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they're traveling, it's up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does.

Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts. See chapter 9 for more about surprise.

Other Activities

Characters who turn their attention to other tasks as the group travels are not focused on watching for danger.

These characters don't contribute their passive Wisdom (Perception) scores to the group's chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM's permission.

Navigation and Becoming Lost

Dungeon Master's Guide, page 111 Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) check when you decide it's appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, and a fast pace imposes a -5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check.

THE WARRIOR'S CODEX REFORGED

If the Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party's navigator can repeat the check after the party spends 1d6 hours trying to get back on course.

Wilderness Navigation
Terrain DC
Mazes, cave networks, magical places where landmarks and paths constantly shift 20
Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight 15
Arctic, desert, hills, or open sea with clear skies and no land in sight 10
Grassland, meadow, farmland 5

Draw a Map

Player's Handbook, page 183
The character can draw a map that records the group's progress and helps the characters get back on course if they get lost. No ability check is required.

Track

Dungeon Master's Guide page 244
Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom (Survival) check. You might require trackers to make a new check in any of the following circumstances:

  • They stop tracking and resume after finishing a short or long rest.
  • The trail crosses an obstacle, such as a river, that shows no tracks.
  • The weather conditions or terrain changes in a way that makes tracking harder.

The DC for the check depends on how well the ground shows signs of a creature's passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible.

The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.

On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.

Tracking DCs
Ground Surfaces DC
Soft surface such as snow 10
Dirt or grass 15
Bare stone 20
Each day since the creature passed +5
Creature left a trail such as blood -5

Forage

Dungeon Master's Guide, page 111
Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region.

Foraging DCs
Food and Water Availability DC
Abundant food and water sources 10
Limited food and water sources 15
Very little, if any, food and water sources 20

If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll 1d6 + the character's Wisdom modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons).

THE WARRIOR'S CODEX REFORGED

PART V

New Items

Mid-Adventure Crafting

When to use these rules

5e has serviceable crafting rules—for downtime. Those rules don't fit all campaigns, because a adventures with a short timeframe or that spend large periods in transit can't fit normal downtime activities. These rules are to be used in those circumstances, with time measured in hours and days instead of weeks—and that timeframe only. Use downtime rules for crafting during longer periods; if the party rests for three months or more, use Xanathar's Guide to Everything. If they stop for three weeks, one night, six days, etc, use these.

Crafting Point Values

In this system, all items require a certain number of points. An item is worth a number of points equal to its value in gold pieces divided by 50. If the item's gold price is not divisible by 50, divide it and round its point value down to the nearest whole number (minimum 1 point). When you begin work on an item, it has 0 points, and you finish crafting it when you exceed its point value with a crafting check.

If you have a feature that allows you to create items with reduced time or cost, in this system you gain 2 points for each hour of successful crafting instead of 1.

Requirements to Craft

To craft an item, you must have proficiency in the appropriate tool or kit, listed below. That list is not exhaustive and your DM ultimately decides what you can craft. Proficiency in a tool grants you the knowledge to create the items on the table; you know the recipes for nonmagical items, bombs, poisons, and scrolls. For potions and magical item recipes, use the Crafting a Magical Item rules in Xanathar's.

You must also possess abstracted raw materials worth half the item's listed price before you begin crafting. You must have access to those materials until the item is completed, at which point they are consumed. You cannot use those materials on another item while the first is in progress.

Prelude to Crafting

To work on an item, you must meet all the requirements listed above, choose the item, and declare a number of hours between one and eight. That period represents the amount of time your character spends crafting. You cannot work more than eight hours between any two long rests. If you are interrupted or quit crafting for 1 hour or more during your declared interval, you automatically fail your crafting check.

The Crafting Check

After you finish working the period of time you declared, you make an Intelligence check, which are you are proficient in thanks to your tools. The DC for this check equals 18 minus the number of hours you work. If you work for eight hours, the DC becomes 10. If you work for three, the DC is 15, and so on.

If you succeed, the item-in-progress gains a number of points equal to the number of hours you worked and adds them to its current total. If you fail, you add no points, though the item does not lose any points it already has.

If you don't finish the item within your allotted time, it retains the points you have successfully applied to it, and you can add additional points with further crafting checks until the item is completed.

Finishing Early & Multiple Items

If you exceed the number of points required to make an item, you may not begin another one with the remaining time. A crafting check encompasses the entire period you allotted to work. Finishing with an excess of points represents extra time spent to avoid and correct mistakes. Extra points do not increase an item's value or confer any other benefit.

A crafting check represents your work with a single item. You work on one at a time. Even if the points you accumulated exceeded the monetary value of the item you work on, you can only craft that item during the time you allotted. For example, a dagger is worth 2 gp, and 2÷50=0.04, but it is still worth one point, and takes an hour minimum. If you allot four hours, you cannot create four daggers. You create one. If you want to make four daggers in four hours, you must allot an hour for the first dagger, make the check, and if you succeed, move on. If you fail, you can allot another hour to try again, or move on to another project. You do not have to choose all your items and times before you begin your first crafting check; you can allot any new times after you finish your first, but cannot exceed 8 total hours worked in a day. You cannot change a duration after it begins, or the item crafted after the check resolves.

Other Uses

A damaged item starts with half its total points. You can make crafting checks to restore its point total and make it usable again if you are proficient in the appropriate kit or Tinker's tools. The material cost to repair a damaged item is half the typical value.

If you are a ranger, you can research your favored enemies to learn any statistic, such as an ability score, AC, or a random feature, of one such creature that you have seen. The creature has a point value equal to its CR. When you reach that point value with "crafting" checks (requiring no materials) you learn that information.

Tool-specific Rules

Some kits can be transported and used as-written in the PHB and XGtE but are too large to craft items while on the move. Those kits are marked with a * below. Artistic items, such as jewelry, can be sold for 1d4*10% more than their written price. For example, if an item with a listed price of 200 gp and a materials cost of 100 gp is art, it can be sold for 220-280 gp. Items marked with † are art.

Examples

Annie, a rogue with proficiency in Tinker's Tools, would like to create an arquebus. They cost 500 gp, so she buys the necessary supplies for 250 gp. She has six hours to spare after the party makes camp, and allots it all to one crafting check. She makes the check (DC 12) and rolls a 15. Success! The in-progress arquebus has 6 points, but requires 10. The next night, Annie has two hours. She rolls her crafting check (DC 16) with a result of 10, and fails. She must try again later.

Yarldrit, a forge cleric, would like a new set of plate. He must wait until the party returns to town, where he keeps a forge. The party returns, and plans to stay there a month. He can work up to eight hours every day he's in town, so long as he remains at his forge for the duration of his allotted times. If he doesn't finish before the party leaves again, he can continue later.

Or, he can cast fabricate and be done in 10 minutes.

THE WARRIOR'S CODEX REFORGED
Tools and Corresponding Items
Tools Items
Alchemist Acid vial, alchemist's fire, antitoxin, oil, perfume, soap; bombs, potions
Brewer* Oils; alcoholic beverages†
Calligrapher Scrolls; calligraphy†
Carpenter Club, greatclub, shield, tower shield; wooden structures and furniture†
Cartographer Maps†
Cobbler Shoes†
Cook Food†
Disguise Costume clothes
Forgery Scrolls, False documents†
Glassblower Any glass object†
Herbalism Potions of healing, herbal mixtures
Jeweler Decorated mod, jewelry†,
Painter Decorated mod, eye black, war paint, paintings†
Poisoner Poisons
Potter* Clay pottery
Leatherworker Furred, guige mod; cestus, sling, hide armor, leather armor, shield
Mason Stone armor & weapons, statuary†, carvings†
Scrimshander Bone weapons, carvings†, jewelry†
Smith* Butt spike, guisarme hook, enhanced guard, serrated mods; weapons, armor, shields made of iron/steel
Tinker Arquebus, crossbows, handgonne, bullets, bayonet, poison reservoir, repeater, scope, second barrel
Weaver* Nets; Common clothes, fine clothes, traveler's clothes, textiles†
Woodcarver Penobscot arms mod; wooden weapons and ammunition; statuary†, carvings†
THE WARRIOR'S CODEX REFORGED

Adventuring Gear

Included in this section are other items that PCs might employ to attack, and can create. They are not weapons, and each possess their own unique properties and traits. Adventuring gear without an aggressive combat use have been omitted, as they have not been changed. After the base adventuring gear section, each category is listed in the order of the tools used to create them.

If a piece of gear requires you to make an attack roll, you do not add your proficiency bonus to the roll unless you are proficient in improvised weapons. If you have the Extra Attack feature, you can expend one attack to use an item instead of taking the Use an Item action.

If a piece of gear can be thrown, it has the thrown property and a range of 20/60. You add your Dexterity modifier to attack rolls with thrown gear, and nothing to damage.

Gear
Name Cost Weight Properties & Damage
Acid Vial 25 gp 1 lb. 2d6 acid, thrown
Alchemist's Fire 50 gp 1 lb. 1d4 fire, thrown
Ball Bearings 1 gp 2 lb. -
Caltrops 1 gp 2 lb. 1 piercing
Flour 2 cp 1 lb. 2d6 fire, thrown
Grappling Hook 2 gp 4 lb. 1 piercing, thrown
Holy Water 25 gp 1 lb. 2d6 radiant, thrown
Hunting Trap 5 gp 25 lb. 1d10 piercing, status
Manacles 2 gp 6 lb. -
Oil Flask 1 sp 1 lb. 5 fire, thrown
Powder Apostle 3 gp 2 oz. 1 fire, gunpowder
Powder Horn 35 gp 2 lb. 3d6 fire, gunpowder
Powder Keg 300 gp 20 lb. 6d6 fire, gunpowder
Powder Barrel 1000 gp 100 lb. 12d6 fire, gunpowder
Salt 1 cp 1 lb. -
Torch 1 cp 1 lb. 1 fire, light
War Paint 1 gp -

    Acid Vial. As an action, you can splash the contents of this vial onto a creature or throw the vial, making a ranged attack roll against a creature of your choice within range. On a hit, the target takes 2d6 acid damage. This acid does doubled damage to objects. If you empty the contents of this vial onto an object within 5 feet, the attack automatically hits.

Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. Throwing this flask causes it to shatter on impact. Make a ranged attack against a creature. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. If a creature is vulnerable to fire damage it has disadvantage on this check, and the DC is increased to 15 for it.

Ball Bearings. You can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. Creatures that fly, jump, or hover over the area are unaffected by the ball bearings.

Caltrops. You can spread a single bag of caltrops to cover a 5-foot-square. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

Improvised collections of sharp items, such as broken glass, can be used as caltrops. Creatures that fly, jump, or hover over the space are unaffected by the caltrops.

Flour. You can throw a bag of flour, which ruptures on impact. The cloud of powder fills a 10 foot cube, which lingers in the air for 1 minute. Any creature or object in the cloud can’t benefit from being invisible while inside. If the flour cloud takes any fire damage or touches open flames, it deals 2d6 fire damage to all creatures within the cloud and is destroyed.

Coal, sawdust, coffee, pollen, magnesium powder, and other flammable materials can be used in place of flour.

Grappling Hook. If this sharp metal hook is tied to a rope, you can throw the grappling hook at an object or creature, making an attack roll against the creature or the AC of the object's material. You can then pull the rope to drag that object or creature. You can also climb that rope if the creature or object hooked to it is at least one size larger than you. A creature can use the free object interaction granted on its turn to remove the hook from the creature or object it's attached to.

Holy Water. Throwing this flask causes it to shatter on impact. Make a ranged attack against a target. If the target is a fiend or undead, it takes 2d6 radiant damage.

Hunting Trap. You can use an action to set this trap in an unoccupied space, which is comprised of a pressure panel and heavy iron jaws affixed to the ground by a spike and chain. When a creature walks through its 5ft. space, the trap makes a melee attack against that creature. The trap has +8 to hit and deals 1d10 piercing damage, and if it hits the target is grappled (escape DC 15). Whether the attack hits or misses, the trap cannot make a second attack until the creature escapes and the trap is set again. Failing the check to escape by 5 or more deals an additional 1d10 piercing damage to the trapped creature.

THE WARRIOR'S CODEX REFORGED

    Manacles. These metal restraints bind a Small or Medium creature. A conscious, unwilling creature must be grappled or incapacitated before manacles can be applied to it. Escaping manacles requires a DC 20 Dexterity check to slip out, or a DC 20 Strength check to break. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. A spellcasters with manacles on both wrists manacles cannot perform the somatic components of spells. A creature with manacles applied to both ankles has a walking speed of 10 feet.

Oil Flask. You can use an action to throw this flask of flammable oil onto a creature or object, splashing the oil onto it if you hit. If the oil-covered target takes any fire damage within the next minute, it takes an additional 5 fire damage. The oil is not consumed when this bonus fire damage is applied. You can also pour a flask of oil on the ground to cover a 5 foot square. If lit, the oil burns for 1 minute. The first time on a turn that a creature enters the burning area, or starts its turn there, it takes 5 fire damage.

Oil can also lubricate armor. You can spend an hour applying oil to a set; until your next long rest that armor does not impose disadvantage on stealth checks. Finally, you can use a flask to apply the flaming modification to a weapon.

Powder Apostle. A powder apostle holds 1 charge of black powder (approximately 175 grains, or ½ oz.) used in weapons with the gunpowder property. If a powder apostle takes fire or lightning damage, it explodes. Each creature and object within 5 feet of the powder apostle must make a DC 11 Dexterity saving throw. A target takes 1 fire damage on a failed save. If you are carrying an apostle, you can expend a charge of powder from it as part of the action you use to reload your weapon. Apostles are usually carried in groups of 12 and hung from a bandoleer around the torso.

Powder Horn. A powder horn holds up to 25 charges of black powder used in weapons with the gunpowder property. If it takes fire or lightning damage, it explodes. Each creature and object within 10 feet of the powder horn must make a DC 12 Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much on a success. If you are carrying a horn, you can expend a charge of powder from it as part of the action you use to reload your weapon.

Powder Keg. A powder keg holds up to 1,000 charges of black powder used in weapons with the gunpowder property. If it takes fire or lightning damage, it explodes. Each creature and object within 20 feet of the powder keg must make a DC 14 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much on a success.

Powder Barrel. A powder barrel holds up to 4,000 charges of black powder used in weapons with the gunpowder property. If it takes fire or lightning damage, it explodes. Each creature and object within 30 feet of the powder keg must make a DC 16 Dexterity saving throw. A target takes 12d6 fire damage on a failed save, or half as much on a success.

Salt. A seasoning and preservative, salt wards off ghostly undead. You can take 1 minute to spread 1 lb. of salt in a ring with a radius no larger than 10 feet. When the circle is completed, it becomes an invisible magic circle (PHB 256) which only affects undead with the Incorporeal Movement trait. The spell lasts until dispelled or the salt ring is broken or dispersed. The salt cannot be directly touched or disturbed by a creature that it affects. You choose whether the magic circle operates outside or inside the ring when you close it.

    Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for another 20. If you hit with a burning torch, it deals 1 fire damage.

War Paint. This threatening paint on the face or body takes one hour to apply, and lasts 8 hours. If you are proficient with painter's supplies you can add this paint to yourself or another creature. The wearer adds the painter's proficiency bonus to Intimidation checks that it makes for 8 hours, after which the paint fades or runs.

Mounts and Vehicles

While the options presented in the Player's Handbook for mounts and vehicles were serviceable, new adventures have presented additional rules for specialized vehicles—such as Ghosts of Saltmarsh, which reworked water vehicles with much more interesting statistics.

This book reworks mounts and land vehicles with unique features that make the distinction between them meaningful and valuable, as it does with many other parts of the game.

It also includes the rules for travel scattered throughout parts of the Player's Handbook and Dungeon Master's Guide. They can be found in Part IV.

Mounts

Listed below are the statistics for mounts detailed on page 156 Player's Handbook and throughout the Monster Manual that this documented has updated with new mechanics to further differentiate them from their basic counterparts. If a mount is not listed, its statistics remain the same.

While their prices are unchanged, the gold price of each creature is listed in is statblock for convenience. While carrying capacity can be calculated if Strength has changed, it too is listed here.


CamelMM page 320

Large beast, unaligned. 50 gp. Capacity: 480 lb.


  • Armor Class 9
  • Hit Points 15 (2d10 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Drought-ready. The camel can survive up to 10 days without water, and has advantage on saving throws against extreme heat.

Sand Stride. The camel can cross difficult terrain made of sand without expending extra movement.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Draft HorseMM page 321

Large beast, unaligned. 50 gp. Capacity: 1,080 lb.


  • Armor Class 10
  • Hit Points 25 (3d10 + 9)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Beast of Burden. The horse is considered to be a Huge animal for the purpose of determining its carrying capacity.

Workhorse. The draft horse has advantage on Constitution saving throws against exhaustion caused by a forced march or long hours of labor.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


Riding HorseMM page 336

Large beast, unaligned. 75 gp. Capacity: 480 lb.


  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Swift Travels. If a group of Small or Medium creatures has at least one riding horse for each member when traveling over land, the number of miles the group can travel in an hour increases by 2, regardless of travel pace.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.


WarhorseMM page 340

Large beast, unaligned. 400 gp. Capacity: 540 lb.


  • Armor Class 11
  • Hit Points 75 (10d10 + 20)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Disciplined. The horse has advantage on checks and saves to avoid being knocked prone or frightened.

Relentless. When the horse is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. The horse can’t use this feature again until it finishes a long rest.

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Exotic Mounts

The default mounts listed aren't the only mounts that a party might employ, but are the most likely to appear in everyday places. And not every mount will appear in every stable—camels are rare outside the desert, elephants rarely venture beyond the savannah and tropics, and warhorses bred from a mighty lineage are rare.

The creatures listed below are even rarer, but far from impossible to find. Elk might pull a sleigh carrying a benevolent winter fey, or a death knight might ride a nightmare into battle. A wandering unicorn might carry a character out of danger, and any intelligent giant animals, such as giant eagles, might come to the aid of a desperate party. Most have statistics already, but those with reworked mechanics are listed here.

This list is not exhaustive, but suggests common options and the location of their statistics.

  • allosaurusMM page 79
  • buletteMM page 34
  • brontosaurusMM page 139
  • dire wolfMM page 321
  • elkMM page 322
  • giant boarMM page 323
  • giant eagleMM page 324
  • gloamwingGGR page 215
  • guard drakeVGM page 158
  • hadrosaurusWCX page 90
  • lionMM page 331
  • mammothMM page 332
  • moorbounderEGW page 25
  • nightmareMM page 235
  • polar bearMM page 334
  • pegasusMM page 250
  • triceratopsMM page 80
  • unicornMM page 294
  • worgMM page 341
  • wyvernMM page 303

YakSKT page 172

Large beast, unaligned. 15 gp. Capacity: 540 lb.


  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the yak moves at least 20 feet straight toward a target and hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Mountain Born. The yak is acclimated to high altitude, including elevations above 20,000 feet. It is also naturally adapted to cold climates, as described in the Dungeon Master's Guide.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.


Hadrosaurus

Large beast, unaligned. Capacity: 450 lb.


  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Hold Breath. The hadrosaurus can hold its breath for 30 minutes

Actions

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.


Akhlut

Huge monstrosity (shapechanger), unaligned. Capacity: 1200 lb.


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d12+24)
  • Speed 50 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 5 (-3) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +5,
  • Senses blindsight 120 ft., passive Perception 14
  • Languages
  • Challenge 4 (1,100)

Amphibious. The akhlut can breathe air and water.

Drowner. The akhlut's swim speed is not reduced by dragging a creature it has grappled.

Echolocation. The akhlut can't use its blindsight while deafened or outside water.

Keen Hearing and Smell. The akhlut has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shapechanger. The akhlut can use its action to polymorph into a killer whale, a dire wolf, or back into its true form, which is a wolf-whale hybrid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed, but remains on its new form or falls to the ground. It reverts to its true form if it dies.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the akhlut can't bite another target.

Reactions

Ambushing Shift. If the akhlut enters or leaves a body of water, it can use its shapechanger trait.


Hippocampus

Large monstrosity, unaligned. Capacity: 480 lb.


  • Armor Class 13
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages understands Aquan but cannot speak
  • Challenge 1/4 (50 XP)

Amphibious. The hippocampus can breathe air and water.

Swift Swim. The hippocampus doesn't provoke opportunity attacks when it swims out of an enemy's reach.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Aquatic Mounts

Not all civilizations in Dungeons & Dragons live on land. Some, like tritons, merfolk, and sahuagin, live deep beneath the waves. Such creatures can't employ terrestrial beasts of burden, for obvious reasons. Some alternatives for watergoing peoples are listed below. Like exotic mounts, they have no listed gold price, as typical adventuring parties are unlikely to encounter them listed due to their relative rarity compared to landlocked adventuring parties.

  • akhlutWCX page 91
  • crocodileMM page 320
  • dolphinMM page 208
  • giant octopusMM page 326
  • giant sea horseMM page 328
  • hippocampusWCX page 91
  • hunter sharkMM page 330
  • killer whaleMM page 331
  • plesiosaurusMM page 80
  • sperm whaleRotFM page 309

Tack and Harness

Item Cost Weight
Barding, Standard x4 x2
Barding, Exotic x6 x2
Feed per day (plant) 5 cp 10 lb.
Feed per day (meat) 2 gp 10 lb.
Saddle
     Exotic 60 gp 40 lb.
     Military 20 gp 30 lb.
     Pack 12 gp 15 lb.
     Riding 8 gp 25 lb.
Saddlebags 4 gp 8 lb.
Stabling per day 5 sp
Stabling per day (exotic) 10 gp

Barding. Barding is armor designed for a nonhumanoid animal. Any type of armor on the Armor table can be purchased as barding, which has a price several times that of equivalent armor made for humanoids (depending on the type of mount), and it weighs twice as much. Like armor on humanoids, barding weighs half as much as its listed weight when worn for the purposes of determining encumberance.

Saddles. A seat of leather, fur, padding, and other materials designed to cushion and reinforce a rider on a mount, and keep them from falling when the mount moves quickly.

Saddle, Exotic. An exotic saddle is custom-fitted to the strange anatomy of exotic mounts, and any mount that swims or flies. They may include wider or specially-shaped seats to allow unrestricted movement, netting around the chest or belly for you to climb on, or straps for your legs to keep you mounted during flight. Saddles for exotic mounts must be specially-made for each type of creature.

Saddle, Military. A military saddle braces the rider, helping you keep your seat in battle. It gives you advantage on any ability checks and saving throws to remain mounted.

Saddle, Pack. An otherwise unremarkable saddle, this saddle includes two saddlebags, unlike other saddles which much purchase and include them separately.

Saddle, Riding. The basic saddle, necessary for any creature not skilled with animals to ride without without falling off. It confers no additional benefits.

Saddlebags. Leather or cloth bags slung over the side of a mount or attached to the saddle, any object placed in these bags or strapped to them has it weight halved when determining encumberance. An object must be at least two sizes smaller than the mount to gain this benefit.

Land Vehicles

This section includes statistics for the land vehicles that appear in the Player's Handbook, with several new additions. These statblocks are modeled after those presented in Descent Into Avernus, but are adjusted for less hellish vehicles. Their statistics function like creatures' but with additional considerations:

Capacity and Draft Requirements

Creature capacity describes how many creatures can ride in the vehicle comfortably. More creatures can fit by squeezing or clinging to the outside of the vehicle. Cargo capacity specifies how much weight the land vehicle can carry, excluding the weight of the creatures inside it.

A creature pulling a land vehicle can move weight up to five times its base carrying capacity, including the weight of the vehicle and all passengers and cargo. If multiple creatures pull the same vehicle, they add their carrying capacity together to determine if they can move the vehicle.

Difficult terrain such as thick mud, snow, or sand might decrease traction or ensnare wheels, increasing the strength required to pull a vehicle.

A land vehicle's speed is equal to the slowest draft creature pulling it. If all draft creatures have special movement, such as flying or swimming speed, the vehicle does as well. All draft creatures act simultaneously on the driver's turn as ordered by the driver, unless the draft creature is intelligent enough to act independently.

Armor Class

A land vehicle is typically made of wood and has an Armor Class of 15 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage.

Ability Scores

A land vehicle has six ability scores and corresponding modifiers. Its size and weight determine its Strength. Dexterity represents handling and maneuverability. Constitution reflects durability and quality of construction. Land vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a land vehicle has a 0 in a score, it fails any ability check or saving throw that uses it.

Hit Points

A land vehicle hit points's can be restored by making repairs to the vehicle (see "Repairs"). When a land vehicle drops to 0 hit points, it ceases to function and is damaged beyond repair. Enemies can also target the draft creatures pulling it; if the number of draft creatures falls below the vehicle's minimum requirements, the vehicle cannot be operated until any corpses are removed and new draft creatures are added.

Opportunity Attacks

Land vehicles provoke opportunity attacks upon exiting another creature's reach, as if it were a creature. When a land vehicle provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within the attacker's reach.

Impact

If a land vehicle takes damage that exceeds half its maximum hit points, it must succeed on a Dexterity saving throw or be knocked prone. The DC for this saving throw is equal to the damage it took from the attack. If the vehicle's driver or pilot is proficient in land vehicles, the driver adds its proficiency bonus to this saving throw. Any creature occupying the vehicle must make the same saving throw, landing prone in a random space 10 feet away from the vehicle on a failed save. Any creature squeezing into the vehicle or clinging to the outside makes this save with disadvantage.

Action Stations

Action stations represent any seat or position the vehicle is designed to have occupied. Only one creature can occupy each station. A creature not occupying an action station must cling to the outside of the vehicle.

Helm

The driver sits or stands near the front or top of a land vehicle, where it steers. A land vehicle automatically fails Dexterity saving throws. A driver proficient with land vehicles adds its proficiency bonus to any check or save the land vehicle makes.

Actions. While the land vehicle is attached to living draft creatures, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.

If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle's course and speed, the vehicle moves in the same direction and speed it did during the driver's last turn until it hits an obstacle big enough to stop it.

Bonus Actions. The driver can cause the land vehicle's draft creatures to take the Dash or Disengage action, moving the vehicle farther than it could with an action.

Reactions. Some vehicles have special reactions, which the drive can choose to activate using its own reaction.

Guard Stations

Each guard takes a position outside, typically on the vehicle's front or top. A guard can fight from its station, attacking as normal, and can expend 15 feet of movement as though dismounting to leave the vehicle and fight on foot.

Passenger Seats

Passengers sit passively and comfortably upon or within the vehicle. A vehicle does not require a passenger in order to operate. A passenger can fight, but targets it chooses outside the vehicle gain the same cover bonuses that it gains while inside. A passenger can expend 15 feet of movement as though dismounting to leave the vehicle and fight on foot.

Repairs

When a land vehicle is damaged but has at least 1 hit point, a creature not operating the helm or guard station can try to repair it. The creature must be within reach of the damaged area and have the right tools for the job (often woodcarver's tools or smith's tools), and the vehicle must be stationary.

After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.


Buggy

Large Vehicle (400 lb)


  • Creature Capacity 2 Medium creatures
  • Cargo Capacity 300 lb.
  • Armor Class 15 (15 while motionless)
  • Hit Points 16 (3d10)


STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 11 (+0) 0 (-5) 0 (-5) 0 (-5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Prone Deficiency. If the buggy falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.

Action Stations

Helm (Requires 1 crew). Drives and steers the buggy.

1 Passenger Seat (Requires 1 crew).


Carriage

Huge vehicle (1200 lb)


  • Creature Capacity 6 Medium creatures
  • Cargo Capacity 1,000 lb.
  • Armor Class 16 (15 while motionless)
  • Hit Points 79 (7d12 + 14)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Crushing Wheels. The carriage can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Prone Deficiency. If the carriage falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.

Action Stations

Helm (Requires 1 crew and Grants Half Cover). Drives and steers the carriage.

Guard. (Requires 1 Crew and Grants Half Cover). Makes attacks from atop the carriage.

4 Passenger Seats (Requires 1 Crew and Grants Three-Quarters Cover).


Cart

Medium Vehicle (200 lb.)


  • Creature Capacity 1 Medium creature
  • Cargo Capacity 500 lb.
  • Armor Class 15 (15 while motionless)
  • Hit Points 34 (4d8 + 16)

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 18 (+4) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Prone Deficiency. If the cart falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.


Chariot

Large vehicle (60 lb)


  • Creature Capacity 2 Medium creatures
  • Cargo Capacity 50 lb.
  • Armor Class 18 (15 while motionless)
  • Hit Points 32 (5d10 + 5)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Prone Deficiency. If the chariot falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.

Action Stations

Helm (Requires 1 crew and Grants Half Cover). Drives and steers the chariot.

Guard. (Requires 1 Crew and Grants Half Cover). Makes attacks from within the chariot.

Reactions

Juke. The chariot gains advantage on a Dexterity saving throw. It must be able to move in order to use this reaction.


Litter

Medium vehicle (40 lb)


  • Creature Capacity 1 Medium creature
  • Cargo Capacity 25 lb.
  • Armor Class 14 (14 while motionless)
  • Hit Points 22 (4d8 + 8)

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Poles. Instead of being dragged on wheels, the litter must be carried above the ground by creatures in front of and behind it.

Prone Deficiency. If the litter falls prone, it can't right itself and is incapacitated until another pair of creatures use their actions to pull it upright.

Action Stations

Helm (Requires 4 crew and Grants Half Cover). Drives and steers the litter.

Passenger Seat. (Requires 1 Crew and Grants Half Cover). The aura of prestige from the litter grants the Passenger advantage on Charisma checks.


Rickshaw

Medium Vehicle (175 lb.)


  • Creature Capacity 1 Medium creature
  • Cargo Capacity 100 lb.
  • Armor Class 15 (15 while motionless)
  • Hit Points 18 (4d8)
  • Draft Requirements 1 Medium creature

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Prone Deficiency. If the rickshaw falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.

Action Stations

Helm (Requires 1 crew). Drives and steers the rickshaw. The rickshaw's draft creature occupies this station.

Passenger Seat (Requires 1 Crew and Grants Half Cover).

Reactions

Juke. The rickshaw gains advantage on a Dexterity saving throw. It must be able to move in order to use this reaction.


Sled

Medium vehicle (100 lb)


  • Creature Capacity 1 Medium creature
  • Cargo Capacity 200 lb.
  • Armor Class 17 (15 while motionless)
  • Hit Points 22 (4d8 + 8)
  • Draft Requirements 6 Medium creatures

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Prone Deficiency. If the sled falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.

Skis. The sled has flat running boards instead of wheels that allow it to glide over smooth surfaces. The sled ignores all difficult terrain created by ice, snow, slush, and sand.

Action Stations

Helm (Requires 1 crew and Grants Half Cover). Drives and steers the sled.

Reactions

Juke. The sled gains advantage on a Dexterity saving throw. It must be able to move in order to use this reaction.


Sleigh

Huge vehicle (1200 lb)


  • Creature Capacity 4 Medium creatures
  • Cargo Capacity 800 lb.
  • Armor Class 16 (15 while motionless)
  • Hit Points 79 (7d12 + 14)
  • Draft Requirements 4 Large creatures

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Skis. The sleigh has flat running boards instead of wheels that allow it to glide over smooth surfaces. The sleigh ignores all difficult terrain created by ice, snow, slush, and sand.

Prone Deficiency. If the sleigh falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.

Action Stations

Helm (Requires 1 crew and Grants Half Cover). Drives and steers the carriage.

1 Front Passenger Seats (Requires 1 Crew and Grants Three-Quarters Cover).

2 Rear Passenger Seats (Requires 1 Crew and Grants Full Cover).


Wagon

Huge vehicle (2000 lb)


  • Creature Capacity 8 Medium creatures
  • Cargo Capacity 2500 lb.
  • Armor Class 14 (14 while motionless)
  • Hit Points 79 (7d12 + 14)
  • Draft Requirements 4 Large creatures

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Bulky. Unless its draft creatures took the Dash action on their last turn, the wagon has advantage on saving throws to avoid being knocked prone. In addition, the speed of any draft creature attached to the wagon is halved.

Prone Deficiency. If the wagon falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.

Action Stations

Helm (Requires 1 crew and Grants Half Cover). Drives and steers the carriage.

2 Guards (Requires 1 crew and Grants Full Cover.) Makes attack from atop the wagon.

5 Passenger Seats (Requires 1 Crew and Grants FullCover ).

Bombs and Grenades

Bombs are specialized hurled explosives, often made from a hollow shell packed with gunpowder and exotic materials. A creature can use the Use An Item action to throw a bomb to any point within 60 feet of you, where it explodes. That point acts as the origin of the bomb's effects. All bombs weigh 1 lb., have the gunpowder and thrown properties unless otherwise noted, and are lit or activated as part of the same action used to throw them. If an ability such as Extra Attack or Multiattack gives a creature the ability to make multiple attacks in one turn, it can throw a bomb using one of those attacks, instead of an action.

Bombs
Name Price Save/DC Radius Damage
Bomb 50 gp Dex/12 5 ft. 2d6 fire +
2d6 thunder
Aeolian Flare 20 gp Con/10 30 ft.
Ashes of Dreams 50 gp Con/11 10 ft.
Boreas' Embrace 550 gp Con/17 15 ft. 2d6 cold +
2d6 thunder
Cayenne Smog 450 gp Con/16 30 ft. 1 fire
Charnock's Remorse 1500 gp Dex/17 20 ft. 3d6 fire
Dimeritium Shardsmoke 600 gp 5 ft. 1d6 force +
2d6 thunder
Dynamo 300 gp Dex/14 10 ft. 4d6 lightning
Flashbang 40 gp Con/10 15 ft. 1 thunder
Glitterburst 100 gp Dex/13 10 ft. 4d6 piercing
Hornet's Nest 75 gp Con/11 25 ft.
Moon Dust 320 gp Wis/14 10 ft. 3d6 radiant
Shockwave Diamond 250 gp Str/12 10 ft. 4d6 thunder
Smokestick 20 gp 10 ft. -
Spirit Walker 1000 gp Cha/14 10 ft. 3d6 force +
3d6 thunder
Tanglefoot Bag 100 gp Dex/14 5 ft. -
Torpid Air 35 gp 20 ft. -
Vomit Comet 200 gp Con/10 15 ft. 1d4 poison

Bomb. When this bomb explodes, all creatures and objects in a 5-foot-radius sphere must make a DC 12 Dexterity saving throw. On a failed save, a target takes 2d6 fire damage and 2d6 thunder damage, and half as much damage on a success. This bomb's thunder damage is doubled against constructs, objects, and structures.

Aeolian Flare. A tiny cloth pouch filled with magnesium strips and gunpowder. When this bomb explodes, it produces blinding light. Each creature in a 30-foot-radius sphere must make a DC 10 Constitution saving throw. On a failed save, a target is blinded until the end of its next turn. Creatures with Darkvision have disadvantage on the save.

Ashes of Dreams. Fey magic and tranquilizing herbs combine in this gas bomb to sedate targets. A creature within 10 feet of the explosion must make a DC 11 Constitution saving throw. On a failed save, the target falls unconscious for 1d4 rounds, or until it takes damage. Creatures immune to being magically put to sleep are immune to this effect.

Boreas' Embrace. Packed with shards of True Ice and cold magic, this bomb forces all targets in a 15-foot-radius sphere to make a DC 17 Constitution saving throw. On a failed save, a target is restrained. While restrained in this way, its Armor Class increases by 2. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Cayenne Smog. Filled with a powder distilled from exotic fruits, this chemical grenade releases a billowing cloud of excruciating gas in a 30-foot radius. The cloud lasts for 1 minute. The first time a creature enters the cloud on a turn or starts its turn there, it must make a DC 16 Constitution saving throw. On a failed save, it is poisoned for 10 minutes, and blinded while poisoned in this way. An affected creature repeats the save at the end of each of its turns, ending the poison on a success. Creatures immune to fire damage or that do not need to breathe are immune to this bomb's effects. This bomb does not have the gunpowder property.

Charnock's Remorse. A closely-guarded secret of contemporary alchemy, this bomb is the end result of a quest for ever-burning flames. It is a horrific incendiary which sticks to clothing, skin, and buildings, and sets a fire which burns for 10 minutes or until extinguished. When this bomb explodes, all creatures in a 20-foot-radius sphere must make a DC 17 Dexterity saving throw. On a failed save, a target takes 3d6 fire damage and is set alight. On a success, it takes half as much damage and is not set on fire.

Additionally, every flammable creature and item in a 20-foot-radius, 40-foot-high cylinder extending from the sphere's point of origin down to the ground must make the same saving throw. If the chemicals land in an unoccupied space, they set the area on fire. The first time on a turn that a creature enters a burning space, it takes 2d6 fire damage, but the fire does not spread to it.

A creature set on fire by Charnock's Remorse takes an additional 2d6 fire damage at the start of each of its turns. The pain is excruciating; when a creature takes this damage, it must succeed on a DC 15 Constitution saving throw or fall unconscious until another creature uses an action to wake it.

A creature can use its action to make a DC 17 Dexterity (Sleight of Hand) check to extinguish the flames in a 5-foot square or on a creature, including itself. This fire cannot be affected or extinguished by effects such as the prestidigitation control flames and spells, or other effects (such as a frost brand weapon) that extinguish flames. Though its fire burns in damp areas, this bomb retains the gunpowder property and must be ignited as normal.

Dimeritium Shardsmoke. Crafted from complicated enchantments, reagents, and metals, the cloud of emerald-colored smoke from this bomb interferes with magic itself. When it explodes, all creatures, spells, and effects within 5 feet of the point it explodes are targeted by the dispel magic spell. If a check is required to dispel an effect, the bomb has a +5 bonus to the d20 roll.

THE WARRIOR'S CODEX REFORGED

    Dynamo. A palm-sized metal sphere covered in greebling, this marvel of alchemical engineering unleashes stored lightning. All creatures in a 10-foot-radius sphere must make a DC 14 Dexterity saving throw. On a failed save, the target takes 4d6 lightning damage. Thanks to its electrochemical power, this bomb lacks the gunpowder property. When used underwater, heavy rain, or wet conditions, its radius increases by 10 feet. Unlike other items and weapons, it can move its full range when used underwater, as the machinery within the sphere propels it through water.

Flashbang. This bomb creates a burst of light and sound upon impact, disorienting creatures within range. When it explodes, all creatures in a 15-foot-radius sphere must succeed on a DC 10 Constitution saving throw or be blinded and deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures with Tremorsense or Darkvision have disadvantage on the initial saving throw from this bomb.

Glitterburst. Silver dust fills this bomb, inflicting terrible damage on creatures vulnerable to it. All creatures within 10 feet of its explosion must make a DC 13 Dexterity saving throw. On a failed save, a target takes 4d6 piercing damage, and half as much on a success. Creatures with special vulnerabilities to silvered weapons take doubled piercing damage and have disadvantage on saving throws against this bomb. This bomb is considered a silvered weapon for the purposes of overcoming resistance and immunity to damage.

Hornet's Nest. This large sphere is packed by rounded balls of soft metal and rubber that explodes in a 25-foot-radius sphere. A creature within that radius must succeed on a DC 11 Constitution saving throw or be stunned until the end of its next turn, incapacitated by nonlethal pain. Creatures resistant to nonmagical bludgeoning damage make their saving throw against this bomb with advantage, and creatures immune it to automatically succeed.

Moon Dust. Packed with parilla cuttings and shards of feldspar, this bomb is designed to combat shapeshifters. It explodes in a 10-foot-radius sphere, and each creature within that sphere must make a DC 14 Wisdom saving throw. A target takes 3d6 radiant damage on a failed saving throw, and half as much on a success. Creatures with the shapechanger trait make their saving throw against this bomb with disadvantage and when damaged by it revert to their natural form. They cannot change from this form for one hour.

Shockwave Diamond. Also called a thunderstone, this tiny crystal of compressed energy shatters on impact and unleashes a concussive shockwave in a 10-foot radius. A target within that area must succeed on a DC 12 Strength saving throw or take 4d6 thunder damage, be knocked 5 feet away from the center of the explosion, and fall prone. On a successful save, a target takes half as much damage and is not moved or knocked prone. This bomb deals doubled damage to objects, structures, and constructs

Smokestick. The flammable compound inside this bomb produces a thick plume of smoke, filling a 10-foot radius sphere centered around the point it exploded for 1 minute. This bomb does not explode until it hits the ground or a solid surface; it cannot explode in the air. This bomb cannot explode unless it rests on the ground or an object. The area within the cloud of smoke is heavily obscured.

Spirit Walker. A shell packed with hallucinogens and cursed bone powder. When this bomb explodes, any creature within 5 feet of must succeed on a DC 14 Charisma saving throw or be sent into the ethereal plane for 2d6 rounds. After that time ends, the creature returns to the space it left, or the nearest unoccupied space if another creature or object filled that space in the interim.

Tanglefoot Bag. A bag of magical, sticky tar that erupts in a 5-foot radius around the point of impact. Creatures in its radius must succeed on a DC 14 Dexterity saving throw against it or be grappled (escape DC 14). While grappled in this way, the target is restrained. In addition, the ground beneath its radius is difficult terrain for 1 minute, after which the compound dries. If a 5ft square of tar takes 10 points of fire damage, it dries early and is no longer difficult terrain. This bomb does not have the gunpowder property.

Torpid Air. A concoction that thickens the air within a 20-foot-radius sphere to cushion falling creatures. Unlike most bombs, it does not explode until it hits the ground or another solid surface. All creatures that land within its radius take 1/4 the falling damage they normally would (minimum 1). This bomb thickens the air for 1 minute, after which the atmosphere returns to its normal density.

Vomit Comet. Containing an assortment of pungent, rotting materials, the terrible smell released by this this bomb stops enemies in their tracks. A creature within 15 feet of this bomb when it explodes must make a DC 10 Constitution saving throw. On a failed save, the target takes 1d4 poison damage and it poisoned for 1 minute. While poisoned in this way its speed is reduced by 10 feet, and it must repeat the saving throw at the start of each of its turns or spend its action retching and staggering. If it succeeds on this saving throw, the poison ends. Creatures that cannot be poisoned or do not have to breathe are immune to this bomb.

THE WARRIOR'S CODEX REFORGED

Oils

These magically-infused ointments coat weapons and armor to produce a temporary magical effect. As an action, you can apply an oil to a weapon, piece of armor, or 3 pieces of ammunition. You must have at least 1 free hand to apply an oil. Oils dry one hour after application, but can also be cleaned or washed off. An item can only benefit from one oil at a time. If you apply a second oil, it removes the first.

A weapon or piece of armor is considered magical while it has the oil applied to it.

Creating Oils

You must have proficiency in both the arcana skill and brewer's supplies to create oils. The necessary materials are an amount of the appropriate gemstone dust worth at least half the oil's cost, and a flask of oil. Unlike alcholic beverages, you can create oils while traveling.

Oil Components

Oil Component
Accuracy Pearl
Blessing Diamond
Corruption Emerald
Decay Onyx
Energy Topaz
Flame Ruby
Oil Component
Frost Sapphire
Nightmares Amethyst
Power Garnet
Resilience Aquamarine
Spite Peridot
Thunderclap Alexandrite

Elemental Oils

Oil of: Weapon Effect Armor Effect Rarity Price
Accuracy Gain +1 to hit Gain +1 AC Uncommon 500 gp
Blessing +1d4 radiant damage Gain resistance to radiant damage Uncommon 400 gp
Corruption +1d4 poison damage Gain resistance to poison damage Uncommon 400 gp
Decay +1d4 necrotic damage Gain resistance to necrotic damage Uncommon 400 gp
Energy +1d4 lightning damage Gain resistance to lightning damage Uncommon 400 gp
Flame +1d4 fire damage Gain resistance to fire damage Uncommon 400 gp
Frost +1d4 cold damage Gain resistance to cold damage Uncommon 400 gp
Power +1d6 damage Reduce damage taken by 1 Uncommon 400 gp
Psionics +1d4 psychic damage Gain resistance to psychic damage Uncommon 400 gp
Resilience +1d4 force damage Gain resistance to force damage Uncommon 400 gp
Spite +1d4 acid damage Gain resistance to acid damage Uncommon 400 gp
Thunderclap +1d4 thunder damage Gain resistance to thunder damage Uncommon 400 gp

Transformative Oils

Unlike the elemental oils above, the oils listed in this section mimic the powers of magical weapons, though not their numerical bonuses. Most provide potent temporary boosts, and a useful alternative to potions and scrolls in treasure piles. Unlike the above oils, they cannot be crafted using normal means, but are instead created using the DM's preferred rules for creating magical items. Each is a rare, minor magical item.

Oil of Acuity. While the oil lasts, this weapon can decapitate enemies as if it were a vorpal sword.

Oil of Animation. While the oil lasts, the weapon hovers and attacks on its own, as if it were a dancing sword. If applied to a shield, it instead acts as though it were an animated shield.

Oil of Blood. While the oil lasts, you can apply multiple wounds that deal additional to a target, as though the weapon were a sword of wounding.

Oil of Cold. While the oil lasts, the weapon sheds light, allows you to snuff fires, and deals an additional 1d6 cold damage on a hit, as if the weapon were a frost brand.

Oil of Hate. While the oil lasts, you can designate a creature as your sworn enemy and deal an extra 3d6 damage against, as if the weapon were an oathbow.

Oil of Heat. While the oil lasts, the weapon sheds light and deals an additional 2d6 fire damage on a hit, as if the weapon were a flame tongue.

Oil of Prowess. Unlike most oils, you apply this oil to your exposed skin. So long as you aren't wearing armor or wielding any weapons, you gain a +3 bonus to attack and damage rolls with unarmed strikes and cestus, which deal damage equal to 1d8 + your Strength or Dexterity modifier (your choice). In addition, whenever you make a Strength check, you can treat a d20 roll of 9 or lower as a 10. Finally, your jump height and distance are doubled, though you can't jump farther than your remaining movement would allow.

Oil of Reflection. While the oil lasts, you can use your reaction to attack a creature in your reach that damages you, as if the weapon were a sword of answering.

Oil of Sealife. While the oil lasts, the weapon suffers no penalties for attacking underwater. If applied to armor, you gain a swimming speed equal to your walking speed when worn, and are drawn to the surface when you reach 0 hit points, as if the armor were a set of mariner's armor.

Oil of Shattering. While the oil lasts, you gain a bonus to attack and damage rolls against constructs, and can destroy constructs that have less than 25 hit points remaining after a hit, as if the weapon were a mace of smiting.

Oil of Vampirism. While the oil lasts, you deal necrotic damage and gain temporary hit points after landing a critical hit, as if the weapon were a sword of life stealing.

THE WARRIOR'S CODEX REFORGED

Scrolls

In addition to the appropriate tools, scribing a spell scroll requires proficiency in the Arcana skill. You must know the spell you scribe through the entire creation process of scribing a spell; if you forget the spell midway through the scroll you cannot complete it. You expend gold pieces to transcribe scrolls, much like the method wizards use to create their spellbooks. Because of this, you need no materials to create a spell scroll beyond a medium, such as paper, parchment, vellum, papyrus, or stone.

Spell Levels & Scrolls

Spells cast from a scroll use their own attack bonuses and save DCs, listed on the table below. Each scroll weighs ¼ lb.

Scrolls
Spell Level Rarity Attack Bonus/DC Price
Cantrip Common +5/13 50 gp
1st Common +5/13 100 gp
2nd Uncommon +5/13 200 gp
3rd Uncommon +7/15 1,000 gp
4th Rare +7/15 2,000 gp
5th Rare +9/17 10,000 gp
6th Very Rare +9/17 20,000 gp
7th Very Rare +10/18 50,000 gp
8th Very Rare +10/18 75,000 gp
9th Legendary +11/19 100,000 gp

Herbal Mixtures

These herbal mixtures provide small, but potent benefits when applied or consumed. Each weighs 1/2 lb. except the Healer's Kit, which weighs 3 lb.

Herbal Mixtures
Mixture Cost
Alertness Draught 25 gp
Antiparalytic 50 gp
Antipathogen 20 gp
Antitoxin 50 gp
Clearbreath 10 gp
Eye Black 1 gp
Healer's Kit 5 gp
Incense 25 gp
Insect Repellant 1 sp
Journeybread 5 gp
Nightlight 20 gp
Sunscreen 10 gp

Alertness Draught. For 1 hour, the drinker of this bitter brew has advantage on Perception checks and saving throws against sleep.

Antiparalytic. This bland, slimy fluid grants the drinker advantage on saving throws against paralysis for 1 hour.

Antipathogen. A chalky, dry tablet that grants advantage on saving throws against disease for 8 hours.

Antitoxin. This vial of liquid grants advantage on saving throws against poison for 1 hour when drunk.

Clearbreath. Any creature that inhales this mist gains advantage on saving throws against stench and other features that attack the sense of smell.

Eyeblack. This strip of grease applied under or on the eyes, grants advantage on saving throws against being blinded for 8 hours or until it is washed off.

Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Incense. A small stick of scented herbs that relaxes the mind and can be used during rites or as a material component for spells that call for incense/herbs, including those with a gp value.

Insect Repellant. An acrid concoction applied to the skin that repels insects for 24 hours, with no effect on swarms or giant insects.

Journeybread. This dense vegetable cake acts as a day's rations for a medium creature.

Nightlight. A thick, purple liquid kept in a glass vial that glows with flameless light for 1 hour when shaken. It emits bright light in a 30-foot radius and dim light for another 30 feet, after which it becomes inert.

Sunscreen. This cream, often made from mud admixture, lasts for 1 hour and grants advantage on saving throws inflicted by extreme heat.

THE WARRIOR'S CODEX REFORGED

Poisons and Toxins

Characters proficient in poisoner's kits can create the poisons in this section with the ingredients stored in their poisoner's kit by default, unless the poison uses a non-humanoid creature in its name. In such cases, the poisoner must gather the vital ingredients or the venom itself from a dead or incapacitated specimen. This delicate process requires succeeding on a DC20 Intelligence (Nature) check and 1d6 minutes. The creature must be proficient in Poisoner's kits to make this check and adds their proficiency bonus if it aren't already proficient in the Nature skill.

Applying a contact or injury poison to a weapon or other object in combat requires an Action.

Types of Poisons

Poisons come in four varieties. Each variety is applied to a creature in a different way; those methods are listed below.

Contact: Contact poison can be smeared on an object and remains potent until touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.

Inhaled: These poisons are powders or gases that take effect when inhaled. Releasing the powder or gas subjects creatures in a 5-foot cube within 20 feet of the user to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body that absorb chemicals.

Injury: Injury poison can be applied to weapons, three pieces of ammunition, trap components, and objects that deal piercing or slashing damage. It remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Undelivered injury poisons dry from a weapon after 1 hour.

DMG Poisons
Poison Type Save/DC Price
Basic Poison Injury Con 10 100 gp
Assassin's Blood Ingested Con 10 150 gp
Burnt Othur Fumes Inhaled Con 13 500 gp
Carrion Crawler Mucus Contact Con 13 200 gp
Drow Poison Injury Con 13 200 gp
Essence of Ether Injury Con 15 300 gp
Malice Inhaled Con 15 250 gp
Poison Type Save/DC Price
Midnight Tears Ingested Con 17 1500 gp
Oil of Taggit Contact Con 13 400 gp
Pale Tincture Ingested Con 16 250 gp
Purple Worm Poison Injury Con 19 2,000 gp
Serpent Venom Injury Con 11 200 gp
Torpor Ingested Con 15 600 gp
Truth Serum Ingested Con 11 150 gp
Wyvern Poison Injury Con 15 1200 gp

Basic Poison. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage.

Assassin's Blood. A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.

Burnt Othur Fumes. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Carrion Crawler Mucus. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Drow Poison. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the target is blinded.

Midnight Tears. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Pale Tincture. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Purple Worm Poison. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Torpor. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Truth Serum. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Wyvern Poison.

This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

THE WARRIOR'S CODEX REFORGED
New Contact Poisons
Poison Save/DC Price
Aboleth Oil Con 14 2,500 gp
Black Ivy Paste Con 16 200 gp
Black Lotus Extract Con 20 6,520 gp
Boneshard Paste Con 13 750 gp
Brawler's Bourbon Con 12 175 gp
Chuul Paralytic Con 13 450 gp
Golden Ice Con 17 1,200 gp
Sunlight Oil Con 18 1,300 gp

Aboleth Oil. A creature subjected to this oil must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease, but the creature is unaware that they have been affected. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Black Ivy Paste. A creature subjected to this poison must make a DC 16 Constitution saving throw or take 3 (1d6) poison damage. The paste retains its potency until a total of at least 10 damage has been dealt.

Black Lotus Extract. A creature subjected to this poison must succeed on a DC 20 Constitution saving throw or take 55 (10d10) poison damage.

Boneshard Paste. An undead subjected to this poison must succeed on a DC 13 Constitution saving throw. On a failed save, the target takes 18 (4d8) radiant damage and is poisoned for 1 minute. On a successful save, the target takes half as much radiant damage and is no longer poisoned. While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This poison ignores immunity to the poisoned condition.

Brawler's Bourbon. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake

Chuul Paralytic. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Golden Ice. An evil creature that comes into contact with golden ice must make a DC 17 Constitution saving throw or take 30 (12d4) cold damage. This damage bypasses all resistances and immunities.

Sunlight Oil. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

New Ingested Poisons
Poison Save/DC Price
Antithesis Con 14 1,300 gp
Bloodwine Con 11 250 gp
Celestial Lightsblood Con 25 13,500 gp
Depraved Decadence Con 25 9,500 gp
Lich Dust Con 18 2,400 gp
Lockjaw Con 11 250 gp
Nightmare Root Con 19 1,450 gp
Pallid Serpent's Deception Con 16 1,340 gp
Unicorn Blood Con 17 500 gp

Antithesis. A creature subjected to this slimy mixture of parasitic microscopic entities must succeed on a DC 14 Constition saving throw. On a failed save, the target is infected with a disease that prevents it from regaining hit points through any method besides a short or long rest. Any time the target regains hit points any other way, it instead takes 4 (1d8) poison damage and can repeat the saving throw, ending the effect on itself on a success.

Bloodwine. An undead subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. If consumed by a living creature, the blood of that creature acts as bloodwine to any creature that drinks its blood until the creature completes a long rest.

Celestial Lightsblood. A creature subjected to this poison must make a DC 25 Constitution saving throw. On a failed save, its Dexterity score is decreased by 2 (but cannot be reduced below 1), and it must repeat the saving throw at the start of its next turn. On a failed save, the target's Constitution score is decreased by 2, but cannot be reduced past 1. This reduction can only be restored by the greater restoration spell or similar magic.

Depraved Decadence . A creature subjected to this poison must make a DC 25 Constitution saving throw. On a failed save, a creature can no longer receive sustenance by consuming food, no matter how much it eats. Every two days the creature goes without sustenance, its Constitution score decreases by 1. If a creature's Constitution score reaches 0 due to this effect, it dies.

Lich Dust. When a creature inhales the bone dust of a destroyed lich, it takes 10 (3d6) cold damage and must make a Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lockjaw. A creature subjected to this poison must make a DC 11 Constitution saving throw. On a failed save, the creature's jaw muscles lock and its tongue falls numb. An affected creature cannot speak or cast spells that require verbal components for 10 minutes.

Nightmare Root. A creature subjected to this poison must make a DC 19 Constitution saving throw. On a failed save, the creature's sleep is haunted with a combination of its greatest fears and everything they've ever done wrong. An affected creature cannot benefit from long rests, its exhaustion level increases by 1 at the start of the next day. The poison leaves the creature's system 24 hours after ingestion.

Pallid Serpent's Deception. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw, taking 22 (4d10) psychic damage on a failed save, and must repeat the saving throw at the start of each of its turns. On a successful save, the effect ends. While poisoned in this way, it must succeed a on a DC 16 Wisdom saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failed save.

Unicorn Blood. A creature subjected to this poison regains 14 (4d4 + 4) hit points and must succeed on a DC 17 Constitution saving throw or be cursed, suffering one of the effects of the bestow curse spell for one week. The DM rolls 1d4 to determine which curse takes hold.

New Inhaled Poisons
Poison Save/DC Price
Anosmia Con 18 800 gp
Dretch Gas Con 11 200 gp
Dust of the Desert Winds Con11 120 gp
Euphoria Breath Wis 11 365 gp
Gorgon Breath Con 13 1,200 gp
Gravedust Con 10 100 gp
Green Dragonbreath Con 18 2,500 gp
Vrock Spores Con 14 620 gp

Anosmia. A creature subjected to this poison must make a DC 18 Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the Keen Smell trait, it must also succeed on a Wisdom saving throw or suffer the effects of the confusion spell until the end of its next turn.

Dretch Gas. Dretch gas lingers for 1 minute after it is released, or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Dust of the Desert Winds. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 3 (1d6) necrotic damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 2 (1d4) necrotic damage. After five successful saves, the poison ends. If the creature spends its action consuming a liquid, it automatically succeeds the saving throw for that turn.

THE WARRIOR'S CODEX REFORGED

Euphoria Breath. A creature subjected to this poison must succeed on a DC 11 Wisdom saving throw or, for 1 minute the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no actions uses all of its movement to move in a random direction.

5-6. The target does nothing on its turn other than repeat the Wisdom saving throw, ending the effect on itself on a success.

Gorgon Breath. A creature subjected to this gas must succeed on a DC 13 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Gravedust. An undead subjected to this poison must succeed on a DC 10 Constitution saving throw or become incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Green Dragonbreath. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Vrock Spores. A creature subjected to these spores must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

New Injury Poisons
Poison Save/DC Price
Bearded Devil Venom Con 12 600 gp
Bloodfire Paste Con 13 650 gp
Bone Devil's Sting Con 14 1,000 gp
Celestial Essence Con 14 400 gp
Centipede Venom Con 11 200 gp
Cockatrice Saliva Con 11 750 gp
Ettercap Venom Con 11 50 gp
Ghost Blossom Extract Con 13 420 gp
Grell Venom Con 11 150 gp
Imp Venom Con 11 200 gp
Lichbane Con 17 650 gp
Liquid Mortality Con 22 1,250 gp
Metabolite Con 25 1,200 gp
Naga Venom Con 13 1,900 gp
Pit Fiend Venom Con 21 17,000 gp
Pseudodragon Venom Con 11 12 5gp
Purified Couatl Venom Con 13 700 gp
Scorpion Venom Con 9 115 gp
Spider Venom Con 10 100 gp
Sprite Poison Con 10 175 gp
Svirfneblin Poison Con 12 165 gp
Tears of the Infernal Con 22 7,650 gp
Thri-kreen Venom Con 11 180 gp
Veinrot Poison Con 13 500 gp
Wasp's Sting Con 11 230 gp
Witchbane Poison Con 17 700 gp
Yuan-ti Venom Con 11 110 gp
Zealot's Blade Con 25 4,000 gp

THE WARRIOR'S CODEX REFORGED

Bearded Devil Venom. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bloodfire Paste. A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 11 (2d10) fire damage on a failed save, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) fire damage. After three successful saves, the poison ends. This effect ignores a creature's immunity to poison, but cannot effect a creature without blood.

Bone Devil's Sting. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Celestial Essence. An undead subjected to this poison must succeed on a DC 14 Constitution saving throw or take 5 (2d4) radiant damage.

Centipede Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Cockatrice Saliva. A creature subjected to this venom must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Ettercap Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 4 (1d8) poison damage and becoming poisoned for 1 minute on a failed save. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghost Blossom Extract. A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is also paralyzed. If it fails its saving throw by 3 or more, the target drops any items it is holding, and if it fails by 5 or more, the creature falls prone. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Grell Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Imp Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Lichbane. An undead subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, its Intelligence, Wisdom, and Charisma scores are reduced by 2 for 1 minute. At the end of its next turn, the target must repeat the saving throw. On a failure, the effect becomes permanent and can only be cured by a greater restoration spell or similar magic.

Liquid Mortality. An undead subjected to this poison must make a DC 22 Constitution saving throw. On a failed save, its Strength score is permanently reduced by 2. If this effect reduces an undead's Strength to 0, it is destroyed, and cannot be resurrected or reanimated by any means other than a wish spell. The target's Strength score can be restored by a greater restoration spell or similar magic.

Metabolite. A creature subjected to this poison must make a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers the effect of the slow spell. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Naga Venom. A creature subjected to the venom of a spirit naga must succeed on a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

Pit Fiend Venom. A creature subjected to this poison must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pseudodragon Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Purified Couatl Venom. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. This effect ignores immunity to the poisoned condition.

Scorpion Venom. A creature subjected to this poison must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Spider Venom.
A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage.

Sprite Poison.
A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

THE WARRIOR'S CODEX REFORGED

Svirfneblin Poison. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tears of the Infernal. This incredibly rare poison is made from the blood of a powerful fiend and the spit of an ancient black dragon. A creature subjected to this poison must succeed on a DC 22 Constitution saving throw, taking 31 (7d8) acid and 35 (10d6) fire damage on a failed save, or half as much damage on a success. This effect ignores all resistances and immunities.

Thri-kreen Venom. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Veinrot Poison. A creature subjected to this poison must succeed on a DC 13 Constution saving throw or take 5 (2d4) necrotic damage and become poisoned. While poisoned in this way, the creature's Constitution score decreases by 2. The poisoned creature repeats the saving throw every 24 hours, taking 5 (2d4) necrotic damage on a failed save.

While the creature is poisoned, the damage it takes from this poison can't be healed by any means. After three successful saving throws against this poison, the effect ends, and the hit points can be restored.

Wasp's Sting. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Witchbane Poison. A creature subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, the target loses 1d4 spell slots, removing 1st-level slots first and moving to the next highest level when all slots of that level have been lost. This effect ignores all magical effects that grant immunity to poison.

Yuan-ti Venom. A creature subjected to the poison from a yuan-ti malison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Zealot's Blade. A creature subjected to this poison must make a DC 25 Constitution saving throw, taking 78 (12d12) poison damage on a failed save, or half as much damage on a successful one. This damage ignores resistances and immunities.

PART VI

New Spells

Spell Descriptions

The spells in this section are presented in alphabetical order.

Autopilot

4th-level transmutation (Artificer, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 8 hours

One land vehicle that you can see within range shudders to life and gains the ability to move without a draft animal or driver, animating its parts as necessary. For the duration, the vehicle follows your verbal commands, as well as those of other creatures you designate. The vehicle's speed, cargo capacity, hit points, and other statistics are unchanged.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can target one additional land vehicle for each slot level above 4th. When you use a spell slot of 9th level, you can target a water or air vehicle instead.

Conjure Cannon

5th-level conjuration (Artificer, Wizard)


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a lead ball and a pinch of gunpowder)
  • Duration: Concentration, up to 1 minute

You summon a heavy bronze bombard at a point you can see within range, which fires a cannonball in a direction of your choice. The cannonball flies in a straight line up to 150 feet before falling to the ground. If the cannonball would impact a creature or object, the target must make a Dexterity saving throw. On a failed save, the cannonball strikes the target, which takes 8d8 bludgeoning damage. If the target is a structure or construct, the damage it takes is doubled.

If the cannonball kills or destroys the target, it continues flying along its path. Otherwise, the cannonball stops moving.

Until the spell ends, the cannon can be loaded and fired again, following the normal rules for siege engines. This spell magically supplies the ammunition, gunpowder, and other supplies required to load the cannon, which disappear if moved more than 5 feet from the cannon or are used for any other purpose. Both the cannon and any cannonballs left on the battlefield disappear when this spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Conjure Loom

3rd-level conjuration (ritual) (Artificer, Bard, Wizard)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a spool of thread worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically-animated vertical loom in range that lasts for the duration. The loom is equipped with heddles that magically attach to yarn, reed and levers that move automatically at your telepathic command, animated weights that uncoil fabric wrapped around them to provide additional length while maintaining tension, and a shuttle.

It is large enough for one humanoid to work on at a time.

For the duration, you and any other creature can use the loom to make crafting checks, as though it were a normal, stationary loom. When a creature makes a check to craft using this loom, it does so with advantage.

The loom cannot provide you with the thread or yarn necessary to create items from scratch, but does provide a rich array of dyes and small fiber spools to add color or patterns to a garment whose thread you supply yourself.

You can dismiss this spell as an action. Casting this spell on the same spot every day for a year makes the loom permanent, though any component or tool taken more than 30 feet from the loom magically returns to it.

Dampen

3rd-level abjuration (Artificer, Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a fistful of wet clay, which the spell consumes)
  • Duration: Concentration, 1 minute

Gunpowder and objects containing gunpowder in a 5-foot-radius circle within range are soaked with condensed moisture for the duration. Soaked items do not explode after taking fire or lightning damage. Affected powder and items cannot be used to make attacks, and affected items with the gunpowder property do not function until the spell ends.

You can use your action to end this spell on one item that you can see within range without ending the spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the circle increases by 5 feet for each slot level above 3rd. If you cast this spell using a spell slot of 4th level or higher, the duration is concen- tration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Find Steed/Find Greater Steed

These spells work as-written, with the following change:
The summoned creature appears wearing a riding saddle and a pair of saddlebags, which cannot be removed and disappear when the steed does.

Fortify

8th-level abjuration (Sorcerer, Wizard)


  • Casting Time: 1 hour
  • Range: 300 feet
  • Components: V, S, M (a polished gemstone sphere worth at least 1,000 gp, which the spell consumes)
  • Duration: Concentration, up to 8 hours

Choose one Huge or larger structure or object that you can see within range. An immobile, faintly shimmering barrier springs into existence in a radius up to 120 feet around the target and remains for the duration.

While outside the barrier, siege engines and Large or larger creatures have disadvantage on attack rolls against targets inside it. Targets within the barrier have advantage on saving throws against spells and other effects inflicted by creatures and objects outside it.

Spells of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

This spell can only be dispelled by dispel magic or similar effects cast at 5th level or higher that are cast within the barrier, and target the object or structure that this spell targets, rather than the barrier itself.

Creatures of any size can pass into or out of the barrier without being slowed or damaged. Attacks, spells, and other effects made within the barrier are unaffected by its defenses.

For the duration, the target object or structure gains a +3 bonus to its Armor Class, resistance to all damage, additional hit points equal to thrice your level, and its Damage Threshold (if it has one) is doubled.

Instant Instrument

1st-level conjuration (Bard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

A magical musical instrument appears in your empty hand. For the duration, you can use this instrument to play music, as a focus for your bard spells, and have advantage on Charisma (Performance) checks to perform music with it.

Phantom Steed

This spell works as-written, with the following change:
The summoned creature appears wearing a riding saddle and a pair of saddlebags, which cannot be removed and disappear when the steed does.

Portable Wheel

3rd-level conjuration (ritual) (Artificer, Druid, Wizard)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a jar worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically-animated potter's wheel and small kiln in range that lasts for the duration. The wheel is fully equipped with picks, needles, and other tools to create complex patterns, and rotates at any speed you choose up to 300 rotations per minute. The fires of the kiln require no fuel and never waver or go out, and can fit any Medium or smaller unfired clay object. If any other object or creature is placed into the kiln, the spell ends. The kiln emanates heat in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate. It is large enough for one humanoid to work on at a time.

For the duration, you and any other creature can use the wheel conjured by this spell to make crafting checks, as though it were a normal, stationary potter's wheel. When a creature makes a check to craft using this wheel, it does so with advantage.

The wheel cannot provide you with the clay necessary to create pottery from scratch.

You can dismiss this spell as an action. Casting this spell on the same spot every day for a year makes the wheel permanent, though any component or tool taken more than 30 feet from the wheel magically returns to it.

Mobile Furnace

3rd-level conjuration (ritual) (Artificer, Paladin, Wizard)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a hammer worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically-animated smithy in range that lasts for the duration. The forge is fully equipped with a hearth which burns with flames that require no fuel, animated bellows that pump air at your command, a grindstone that spins at your verbal command, an anvil, and a full set of smith's tools. It is large enough for one humanoid to work in it at a time, and it emanates dim light and heat in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate.

It is large enough for one humanoid to work on at a time.

For the duration, you and any other creature can use the smithy conjured by this spell to make crafting checks, as though it were a normal, stationary forge. When a creature makes a check to craft an item using this smithy, it does so with advantage.

The furnace cannot provide you with the material necessary to create items from scratch, but it does provide scraps of metal, wood, twine, and other components to repair existing ones.

You can dismiss this spell as an action. Casting this spell on the same spot every day for a year makes the forge permanent, though any component or tool taken more than 30 feet from the forge magically returns to it.

Mordenkainen's Sword

7th-level evocation (Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 7d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 60 feet to a spot you can see and repeat this attack against the same target or a different one.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.

Rallying Cry

4th-level enchantment (Bard, Cleric, Paladin)


  • Casting Time: 1 bonus action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a weapon with the decorated modification worth at least 10 gp)
  • Duration: Concentration, up to 10 minutes

You raise the weapon used in the spell's casting and shout out a call for courage in the face of danger. Choose one creature that you can see within 300 feet that has not frightened you in the last 24 hours. Until the spell ends, the target cannot frighten creatures of your choice within range.

A creature must be able to see or hear you in order to benefit from this spell.

Reinforce Ammunition

4th-level transmutation (Artificer, Ranger, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sliver of adamantine worth 10 gp)
  • Duration: 10 minutes

You infuse all ammunition that you are wearing or carrying, or that you pick up while this spell is active, with supernatural endurance. For the duration, you can recover all expended ammunition at the end of a battle when you would normally recover half. If the ammunition affected by this spell is magical, it does not lose its magical properties after use.

Saddle Up

1st-level conjuration (Druid, Ranger, Paladin, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a leather belt and small pouch)
  • Duration: 24 hours

Choose one willing beast, or creature in the form of a beast, within range. A riding saddle and one saddlebag appear fastened to the target's back, which remain for the duration. The saddle and bag can be removed from the target, but if moved more than 120 feet away from it, the items vanish and re-appear on the target's back. If the target is reduced to 0 hit points or ceases to exist, the spell ends.

Setup

1st-level conjuration (Artificer, Bard, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 8 hours

You name a game that uses cards, dice, or a board with pieces, and an appropriate gaming set of your choice appears in a 5-square at a point within range. This spell also conjures any useful extra components, such as a cup for rolling dice or a flat board to place a pile of cards. The spell automatically shuffles any deck, deals any hand required, and otherwise acts as an impartial arbitrator of the game rules. You can dismiss this spell as an action.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can choose one creature for chance to favor during games played with this spell. The target is not guaranteed to win, but has advantage on checks to do so.

Speech

2nd-level transmutation (Bard, Cleric, Paladin)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (honeycomb and herbs steeped in warm water)
  • Duration: 10 minutes

You amplify the voice of a creature you touch to a thundering volume. Every creature within 1 mile of the target hears its spoken words at a loud volume that cannot cause discomfort or damage. The target can choose to suppress the effects of this spell and speak at a normal volume (no action required), and can use an action to end this spell upon itself.

Steel Wind Strike

4th-level conjuration (Ranger, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 5d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Summon Still

3rd-level conjuration (ritual) (Artificer, Cleric, Wizard)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (a pendant shaped like a barrel worth at least 5 gp)
  • Duration: 24 hours

You conjure a magically-animated still within range that lsts for the duration. The still is equipped with a boiler that burns with flames that require no fuel, tubing made from unbreakable glass, a tank to mix ingredients and a barrel to store the finished product. The still is large enough for one humanoid to work in at a time, and it emanates warmth in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate.

For the duration, you and any other creature can use the still conjured by this spell to make crafting checks, as though it were a normal, stationary still or brewery. When a creature makes a check to craft an item using this still, it does so with advantage.

The still cannot provide you with the hops or base to create new or distilled beverages, but it does provide samples of spices and other seasonings to flavor your creations.

You can dismiss this spell as an action. If you dismiss this spell while a finished product is aging in the barrel, it continues to age in an extradimensional space where the barrel and contents can breathe. You can access the contents when you cast this spell again. Casting this spell on the same spot every day for a year makes the still permanent, though any component or tool taken more than 30 feet from the still magically returns to it.

PART VI

New Monsters
THE WARRIOR'S CODEX REFORGED

Military Units

Sometimes you face more than a few scattered infantry—squads or evil small armies can challenge a high-level party and still lose, and any more than a dozen monsters can be difficult for the DM to manage. Designed with rules introduce in the Warrior's Codex 2.0 and the Book of Hordes, this section combines diverse weapon options with efficient mass combat statblocks to create groups of specialized soldiers. This section also acts as a guide to monster creators indicating how properties introduced in WCX should be incorporated into monsters' abilities.


Battalion of Knights

Gargantuan horde of large creatures, unaligned


  • Armor Class 18 (plate)
  • Hit Points 312 (25d20 + 50)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

  • Skills Athletics +12, Intimidation +7, Persuasion +7
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 14 (11,500 XP)

Horde. The battalion can occupy another creature's space and vice versa, and the battalion can move through any opening large enough for a Large beast. Additionally, the battalion is immune to any spell or effect that would alter its form.

Plate Armor. When the battalion takes nonmagical piercing or slashing damage, the damage it takes is reduced by 5.

Reactive. the battalion of knights can take one reaction on every turn in combat.


Stampede. When the battalion moves through the space of a Huge or smaller creature, the squad can force the creature to make a DC 18 Strength saving throw. On a failed save, the creature is knocked prone.

Trampling Charge (Warhorse). If the battalion of knights moves at least 20 feet straight toward a creature and hits it with a cavalry charge attack on the same turn, the attack deals an extra 1d6 damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the battalion of knights can make a hooves attack against it as a bonus action.

Actions

Multiattack. The Battalion makes four cavalry charge attacks, or two cavalry charge attacks if it has half its hit points or fewer.

Cavalry Charge. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) piercing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing status.

Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) bludgeoning damage.


Cannon Crew

Gargantuan horde of medium humanoids, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 67 (5d20 + 15)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 6 (–2) 17 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws Con +6
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Damage Resistances poison, psychic
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 5 (1,800 XP)

Siege Engine. If the cannon crew dies, it leaves behind a cannon with half of its hit points that another crew of humanoids can operate.

Siege Monster. The cannon crew deals double damage to objects and structures.

Actions

Multiattack. The cannon crew makes four melee attacks, or two attacks attacks if it has half its hit points or fewer.

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing or slashing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing or slashing status.

Fire Cannonball (recharge 4-6, or 6 if the cannon crew has less than half its hit points). Ranged Weapon Attack: +8 to hit, range 300/1700 ft., one target. Hit: 44 (8d8 + 8) bludgeoning damage.


Contubernium

Gargantuan horde of medium creatures, lawful neutral


  • Armor Class 19 (half plate, shield)
  • Hit Points 125 (10d20 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 11
  • Languages Latin
  • Challenge 5 (1,800 XP)

Half-plate armor. When the contubernium takes nonmagical piercing or slashing damage, the damage it takes is reduced by 1.

Horde. The contubernium can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the contubernium is immune to any spell or effect that would alter its form.

Reactive. The contubernium can take one reaction on every turn in combat.

Actions

Multiattack. The contubernium makes four weapon attacks, or two weapon attacks if it has half its hit points or fewer.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage in melee, or 6 (1d6 + 3) piercing damage at range.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing or slashing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing or slashing status.

Volley. The contubernium hurls a volley of javelins at a point within 60 feet of it. Each creature of the contubernium's choice in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

THE WARRIOR'S CODEX REFORGED

Crusader

Medium human, lawful good


  • Armor Class 18 (full plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 11 (+0) 14 (+2) 16 (+3)

  • Saving Throws Wis +5, Cha +6
  • Skills Athletics +7, Religion +3
  • Condition Immunities frightened
  • Senses passive Perception 12
  • Languages Common, Latin
  • Challenge 5 (1,800 XP)

Spellcasting. The crusader is a 7th-level spellcaster. The crusader's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The crusader has the following paladin spells prepared:

1st level (4 slots): command, cure wounds, searing smite
2nd level (3 slots): branding smite, lesser restoration, zone of truth

Actions

Multiattack. The crusader makes two attacks with its pollaxe.

Arming Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing and slashing status.

Pollaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning, piercing, or slashing damage plus 4 (1d8) radiant damage. If the attack roll exceeds the target's AC by 5 or more, it suffers status of the same type as the attack.

Reactions

Parry. The crusader adds 1 to its AC against one melee attack that would hit it. To do so, the crusader must see the attacker and be wielding an arming sword.


Fencer

Medium humanoid, unaligned


  • Armor Class 15 (leather)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)

  • Skills Acrobatics +8, Athletics +5, Persuasion +6
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Actions

Multiattack. The fencer makes three attacks: one with a parrying dagger and two with its sabre.

Sabre. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Parrying Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing or slashing damage, or 9 (2d4 + 4) piercing or slashing damage if the target is prone.

Reactions

Parry. The fencer adds 4 to its AC against one melee attack that would hit it. To do so, the fencer must see the attacker and be wielding a parrying dagger or rapier.

THE WARRIOR'S CODEX REFORGED

Horde of Barbarians

Gargantuan horde of medium humanoids, unaligned


  • Armor Class 13 (hide)
  • Hit Points 189 (14d20 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 16 (+3) 7 (–2) 11 (+0) 10 (+0)

  • Skills Athletics +9, Intimidation +3
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages any one language
  • Challenge 7 (2900 XP)

Aggressive. As a bonus action, the horde of barbarians can move up to its speed toward a hostile creature that it can see.

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium creature. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde of barbarians can take one reaction on every turn in combat.

Stampede. When the horde moves through the space of a Large or smaller creature, the horde can force the creature to make a DC 17 Strength saving throw. On a failed save, the creature is knocked prone.

Actions

Multiattack. The horde makes four greataxe attacks, or two greataxe attacks if the horde has half its hit points or fewer.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage, or 19 (2d12 + 6) slashing damage if the target is prone. If the attack roll exceeds the target's AC by 5 or more, it suffers bludgeoning and slashing status.

Bloodbath. Each creature of the horde's choice in the horde's space must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) slashing damage, or 26 (4d12) slashing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

Volley. The horde launches a volley of javelins at a point within 60 feet of it. Each creature of the horde's choice in a 10-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6)piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.


Landsknechte Unit

Gargantuan horde of medium humanoids, any alignment


  • Armor Class 17 (half plate)
  • Hit Points 150 (12d20 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

  • Skills Athletics +9
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 9 (5,000 XP)

Horde. The unit can occupy another creature's space and vice versa, and the unit can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.

Reactive. the landsknechte unit can take one reaction on every turn in combat.

Actions

Multiattack. The unit makes four attacks, or two melee attacks if it has half its hit points or fewer. No more than two of the attacks can be ranged attacks. It can replace an attack with an attempt to disarm a creature within reach, knock it prone, or pull it 5 feet towards itself.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing or slashing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing or slashing status.

Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing or slashing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing or slashing status.

Arquebus. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing status.

Reactions

Parry. The unit adds 3 to its AC against one melee attack that would hit it.

Spearwall. When a creature enters the unit's reach, it can make one halberd attack. This attack does an additional 1d10 damage.

THE WARRIOR'S CODEX REFORGED

Mounted Knight

Large creature, any alignment


  • Armor Class 18 (full plate)
  • Hit Points 93 (11d10+33)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+3) 11 (+0) 11 (+0) 15 (+2)

  • Saving Throws Con +5, Wis +2
  • Skills Athletics +6, Intimidation +4, Persuasion +4
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 4 (1,100 XP)

Brave. The mounted knight has advantage on saving throws against being frightened.

Cavalry. If the mounted knight is reduced to less than half its hit points, it it must make a Constitution saving throw with a DC of 5 + the damage taken. On a failure, the mounted knight loses its Trampling Charge feature, its speed becomes 30 ft., it cannot make hoof or couched lance attacks, and its size becomes medium.

Plate Armor. When the mounted knight takes nonmagical piercing or slashing damage, the damage it takes is reduced by 4.

Trampling Charge. If the mounted knight moves at least 20 ft. straight toward a creature and then hits it with a Couched Lance attack on the same turn, the attack does an extra 1d6 damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the mounted knight can make an attack with its hooves as a bonus action.

Actions

Multiattack. The mounted knight makes two melee attacks.

Couched Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing status.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) damage.

Longsword. Melee Weapon Attack: +6 to hit, +8 against armored targets, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning, piercing, or slashing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers status of the same type as the damage dealt.

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a longsword.


Order of Crusaders

Gargantuan horde of medium humanoids, lawful good


  • Armor Class 16 (hauberk)
  • Hit Points 405 (30d20 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 16 (+3) 11 (+0) 14 (+2) 16 (+3)

  • Saving Throws Wis +7, Cha +8
  • Skills Athletics +12, Religion +5
  • Condition Immunities charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned
  • Senses passive Perception 12
  • Languages Common, Latin
  • Challenge 16 (15000 XP)

Horde. The order of crusaders can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form

Reactive. The order of crusaders can take one reaction on every turn in combat.

Spellcasting. The order of crusaders is a 7th-level spellcaster. The order of crusaders's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The order of crusaders has the following paladin spells prepared:

1st level (4 slots): command, cure wounds, searing smite
2nd level (3 slots): branding smite, lesser restoration, zone of truth

Actions

Multiattack. The order of crusaders makes four attacks, or two attacks if it has half its hit points or fewer.

Arming Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing or slashing damage plus 9 (2d8) radiant damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing and slashing status.

Pollaxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage plus 9 (2d8) radiant damage. If the attack roll exceeds the target's AC by 5 or more, it suffers bludgeoning, piercing, or slashing status.

Reactions

Parry. The order of crusaders adds 4 to its AC against one melee attack that would hit it. To do so, the order must see the attacker and be wielding an arming sword.


Peasant Levy

Gargantuan horde of medium humanoids, any alignment


  • Armor Class 12 (gambeson)
  • Hit Points 94 (9d20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 9 (–1) 10 (+0) 10 (+0)

  • Skills Animal Handling +2
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 2 (450 XP)

Reactive. The levy can take one reaction on every turn in combat.

Horde. The levy can occupy another creature's space and vice versa, and the levy can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.

Actions

Multiattack. The levy makes four attacks, or two attacks if it half its hit points or fewer. It can replace an attack with an attempt to disarm a creature within reach, knock it prone, or pull it 5 feet towards itself.

Guisarme. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Phalanx

Gargantuan horde of medium humanoids, any lawful alignment


  • Armor Class 20 (full plate, shield)
  • Hit Points 137 (11d20 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 14 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Saving Throws Dexterity +3
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 11
  • Languages Any one language (usually Dwarvish or Greek)
  • Challenge 6 (2,300 XP)

Horde. The phalanx can occupy another creature's space and vice versa, and the phalanx can move through any opening large enough for a Medium humanoid. Additionally, the phalanx is immune to any spell or effect that would alter its form.

Plate Armor. When the phalanx takes nonmagical piercing or slashing damage, the damage it takes is reduced by 3.

Reactive. The phalanx can take one reaction on every turn in combat.

Shieldwall. Another creature can only occupy the phalanx's space if it allows it.

Actions

Multiattack. The phalanx makes four attacks, or two attacks if it has half its hit points or fewer.

Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage.


Retiarius

Medium humanoid, unaligned


  • Armor Class 13 (leather)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages Any one language, usually Latin
  • Challenge 5 (1800 XP)

Brave. the retiarius has advantage on saving throws against being frightened.

Actions

Multiattack. The retiarius makes three melee attacks.

Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack, or 11 (3d4 + 4) piercing damage if the target is prone, or 15 (2d10 + 4) if used with two hands to make a melee attack against a prone target.

Net. Ranged Weapon Attack: +5 to hit, range 25/35 ft., one target. * Hit: * 0 damage, and if the target is large or smaller it is restrained until it uses an action to free itself.


Squad of Arbalests

Gargantuan horde of medium humanoids, unaligned


  • Armor Class 18 (brigandine, pavise)
  • Hit Points 115 (11d20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 5 (1,800)

Hands Full. The squad cannot make a heavy crossbow attack unless it has already used Plant Pavise.

Horde. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.

Reactive. The squad of arbalests can take one reaction on every turn in combat.

Actions

Multiattack. The squad makes four ranged weapon attacks, or two ranged weapon attacks if it has half its hit points or fewer.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing status.

Plant Pavise. The squad doffs its shield and plants it in the ground, reducing its AC by 2 but granting it half cover so long as it does not move more than 5 feet in any direction. The squad can don its shield again as an action.

Volley. The squad fires a volley of bolts at a point within 100 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) piercing damage, or 26 (4d12) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

THE WARRIOR'S CODEX REFORGED

Squad of Arquebusiers

Gargantuan horde of medium creatures, unaligned


  • Armor Class 12 (leather)
  • Hit Points 94 (9d20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 11 (+0) 10 (+0) 11 (+0) 10 (+0)

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 4 (1,100 XP)

Horde. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.

Reactive. The squad of arquebusiers can take one reaction on every turn in combat.

Reload Time. After the squad makes an arquebus or volley attack, it cannot make either attack until it takes an action to reload its weapons.

Actions

Arquebus. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing status.

Volley. The squad fires a volley of bullets at a point within 60 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 11 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) piercing damage, or 18 (4d8) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.


Squad of Halberdiers

Gargantuan horde of medium humanoids, any alignment


  • Armor Class 16 (cuirass)
  • Hit Points 150 (12d20 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +8
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages any one language (usually German, French, or Italian)
  • Challenge 8 (3,900 XP)

Horde. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.

Reactive. The squad of halberdiers can take one reaction on every turn in combat.

Actions

Multiattack. The squad makes four halberd attacks, or two halberd attacks if it has half its hit points or fewer. It can replace an attack with an attempt to disarm a creature within reach, knock it prone, or pull it 5 feet towards itself.

Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing or slashing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing or slashing status.

Reactions

Spearwall. When a creature enters the squad's reach, it can make one melee attack. This attack does an additional 1d10 damage.

THE WARRIOR'S CODEX REFORGED

Squad of Horse Archers

Gargantuan horde of large creatures, unaligned


  • Armor Class 15 (leather)
  • Hit Points 150 (12d20 + 24)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 14 (+2) 11 (+0) 13 (+1) 10 (+0)

  • Skills Acrobatics +6, Animal Handling +5, Perception +3
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 14
  • Languages any one language, usually Common
  • Challenge 7 (2900 XP)

Reactive. the squad of horse archers can take one reaction on every turn in combat.

Stampede. When the squad moves through the space of a Huge or smaller creature, the squad can force the creature to make a DC 17 Strength saving throw. On a failed save, the creature is knocked prone.

Actions

Multiattack. The squad makes four recurve bow attacks, or two recurve bow attacks if it has half its hit points or fewer.

Recurve Bow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) piercing damage.

Volley. The squad looses a volley of arrows at a point within 60 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d8) piercing damage, or 14 (4d8) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.


Squad of Longbowmen

Gargantuan horde of medium creatures, any alignment


  • Armor Class 15 (gambeson)
  • Hit Points 115 (10d20 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 4 (1,100 XP)

Horde. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.

Reactive. The squad can take one reaction on every turn in combat.

Actions

Multiattack. The squad of longbowmen makes four longbow attacks, or two attacks if it has half its hit points or fewer.

Cudgel. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. The squad of longbowmen can choose to make this attack nonlethal before making the attack roll, knocking the target unconscious instead of killing it if the target is reduced to 0 hit points.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the attack roll exceeds the target's AC by 5 or more, it suffers piercing status.

Volley. The squad looses a volley of arrows at a point within 150 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) piercing damage, or 22 (4d10) piercing damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

THE WARRIOR'S CODEX REFORGED

 


Squad of Pikemen

Gargantuan horde of medium humanoids, any alignment


  • Armor Class 13 (gambeson)
  • Hit Points 138 (12d20 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +7
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 6 (2,300 XP)

Horde. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.

Reactive. The squad of pikemen can take one reaction on every turn in combat.

Actions

Multiattack. The squad of pikemen makes four pike attacks, or two pike attacks if it has half its hit points or fewer.

Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Reactions

Spearwall. When a creature enters the squad's reach, it can make one melee attack. This attack does an additional 1d10 damage.

PART VII

Appendices

Weapon Profiles

The expanded weapons in this document refer to weapons that don't exist in the public consciousness or uses
terms more specific than most players and DMs
understand offhand. This section categorizes the
weapons and briefly explains the origins and use of each one,.

It's important to keep in mind that the research done here is done by an amateur and hobbyist, and by no means scholarly. In addition, the differences between weapons are not nearly as cut and dry as the mechanical differentiations suggest. Many real weapons, such as the bardiche, fit as multiple mechanical weapons (in this case, a greataxe or a glaive).

It would be convenient if it were they were so easy to categorize, but the use and design of existing weapons and the development of new ones changed quickly and drastically throughout the centuries of the Middle Ages, which were not nearly as stagnant as typically assumed.

Spears

In close combat, the fighter with greater reach usually wins. 5e, with its massive pools of hit points, doesn't always reflect that reality, but spears have existed since prehistoric times and dominated the battlefield until the modern era. Spears even survived the dominance of firearms after the Renaissance; the bayonet transforms any rifle or musket into a potent melee weapon with greater reach than a knife or a club.

Boar Spear. These short, heavy spears are equipped with two lugs perpendicular to the head, which prevent the large animals it was used to hunt from sliding up the haft and attacking the wielder. Used to hunt boars, larger variants were used against bears and European bison. In war, they were used against warhorses. This spear has existed since at least 1200 A.D.

 

 

Javelin. A one-handed short spear used for throwing. The javelin, like the spear, has a long and storied history, seeing use by stone-age humans, Greek warriors, Roman soldiers, and African hunters all to incredible effect. Its simplicity, low price, long range, and use of Strength make it ubiquitous.

Shortspear. The most basic spear, a haft of straight wood with a point of metal or sharpened stone. Used with one or both hands, this weapon has the simplest use of any other: point it at the enemy, and thrust. Common among peasants pressed into service, and basic soldiers.

THE WARRIOR'S CODEX REFORGED

Harpoon. Used for underwater hunting by islander and coastal cultures, the iron varieties used by 19th-century whalers made this weapon infamous. The head of the harpoon has rear-facing barbs, making it difficult and painful to withdraw.

Lance. The staple of the Medieval knight, the lance transfers the momentum of a horse's charge into a single point. It is the primary reason knights dominated medieval warfare, and why many other weapons—the guisarme, the mace, and the warhammer—were designed to counter them.

Spear. While all the weapons in this section are varieties of spear, the mechanics of the spear represent a one-handed weapon between 6 and 9 feet long, with a stone or metal point on the end. Some two-handed spears have specialized heads or functions. Those spears are also called polearms, and classified separately in this document, but the real line is blurrier.

Trident. A one-handed spear used in fishing and in gladiator combat by retiarius fighters, who used it in tandem with nets. Famously wielded by Poseidon, the Greek god of the sea.

THE WARRIOR'S CODEX REFORGED

Polearms

The natural evolution of the spear, this diverse collection of weapons emphasizes the benefits of long reach and leverage, with more specialized uses based on the head. There are dozens of polearm variants, many very similar to one another. The Warrior's Codex includes as many differentiations as possible before the section becomes cluttered, and provides alternatives to consider later in this chapter.

Glaive. A single-edged blade attached to a long haft, which increases this weapon's cutting power. By attaching a hook to the back edge, the polearm can also be used to disarm enemies and pull cavalry from horses. The mechanical statistics include the glaive, but also many other cutting pole weapons, such as the bardiche.

Guisarme. The guisarme's pointed head has a spike with a hook attached to one side to pull knights from their horses. So effective was the polearm among levied peasant troops that French nobles campaigned to have it banned. Used between 1000 and 1300.

Halberd. The halberd
combines the cutting power of the
glaive, the long reach of the pike,
and the maneuvering of the
guisarme to create a deadly
combination of options. The
head of a halberd uses an axe
blade, a long point, and a rear
hook. Popular from the 15th
century onwards, German
mercenaries used the halberd
for centuries and the Swiss
guard carries it ceremonially
today.

Lucerne. A polearm with a hammerhead on the end, used for striking enemies with blunt force at distance. A pike-like point and a spike on the far side allowed its users to pierce as well as strike, affording it versatility in large groups and giving plenty of opportunity for swift thrusting attacks.

Pike. The quintessential polearm, this long two-handed spear saw use in mass military units, where the cluster of sharp points warded off cavalry charges and kept enemies out of reach. The pike actually survived knights' obsolescence into the era of gunpowder; "pike and shotte" formations used pikemen and halberdiers to protect arquebusiers and musketeers between volleys.

Ranseur. Similar to the boar spear, the head of a ranseur features a pair of additional points at angles, to prevent enemies and animals from pushing the haft deeper in and allowing the user to keep the attacker at bay. Some variants sharpened the outer ends of the points, allowing the ranseur to cut as well as pierce.

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Staves

Short poles between 6 and 9 feet long, staves can be walking sticks, magic foci, or potent weapons in their own right. Often associated with monks, the staff has a long history of use in both Occidental and Oriental martial tradition.

Quarterstaff. A simple staff of hard wood between 6 and 9 feet long, sometimes capped with metal, this weapon was used for duels and defense among the English pre-1500, though records are rare compared to other weapons.

 

Pollaxe. The pollaxe features an axe head, hammerhead on the reverse side, an upward point, and side-facing spikes all mounted on the end of a short staff, with movements derived from staff fighting. The pollaxe and the longsword could accomplish almost anything that a dismounted knight on foot needed.

Bludgeons

With an entire damage type dedicated to them, bludgeons are simple to use--swing and strike the enemy to break bones, knock unconscious, and cause internal bleeding. Effective at transmitting force through armor, everything from a simple club to a mighty two-handed warhammer falls into this category.

Club. Any one-handed weapon without a blade or point, used to inflict blunt trauma. In addition to carved clubs like shillelaghs and cudgels, a table leg, candlestick, or bone might make an effective club.

Goedendag. A historically difficult weapon, the goedendag might be one of two weapons: either a baseball-bat-like club with a spike on the end that could bash or pierce armored enemies, or a longer shortspear with a similar spike used as a short, sturdy pike. It means "good day" in Dutch, and is thought to be a grim joke by the 14th-century Flemish mercenaries that used it—any enemy struck by the weapon most certainly isn't having a good day. The version used in this document is the two-handed spear, with the wind-up property to meet charging enemies. The morningstar can act as the one-handed version.

Greatclub. A larger and heavier club, used with two hands for greater striking force. Tree limbs, baseball bats, and the Japanese tetsubo are all common forms of greatclub.

Light Hammer. A small hammer, commonly used for tools. Larger warhammers are more likely to see battlefield use, but in a pinch or when used by an amateur fighter, it can be just as deadly.

THE WARRIOR'S CODEX REFORGED

Mace. The quintessential anti-armor weapon, the mace is a club with a metal haft and large head. Unlike a hammer, the head has radial symmetry, often a ball or set of flanges. Maces are commonly associated with clergy, supposedly to avoid shedding blood while going to war. This speculation is based on the Bayoux Tapestry and popular culture perpetuating it, and has no basis in history.

Flail. A spiked sphere of iron attached to a wooden handle by a chain that may not have existed at all. Depictions are few and archaeological examples fewer, casting doubt on its existence, but the flail is too ubiquitous to remove. At the discretion of the DM, it might be an exotic weapon, rather than martial.

 

 

Maul. A mighty two-handed warhammer, often depicted with a head far larger than the longer-hafted lucerne or a one-handed hammer. The maul might also be used to break rocks or hammer spikes into the ground.

 

 

Morningstar. Similar to the mace, this heavy mass at the end of a wooden haft is covered in sharp spikes, unlike the smooth surface, knobs, or flanges of its metal-hafted cousin.

 

 

War Pick. Also called a horseman's pick, this subtype of warhammer with a long spike on the head was used by Polish cavalry in the 1600s to pierce and crush armor, by directing all the force of the swing into a single painful point.

THE WARRIOR'S CODEX REFORGED

 

 

Warhammer. Any hammer used for combat rather than utility, introduced during the late Middle Ages to counter the development of heavy armor which deflected blows from axes and swords. For the purposes of this document longer warhammers are classified as mauls, and even longer warhammers are classified as lucernes, a blunt polearm.

Knives

Light, easy to conceal, and deadly, knives are favored by assassins, thugs, and close-range fighters. This category contains a variety of small blades, many of which are contained in the single dagger to keep simplicity.

Dagger. A small, one-handed knife with
a blade that can be straight or curved. The
statistics of the dagger include a variety of
knives used for cutting, stabbing, or
even throwing. A dagger makes an
effective sidearm and can kill a
downed enemy in an instant—an
efficient way to kill a knight is to
knock him from his horse and stab
him through the eyeslit with a dagger
while he lies on the ground.

Parrying Dagger. As fencing
developed, rapiers and other swords
were often accompanied by daggers,
used for parrying and defense. The
parrying dagger, with a larger guard to
better defend the user from enemy
blades, saw heavy use.

Axes

A heavy blade made of metal or stone attached to a wooden haft, these easy-to-make weapons have existed since the stone age. The cutting wedge gains leverage from the haft, making them easy to swing and deal damage as well as use.

Handaxe. A small axe, held in a single
hand and used for quick strikes and
throwing. It includes hatchets and
tomahawks, and its versatility as both
weapon and tool makes it useful when
weight becomes a consideration.
Throwing these weapons is a
popular sport in some parts of the
modern world.

Battleaxe. A mighty one- or two-
handed axe, used for
cutting down enemies.
Often depicted in the hands of
barbarians, vikings, dwarves, and orcs,
this weapon might have one or two
heads. Battle-axes are specialized for
combat rather than utility, often with
all-metal hafts to prevent breakage.

Greataxe. A greataxe is a long
battleaxe with a haft too short to
be considered a halberd or glaive.
Commonly depicted as a
headsman's axe, in D&D the
greataxe is heavier and hits harder than its longer-reached brethren.

Straight Swords

One of the most important weapons in Western literature and culture, the sword is a symbol of competence, status, training, and wealth. Expensive to make, learn, and maintain, these swords are typically used by upper-class warriors. They usually (but not always) have two-edged blades, though the user might only sharpen one and use the other to parry. With an enormous number of variants and developments, the Oakeshott Typology provides more details on straight swords' morphology than this document could hope to.

 

 

Arming Sword. Any sword used as a sidearm. In this document, it refers to the knightly sword, a one-handed weapon used for both cutting and thrusting by early medieval knights after their supply of lances were exhausted. Commonly called a "broadsword," that term was likely not used by contemporaries. The knightly sword was admired all over the world; their trade was heavily regulated and both Viking treasure-hoarders and Islamic historians praised the craftsmanship of Frankish blades in the Early Middle Ages.

Bastard Sword. A popular modern media term for a moderately-heavy sword that can be used in one or both hands. Historical evidence for a weapon of that kind is spotty, but it may have existed. Because fantasy references it so often and its versatility is undeniable, it is included here.

 

    Greatsword. The evolution of the two-handed straight sword is a long and complicated one that is not altogether clear. In this document, a greatsword refers to the large two-handed swords that emerged during the late Middle Ages and early Renaissance to counter polearms, such as the German zweihander and the flamberge, as well as the Scottish claymore. They are later evolutions of the cruciform longsword and the knightly sword before them, and contemporaries referred to them all as a longsword.

    Longsword. The word "longsword" had many meanings. In this document, it refers to the two-handed "cruciform sword" popular with knights in the later parts of the middle ages, which predated the larger Renaissance weapons commonly called "greatswords" today. In addition to cutting and thrusting with two hands on the hilt, the user can grip the midpart of the blade to thrust with precision, or even switch to a reverse grip to strike the enemy with the pommel, which imitates a warhammer.

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Shortsword. A wide category that covers any one-handed blade too short to be considered another kind of arming sword but too long to be used as a knife.

Curved Swords

While all swords require impressive dexterity and finesse to use, these weapons have a reputation for users with great skill and agility. These swords typically feature a single cutting edge, rather than two, and the blades are curved in a long arc.

Sabre. Popular among cavalrymen in the Early Modern Period (the Napoleonic wars and surrounding era), these blades combine the elegance of fencing
weapons with the force-transfer of the
lance centuries prior to create an elegant
weapon that can be used on horseback
or on foot, to cut enemies with brutal
slashes or parry their attacks with
elegant ease.

Scimitar. This one-handed curved sword—shorter
and lighter than a sabre—originated in the pre-
Ottoman Middle East. A weapon equally
suited to devastating slashes delivered from
horseback and on foot thanks to its shape,
the scimitar persisted for centuries.
Several subtypes exist, each similar to a
sabre in its native lands, and the term has
fallen out of use today.

 

Shotel. An ancient weapon that originated in Ethiopia. Unlike the rest of the curved swords, the interior curve contains the sharp edge of this weapon, similar to a sickle. According to contemporaries, they were used both to pull mounted enemies from horseback and to circumvent shields, both to terrifying effect.

Fencing Swords

Finer weapons that evolved from straight swords, with a focus on fine technique and piercing gaps in armor. They favor speed and precision over power, though every sword required a great deal of finesse to use properly.

Estoc. A long, thin sword, sturdy and specialized for piercing rather than cutting, the edgeless estoc is
designed to puncture mail (according to some
sources) and slip through gaps in plate
(according to others). Either way, this
two-handed thrusting sword counters
heavy armor, and counters it well.

Rapier. One of the most famous
fencing weapons, rapiers are
sharpened along both blades
instead of the point-only weapons
commonly imagined. Often
with a basket hilt to improve
hand defense, these light
swords were popular
in Renaissance courts.

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Other Swords

All other swords, that don't fit into a category with the others.

Gauntlet-Sword. Known as a dandpatta in Marathi and a pata in Hindi, this weapon attaches the blade of a sword to a gauntlet that encircles the hand and wrist. Used from both infantry and cavalry for cut-and-run attacks, this weapon was commonly used in tandem with another pata, a shield, or another one-handed weapon. While it existed in the 17th and 18th centuries rather than the early Renaissance period the rest of this document emulates, the concept and design are too wonderful to omit.

Hooksword. A weapon used in Chinese martial arts, these swords have a shephard's-crook-like hook at the end of the blade used to trap or catch enemy weapons. These weapons are often used in pairs.

Cords

Chain Whip. A weapon common to Chinese martial arts, made of metal rods linked by short lengths of chain. The statistics of this weapon also refer to lengths of spiked chain that might be used as an improvised or impractical, but certainly painful, weapon.

Garotte. Any length of cord, chain, rope, or wire used to strangle, often as an assassination weapon. Variations of this weapon have been used since the Roman empire, and they were very popular during the 20th century.

Whip. A flexible weapon, often made of lengths of braided leather that are coiled when not in use. Providing long reach and often making a loud noise, whips are used on both animals and people to inflict pain and ensure obedience. Dextrous whip use also lets the user disarm or trip their enemies, making it effective for nonlethal solutions.

Other Melee Weapons

All melee weapons that don't fit into any of the categories listed above.

Cestus. For the purposes of this document, this cestus is any kind of fist weapon, including tekko, brass knuckles, and boxing gloves. Historically, the Roman cestus referred to strips of leather wrapped around the knuckles and upper arms, sometimes studded or spiked.

Bows

A ranged weapon that looses a projectile—the arrow—by storing tension in the flexible wooden arms and then releasing it, causing the string to snap straight and the arrow to fly forward. Bows have been used since prehistoric times, and continue to be popular today as sport and hunting weapons. The last confirmed bow kill in warfare was committed by "Fighting Jack" Churchill during the Second World War.

Contrary to popular belief, early bows require enormous strength to draw and aim. Modern bows make the draw far easier, and bowmen, not infantrymen, were the strongest members of several medieval armies.

    Shortbow. The smallest bows, used by hunters, peasants, and trainees. With a weaker draw weight and shorter range than other bows, they still make effective weapons.

    Longbow. The personal artillery of the Middle Ages, the English longbow (which the longbow in this document is based upon) required incredible strength to use. During the Hundred Years' War, longbowmen rained volleys down on French knights at long range, embedding them with arrows. This bow has a height roughly equal the user's, which gives it its enormous draw, power, and range. After
the invention of the crossbow, the massive
longbow was supplanted everywhere in
Europe except England, which continued
its widespread archery tradition for
centuries after others abandoned it.

Recurve Bow. A recurve refers to a
bow of any size whose arms curl forward
at the ends, which delivers energy to the
arrow more efficiently and allows for a
stronger shot without additional
draw weight and corresponding
strength from the user. In this document,
it acts as an intermediary between
small shortbows and longbows (which
had little to no forward curve), and its
statistics serve as an abstraction for
most bows of middling size.

Greatbow. A massive fictional bow
used by creatures of enormous strength,
such as giants, the Anor Londo archers,
or Odysseus of Ithaca. This bow dwarfs
its user, and has a draw weight so great
that most archers could never hope to
use it.

THE WARRIOR'S CODEX REFORGED

Crossbows

A horizontal bow that is winched rather than drawn, then triggered to fire, these weapons gained widespread use after their invention in China. With relative ease of use for far greater power than what the user could accomplish with a bow, they made it very easy to raise large numbers of cheap troops. They were very popular among Italian mercenaries, and while their range was shorter than English longbows, it is far easier to train an arbalist than an archer, so they saw significant use in mass warfare on the continent until firearms could compete.

Light Crossbow. Likely to see the most use, this easy-to-train crossbow gives someone with even the most basic training effective killing capabilities at range.

Heavy Crossbow. Mighty
crossbows, often with arms of
metal instead of wood, that
deliver enormous force and require
significant strength to crank.

Hand Crossbow. A small crossbow
held in one hand, not unlike a modern
pistol. Often dual-wielded. May or may
not have actually existed; most results from
cursory research refer back to
tabletop RPGs.

Guns

Firearms and their presence in fantasy is contentious, but there is no denying that plate armor was contemporary with early guns. The firearms used in this document use the matchlock mechanism, which pressed a slow-burning match to the gunpowder when the user squeezed the trigger. Developed in the later half of the 15th century, the matchlock was used alongside the wheellock, which was superseded by the matchlock and the larger-caliber musket as time passed.

Arquebus. A two-handed firearm with a superficial resemblance to a musket, though with a more primitive firing mechanism and a smaller bore. First appearing in the Ottoman empire, the pre-matchlock versions of these weapons were steadied on walls or tripods, but the trigger allowed them to be used as handheld weapons.

Handgonne. A general term for any gunpowder weapon held in both hands (compared to a bombard
or cannon) or, later, in one hand. WCX refers to
the pistol-like matchlock weapons that appear
in museums dated in the late 1400s to
mid 1500s.

Other Ranged Weapons

The rest of the ranged weapons, which
don't fit into a single category.

Atlatl. Dated to Ice Age cultures across Europe,
      Australia, and the Americas that persisted until
          the Aztec Empire, this handle of carved wood,
                    antler, or bone had a curved or hooked
end to hold a dart hurled by the pitching motion.
The leverage added shot the javelin further and with
more force and accuracy than possible with hand
alone. Believed by some to be a missing link between javelins and bows.

THE WARRIOR'S CODEX REFORGED

Blowgun. A hollow tube into which a needle (often poisoned) is placed. The user's breath propels the projectile forward in near silence. Popular among assassins and guerillas.

Dart. Any sharp, thrown projectile that doesn't fit into the other categories, including light, fletched spears (hurled by atlatls), throwing knives, and shuriken.

Sling. A leather thong or strap into which stones are placed and hurled with centrifugal force. A simple and humble weapon, but not one to be underestimated.

Boomerang. A specially-shaped piece of wood used for hunting and warfare that, when thrown properly, returns to the user's hand rather than continuing onward.

Net. A series of cords knotted into a mesh that ensnares and entraps enemies. Popularly wielded by gladiators, this weapon sees use among hunters, trappers, and fishermen.

Shields

Shields have existed for centuries, just as spears, knives, and clubs have, and remain a critical component of personal defense even into the modern era, where they are commonly used by riot police. While their bulk made knights in plate armor ignore them (they added very little additional benefit against humanoid enemies when a knight was already in plate), less-armored enemies continued and continue to use them.

Buckler. A small, round shield made
entirely of metal, with a large bulge (or
boss) in the center used to parry attacks.
Commonly used in fencing.

Pavise. A tall shield made of wood used by crossbowmen, who carried it to serve as portable cover. The large spike in the bottom allowed its user to plant it in the ground to shield them while they ducked behind it to winch a crossbow.

Shield. This broad category includes every other type of shield, made of both wood and metal, such as the round targe shield, the cavalry-wielded kite shield, and many more. The differences between such shields are minimal, so they can be combined into one item.

 

    Tower Shield. A tall shield, typically rectangular, capable of covering most or all of the user's body, giving them extra cover against attacks.

 

Dueling Shield. Also called a long shield, this shield often featured a large triangular boss in the middle for bashing enemies along with a set of blades, spikes, and hooks to give extra versatility. It was used both alone and as a weapon in its own right.

Lantern Shield. Popular during the Italian Renaissance in the 1500s and 1600s and used for nighttime duels, this specialized buckler fits an entire lantern and integrates a gauntlet and blades into its construction.

THE WARRIOR'S CODEX REFORGED

Arrows

The projectiles loosed (not fired) from bows, made of a straight shaft of wood either sharpened or equipped with a metal or stone head and fletching to straighten the arrow's flight. A humongous variety of arrows and arrowheads have existed over time, and the small variety here cover major variations used during the Middle Ages.

    Bodkin. An arrowhead with a straight spike used against armored targets and reportedly capable of piercing maille and plate. More common than broadheads.

Broadhead. A steel arrowhead employed
against lighter-armored targets, capable of
causing large wounds with its multiple blades.

Field. These cheap arrows mimic the
flight of harder-headed arrows, and can be used against practice targets with minimal penetration.

Other Ammunition

The other kinds of ammunition, which are more intuitive than the varieties of arrowhead, or even have their own section already.

Bullet. The ammunition fired by guns, a round, unrifled sphere made of lead. Individual arquebusiers often trimmed their bullets to fit their guns, or even made their own bullets.

Quarrel. The darts fired by crossbows, with a variety of characteristics depending on specialization. Unlike arrowhead names, their functions are fairly self-explanatory.

Armor

    Leather. Also including thick clothing, this flexible armor made from tanned animal hides offers basic protection against glancing blows, but cannot endure extended punishment.

Gambeson. Armor made from layers of quilted cloth. Warm, thick, and flexible. Thinner gambesons are worn beneath other armor to act as padding, and thicker variants make excellent armor on a budget. Often worn by peasants, mercenaries, and other groups on a budget.

Jackchains. A gambeson with chains or spaced plates along the arms and shoulders to provide additional protection.

Hide. Thick, heavy clothing made of furs and skins.

Breastplate. A metal plate that covers the front of the torso, covering the vitals but leaving the vulnerable back open for flexibility.

Brigandine. Often confused for studded leather, a piece of torso armor with metal sheets riveted to the interior to create a shell around the user. Also called a coat of plates.

Cuirass. A breastplate with matching backplate.

Half-plate. Budget plate armor that covers the torso, head, and upper limbs, but not the extremities.

Scale. A full-body harness made of small, flat scales. Famous in the Middle East and Greece.

Hauberk. Armor made of interlocked rings that covers the torso, arms, and thighs, and often the head.

Splint. Budget plate with the arms and legs covered by leather with metal plates riveted to the outside, to substitute for a full suit.

Full Plate. Fitted, customized armor that covered the body from head to toe in shaped metal sheets, with maille to fill in gaps and padded gambeson worn underneath. Virtually impenetrable and immensely expensive.

Magical Weapons

Diversified Option Tables

Many magical weapons could be any weapon in a category, or any weapon at all. This section adds tables so the DM can generate a magical weapon, armor, shield, or piece of ammunition using the new varieties introduced in The Warrior's Codex, and opens more options for weapon designs.

Most of the magical weapons in the Dungeon Master's Guide are swords, but characters often use weapons other than swords. There is no reason, for example, that a frost brand couldn't be a boar spear, halberd, or even a heavy crossbow, rather than a sword. So long as the necessary properties match—such as slashing damage for a vorpal weapon—there is no need to be limit magical weapons. When you place or generate loot and roll a magical weapon, consider using the tables below to determine which weapon it should be.

For example, if you roll a sword of sharpness on Magic Item Table H, roll on the tables below to determine the type and weapon that the new item should be. So long as the weapon can deal slashing damage, you can make a new weapon—such as a halberd of sharpness or a hooksword of sharpness—without issue.

Afterward, use the Aesthetics section below to add more backstory, personality, and unique design to the new weapon.

Alternatively, if a magical weapon that you rolled can belong to a category of items, use the appropriate table to determine the specific weapon. For example, if you roll a berserker axe, roll on the axe table to find which type of axe it should be. You can also use the tables for shields, ammunition, and armor, found after the weapon tables, to do the same.

Tables

Weapon Type
1d10 Weapon Type
1 Spears
2 Polearms/Staves
3 Bludgeons
4 Knives
5 Axes
6 Swords
7 Other melee
8 Ranged—tension
9 Ranged—propulsion
10 Ammunition
THE WARRIOR'S CODEX REFORGED
Spears
1d6 Weapon
1 Boar spear
2 Javelin
3 Shortspear
4 Harpoon
5 Spear
6 Trident
Polearms/Staves
1d8 Weapon
1 Glaive
2 Guisarme
3 Halberd
4 Lucerne
5 Pike
6 Ranseur
7 Quarterstaff
8 Pollaxe
Bludgeons
1d12 Weapon
1 Cestus
2 Club
3 Goedendag
4 Greatclub
5 Light hammer
6 Mace
7 Flail
8 Maul
9 Morningstar
10 Peasant Flail
11 War Pick
12 Warhammer
Knives
1d6 Weapon
1-2 Dagger
3-4 Parrying dagger
5-6 Rondel
Axes
1d6 Weapon
1-2 Handaxe
3-4 Battleaxe
5-6 Greataxe
Swords
1d12 Weapon
1 Arming Sword
2 Bastard Sword
3 Greatsword
4 Longsword
5 Shortsword
6 Sabre
7 Scimitar
8 Shotel
9 Estoc
10 Rapier
11 Gauntlet-sword
12 Hooksword
Other melee
1d6 Weapon
1-2 Chain whip
3-4 Garotte
5-6 Whip
Ranged weapons—tension
1d8 Weapon
1 Shortbow
2 Longbow
3 Recurve bow
4 Greatbow
5 Light crossbow
6 Heavy crossbow
7 Hand crossbow
8 Sling
Ranged weapons—propulsion
1d8 Weapon
1 Atlatl
2 Arquebus
3 Boomerang
4 Blowgun
5 Dart
6 Handgonne
7 Net
8 Staff Sling
THE WARRIOR'S CODEX REFORGED
Shields
1d6 Weapon
1 Buckler
2 Dueling shield
3 Lantern shield
4 Pavise
5 Shield
6 Tower shield
Ammunition
1d10 Ammunition
1 Barbed quarrel
2 Blowgun needle
3 Bodkin arrow
4 Broadhead arrow
5 Bullet
6 Field Arrow
7 Grapeshot
8 Hunting bolt
9 Quarrel
10 Sling bullet
Light Armor
1d6 Type
1-2 Leather
3-4 Gambeson
5-6 Jackchains
Medium Armor
1d10 Type
1-2 Hide
3-4 Breastplate
5-6 Brigandine
7-8 Cuirass
9-10 Half-plate
Heavy Armor
1d4 Type
1 Scale
2 Hauberk
3 Splint
4 Full plate

Aesthetics

Inspired by the section that begins on page 141 of the Dungeon Master's Guide, this section has no mechanical effect at all. Instead, it adds more options when determining the history and appearance of magical items in your campaign, to help make each feel unique. Two identical +2 weapons, for example, can feel entirely different if they boast different appearances (compare a +2 elven greatsword and a +2 orcish greataxe), the histories to match, and different quirks and minor properties.

This section adds aesthetics for more creators, with multiple options for most groups, and additional details about the item's creation, history, or past owners. It does not expand on the quirks or minor properties of the weapons.

Instead, this section is for fun and inspiration! Modify and draw inspiration from the ideas presented here as you see fit, and feel free to apply them to more items than weapons.

Aesthetic Options

To choose an aesthetic, roll a d100, divide the result by 2, and choose the result from the table. Round the number up.

  1. Humans. The weapon is made from brightly-polished steel trimmed with gold or silver, and studded with gemstones. It has straight, clean edges, and has simple, but elegant, patterns.
  2. Dwarves. The weapon is made from thick, heavy bronze. Layers of concentric hexagons form the body of the weapon, while the handle is made from cast iron.
  3. Dwarves. The weapon is carved from a single piece of stone, with great weight. Rubies are embedded in the rock. Bronze or brass trim provides additional color.
  4. High elves. Made from polished steel with grips of fine wood or ceramics, elegant filigree in precious metals or delicate pigments are worked through the weapon’s design, which arcs gently from one segment to the next in a single elegant curve.
  5. High elves. Gold and silver paneling covers the handles of this weapon, which curl up in elegant arcs that remind the eye of creeping vines or cresting waves.
  6. Wood elves. Made from magical heartwood that never dulls or breaks, the grip of this weapon is elegantly carved with deep grooves. The entire surface is painted with bright colors, and the feathers of exotic birds or the teeth of mighty beasts decorate it.
  7. Wood elves. The rock-hard bone of an exotic creature forms the core of this weapon. The bone might be sharpened, or blades of long obsidian or flint form the edges. Turquoise and other semiprecious stones cover its surface. Leather from the creature that lost the bone forms the grip.
  8. Dark elves. A single piece of obsidian, shaved down layer by layer to a smooth, polished surface, forms this weapon. Dark rubies and amethysts decorate its handle of matte black metal.
THE WARRIOR'S CODEX REFORGED
  1. Dark elves. A blade of dark steel that ripples when the light runs across it emerges from a handle of grainy dark wood wrapped in black silk.
  2. Sun elves. Like the high elves, weapons made by sun elves flow like water from one arc of the handle and blade to the next without pause. It is unadorned and made from simple metals and woods, but its simplicity belies its perfect balance and impeccable construction.
  3. Sun elves. Otherwise unadorned, the golden hilt of this weapon catches the light and fills the mind with meditative calm whenever beheld.
  4. Halflings. This weapon is humble and plain, with a leather grip that sits comfortably in your palm.
  5. Halflings. All the nonmetal parts of the weapon are made from the wholesome wood of the halflings’ pastoral forests, painted a pleasant blue or green with twirling gold lines.
  6. Orcs. This unbalanced weapon’s construction from a wooden core and spikes of bone, teeth, or metal shrapnel conceal its grim efficacy. While crude, blood flows from the jagged gashes left by this weapon’s serrated edges.
  7. Orcs. This bone weapon is embedded with points or blades made of chipped flint or teeth of wild beasts. Trophies hang from its handle, tied by a leather cord. These trophies might be beautiful, like precious stones or stolen jewelry, or grisly, like parts taken from enemy orcs.
  8. Goblins. The bones and teeth of another goblin form the handle and points of this weapon, which contains a core made from the shards of another magical item, lost to time. If shaken, the pieces rattle inside.
  9. Goblins. The weapon is rusty and ancient, but has never dulled. Rough twine around the handle helps you grip it, while the pitted surface is caked with dried blood.
  10. Dragons/Dragonborn. The weapon is covered in the brilliantly-colored scales of a dragon, whose hard edges form the blade. When swung, it glides through the air, and a gemstone of matching color sits in the pommel. The hilt is made of semiprecious metal.
  11. Dragons/Dragonborn. A core of perfect steel is surrounded by a carved work of art made of precious stone, depicting a dragon wrapped around the haft or blade.
  12. Yuan-ti. With a hilt made of jade and decorated with emeralds, the points and blades of weapons made by yuan-ti are conical spines that resemble the tips of snake fangs.
  13. Yuan-ti. This weapon is eerily smooth to the touch, for it is coated by a thin, membranous layer of bronze or mossy green snakeskin that covers all but the very tip.
  14. Merfolk/sahuagin. Made from carved whalebone with a rough coral grip, this melee piercing weapon is flexible and bendy, but razor-sharp.
  15. Merfolk/sahuagin. The elegant arcs of this weapon bring to mind the flowing of water. It is made from polished coral and decorated with pearls.
  16. Druids. This weapon is made from a piece of living wood, especially ash or oak. Green shots sprout, wither, and die along its surface. In spite of its material, it never rots or burns.
  17. Druids. Covered in totems from animals, monsters, or humanoids, this bone weapon is embedded with swirling druidic script that act as channels for the blood of creatures sacrificed with this weapon.
  18. Wizards. Studded with crystals, this meticulously-proportioned weapon is separated into multiple glowing parts that all float near each other, maintaining their shape.
  19. Wizards. Studded with gems, this weapon is a reservoir of latent magical energy. The multitude of gems embedded in its surface glow with unnatural brilliance, and the entire object vibrates.
  20. Warriors. Endowed with the physical or mental abilities of its creator, this weapon might resemble the mundane version of an item created by any race. Certain situations can endow a mundane item with magical might.
  21. Aberrations. Made from unrecognizable stone or unearthly metal and studded with uncut stones, this weapon features relief carvings of impossible intricacy and nonsense patterns. They are uncomfortable to look at.
  22. Aberrations. While this weapon appears with the aesthetic of another people, it is soft and warm to the touch, like living flesh.
  23. Fiends. This weapon, with harsh angles that resemble support struts connecting parts together, is made from a single piece of black cast-iron and covered in cruel spikes.
  24. Fiends. This weapon is made from the flexible bone of living beings. At least one skull appears in its design, within which glows the faint light of the tortured soul forced to inhabit the object.
  25. Fey. Made of an unknowable white or pink metal, this weapon is made of interconnected filigree from tip to tip, like an ice sculpture. Its spires appear incredibly delicate, but the weapon is just as unbreakable as the rest.
  26. Fey. Flowers bloom on the base of this elf-like weapon, which smell sweeter than honey but whose scent is impossible to remember. Its light design makes it easy for the wielder to perform complex maneuvers with it.
  27. Celestials. Bold and elegant, made from smooth white marble, platinum, gold, and decorated with a multitude of precious stones, this weapon has more value than any mortal needs. It is far lighter than its bulky construction should allow.
  28. Celestials. Holy symbols of the god that created this weapon are etched into patterns in this weapon’s surface, or as cutouts in the blade. It takes the shape of the race of the god that created it, but its craftsmanship is too perfect and the materials too valuable to have been made by any mortal smith.
  29. Undead. Made from a single piece of black steel, dull rubies like crystallized blood decorate this weapon. Skulls and other bones form the hilt.
  30. Undead. Wet to the touch, this weapon’s contact points are made from living bone, and exposed organs ooze and pulse with unlife.
  31. Elemental Air. Light as a feather, this weapon is made from the durable bones of the magical birds that sail eternal through the skies of the plane of air. Glass beads that appear to contain wisps of colored smoke decorate it.
  32. Elemental Air. This weapon is a roc talon, ground into the appropriate shape. Its edge never dulls, nor does its predatory black luster.
  33. Elemental Fire. The weapon is made from elegant arcs of polished brass and rose gold, and is set with rubies. Its reflections are tinted golden-red.
  34. Elemental Fire. The weapon is made from chipped obsidian or bubbled volcanic rock, with veins of magma flowing harmlessly within it. It is warm to the touch.
THE WARRIOR'S CODEX REFORGED
  1. Elemental Water. With points made of the bones of exotic fish and wrapped with mother-of-pearl, this elegant piercing weapon is long, slender, and razor-sharp.
  2. Elemental Water. Highly flexible, this weapon appears to bend or warp when swung through the air. Its metal parts are enameled deep blue, sea-green, or stormy grey, and a dark sapphire the size of an eye is set into it.
  3. Elemental Earth. Made of an uncast piece of heavy iron ore, It is far heavier than a normal weapon for its size, and might chip when it strikes a glancing blow. It never loses its edge, however.
  4. Elemental Earth. Carved in geometric terraces with heavy Terran runes scribed in its depths, this stone weapon reverberates like a quake whenever it strikes an enemy.
  5. Elemental Ice. The item is cold to the touch, and made of a transparent piece of blue-white ice, frosted at the edges. A piece of deep blue cord wrapped around the hilt shields unprotected hands from the chill.
  6. Elemental Ice. Made of delicate platinum filigree, this weapon has none of its apparent fragility. Instead, it cuts through enemy flesh effortlessly, and the wounds it leaves fill with tiny ice crystals. The points are tipped with diamond.
  7. Inevitables. Made from brass, unpolished steel, and titanium, a seam runs through this unadorned weapon as though it were a shell surrounding a mechanical interior. If listened to closely, you can hear the sound of clicking gears and hissing pistons.
  8. Vampires. Elegant and cruelly sharp, this weapon seems to shiver in delight when it draws blood. Its handle is made from black leather, its naked steel reflects crimson-tinted light, and the wounds it leaves bleed little, as though the blood has already been sucked away.

Creation

After determining the weapon's culture of origin and appearance, roll a d20 to determine who made the item, and how or why it came to exist.

  1. A master craftsman, at the request of a patron.
  2. A master craftsman, as their final magnum opus before they died.
  3. An amateur craftsman, who created it by accident.
  4. A spellcaster, who created it as a side effect of another project
  5. A smith, spellcaster, or mighty warrior who infused it with their power as they died.
  6. A mighty warrior whose feats endowed a mundane item with magic power.
  7. A mundane smith, in a faraway and exotic location, whose techniques gave it the power it has.
  8. A celestial or other god who blessed a mundane item to serve the needs of a devout follower.
  9. A great hero, who wandered the far planes and whose feats endowed the item with power.
  10. A smith, who foresaw a vision that the weapon would one day be used for heroics far beyond their other creations.
  11. A supernatural creature, whose natural powers give the weapon its abilities.
  12. A spellcaster, who created the weapon as part of an experiment or to solve a problem.
  13. A spellcaster, who created the weapon from the sacrifice of innocent bodies or souls.
  14. A spellcaster, who plans to use the weapon as a power source for a greater ritual.
  15. A mighty dragon, who created the weapon from parts of its own body as a gift to a creature who impressed it.
  16. A tyrannical lord, who had the weapon quenched in the blood of the unfortunate souls who crossed their path.
  17. An ancient clan or priesthood, who created the weapon to serve as a symbol as well as a practical purpose.
  18. The weapon was forged in the subterranean heat of a volcano.
  19. The magic of the creature that the weapon slew transformed it from a mundane weapon to a magical one, and it carries a fragment of that creature’s power within it.
  20. The weapon is a standard-issue item carried by a supernatural creature, such as a fey, fiend, or celestial. In the hands of a mortal, it has great power.

Story

After deciding who created the weapon and a few details about its creation, roll a d20 to determine how it came to its current location, before it fell into the hands of your party.

  1. It has mouldered in a collection, vault, or museum.
  2. It was buried in the tomb of its owner or creator.
  3. It was sealed away by enemies of its user to keep its power hidden.
  4. All entrances to the place it was stored collapsed or were sealed, leaving it alone.
  5. It fell into a river or sea, where it was lost.
  6. It was abandoned on a battlefield and buried in a shallow grave with its master and a thousand other dead.
  7. A beast swallowed the weapon, and its bones surround it and the rest of the treasure it consumed.
  8. The adventurer carrying it died in the wilderness or dungeon, and it became another piece of treasure.
  9. Its creator was terrified of their work and hid it away, hoping it would never be found.
  10. It has been used constantly for decades or centuries, and it has committed many deeds great or terrible.
  11. The descendants of its wielder kept it as a sign of prestige.
  12. It was taken as a trophy by the enemies of its wielder.
  13. Religious importance has been placed on it, and it is or was used for religious ceremony.
  14. It awaits its destined wielder in a hidden shrine.
  15. A monster coveted it for its storied history and added it to its hoard.
  16. It fulfilled its intended purpose, and now sits idle.
  17. Its owner was killed suddenly and it sits unrecognized with the rest of their possessions.
  18. It was stolen from its rightful place by bandits or robbers.
  19. A powerful benevolent being has taken it under its protection until the time is right.
  20. It was lost to the Astral Plane after the Bag of Holding that contained it was placed in another item, and recently returned to its current plane at a random spot.

After that, if you choose, you can roll on the tables of page 141 of the Dungeon Master's Guide to decide the weapon's quirks and special properties, if any. The table of minor beneficial and detrimental properties used by artifacts can provide even more mechanical inspiration, to make every item truly unique—though far more powerful.

THE WARRIOR'S CODEX REFORGED

Concept Credits

The Path of the Ironclad was inspired by the Path of Iron, created by Submortimer, Giant in the Playground.

Similarly, the Solar Flare option for the Path of the Cataclysm is an edited version of the path contained in ATLAS, created by the Haven discord server and can be found here. It is included with permission.

Hydrus suggested the additional animal combinations hippopotamus, spider, and vulture in the Menagerie of Might.

Littlemapleleaf suggested the College of Passion.

/u/badooga1 created the version of the warlord listed in this document. It can be found here. It is included with permission.

Copyrightdragon suggested the Chameleon rogue, requested the Toxin domain—which began my journey into homebrew, and provided ideas on the Windblown, Firedancer, Valkyrie, Oath of Indemnity, and every monk—which brought each into a publishable state. Copyright also provided feedback on the Toss action.

Kezvin suggested the Exemplar fighter, and the two of us collaborated to create and finish it.

ZeroDarkFang and Ragnar Bearson contributed to a heavy rework of the Oath of Indemnity's high-level features.

The wording for bypass, winged, and the tower shield comes from the highly similar work of /u/theapoapostolov. We have collaborated to some degree and I am very grateful for his help.

/u/AngryRepublican inspired the creation of the harpoon, the spear as it exists in this document, and the chain whip.

Kroth'Bakal suggested that several weapons, including mace and battleaxe, gain the enhanced guard modification.

Dust suggested that nets become usable in underwater combat.

Many of the rules and feat changes listed in Part 3 were created by /u/devikyn in Martial Mastery.

The crafting rules used here modify those created by Kittenhugs of dmsguild.com.

Alchemical Oils were are modified from work by /u/giffyglyph and are included with permission.

The herbal mixtures were taken from Wraith Wright's Comprehensive Equipment Manual; some had their prices or functions changed for balance reasons, and many of the more redundant, niche, specific, or minimally effective items were removed.

The poisons are a simplified version of those created by /u/Glorac. Many have had some of their crunchier properties—aquatoxins, banetoxins' mathematics, and legality rules—have been removed for ease of play.

Alfa/Polaris created the cheat sheet table seen above. It has been a marvelous help in my own games, and I know it will be for you as well.

The rewritten version of Mordenkainen's sword was created by Red Orca of the RPG Stack Exchange. The original post can be found here.

Weapons Remastered was originally created by another anonymous user, whose work can be found here I owe the entire creation of this work to them. We have only spoken once, and I have no means to do so again. But they made all this possible, and changed the way I think about tabletop RPGs and my participation in them forever.

Dedications and Thanks

I owe so much to the people who helped make this massive undertaking successful over the last two years. First, I owe so much to my eternally patient players, who took new and sometimes insane changes in stride. For hours every weekend they've playtested content in this document, often with sudden changes. I owe you guys so much.

To the playtesters I joined biweekly for the sole purpose of homebrewing—thank you too. You've realized changes I would have never imagined trying to go it alone, and flaws in these archetypes I never even considered. Thank you too.

The people who've given feedback on archetypes and rules also deserve enormous thanks. Including but not limited to—Medix, my friend and eternally-patient editor, Silverbass, /u/theapoapostolov, badooga, Katz, CDC, Entrench, Dusk, Slaximilian, Dave, Dust, Viralstarfish—who provided detailed feedback on every single subclass in WCX—BkyleB, Alfa/Polaris, and everyone else who's told me an idea sucked and how I could improve it. This would been impossible without you.

To every single person not yet named on the FungalBrewery Discord server, this project couldn't exist without you as well. It's been a wonderful journey to expand this content for you and to hear your feedback right away and in real-time. The whiteroom crafting, workshopping, and actual playtesting you all have done is nothing short of spectacular, and I'm touched to have built such a community around this project.

Looking for More?

You can find the discord server mentioned just above right here here. Come to give feedback, share stories of this and other brews, and catch more updates on my projects!

You can find a comprehensive list of all my homebrew here.

Art Credits

Stains created by /u/flamableconcrete, /u/QalarValar, and /u/AeronDrake, or were provided by the Watercoloring in GMBinder document.

Pt. 1 Art credits:

  • Elder, Eric Scott Pfeiffer
  • Dragonborn Barbarian, Salt in Wounds, Jeff Chen
  • Tithebearer Giant, Wisnu Tan

Pt. 2 Art credits:

  • Devastating Dragon, Carlos Herrera
  • Viashino Slaughtermaster, Raymond Swanland
  • Thrall, Marvin Seo
  • Original Brand, Michal Ivan.
  • Dune, Earth Genasi, phazone
  • Skald, Caio M Monteiro
  • Dark Souls: Iron Knight Tarkus, karniz
  • Search for the Black Toad, Penny Golledge
  • Untitled, Sophie Willkins
  • Glaive, András Számel
  • Studious Greybeard, The Elder Scrolls: Legends
  • Plague Knight, Jay Jiwoo Park
  • Deer Warrior, José Arias
  • Half-orc Mercenary, Magnus Norén
  • Horseman, Damien Audino
THE WARRIOR'S CODEX REFORGED
  • Stalwart Defender, Pathfinder Advanced
    Player's Guide
  • Catafracta, Marta Danecka
  • Gáe_Dearg, Fate/Zero
  • Arabian Orc, Stephen Nickel
  • Dragon Slayer Ornstein vs Knight Artorias, Keira Harcourt
  • Gift of Immortality, Matt Stewart
  • Human Sorceress Character Illustration, Beatrice Pelagatti.
  • Chandra, Heart of Fire, Josu Hernaiz
  • Greek meander, shutterstock
  • Cover, The Odyssey: A Reader's Guide To The Homer Epic, Robert Crayola
  • Neva and Chicco, SIXMOREVODKA Studio
  • Desert Marksman, Ariel Perez
  • Black Knight, Eric Powell
  • The Hunt, Patrycja Wójcik
  • Haughty High Elves, Mungo Turkey
  • Landsknecht Veteran, Ramirez de Souza
  • Valkyrie, Jason Deem
  • Cover, King of the Bastards, Justin Stewart
  • Saskia the Unyielding, Greg Opalinski
  • Speedpaint 02 The Water Monk, Rahul Philip
  • The Colours Of The Wind, Christina de Sa
  • Pathfinder: Scal, Will O'Brien
  • 2013d, 别叫我无名君
  • Knightly Process, Kekai Kotaki
  • A Knight Walking Around, Kekai Kotaki
  • Frostgrave Sigilist, Dmitry Burmak
  • Asgarl the Traveler, Istrandar
  • Poison Dusk lizardfolk PC, Camisado
  • Aramil the Air Genasi Bard, slam-nine
  • Evron Splash, Concept-Art-House
  • Turning Point, pindurski*
  • Riders, sandara

Pt. 3 Art credits

  • Armory, Tom Honz
  • medieval fight, Ivan Koltovich
  • Kagur Blacklion, Eric Belisle
  • Head of a Hunting Spear, Metropolitan Museum of Art
  • City Guard, Windmaker
  • Nilfgaard Arrives, Thronebreaker
  • Matchlock Musket, ARTIC
  • Rivendell Bow, Nick Keller
  • Elisa, by Matheus Graef
  • The Exiled: Siege, Tomasz Jedruszek
  • Stones ores and gems, Karbo
  • Choose Your Treasure!, Justin Nichol
  • Open the Armory, Steve Prescott
  • Armory, Likhacheva Elena

Pt. 4 Art Credits

  • Nothing Will Break Me, Francoyovich
  • Golden Knight, Jake W Bullock
  • Wizard and Ranger, ketunhanska

Pt. 5 Art Credits

  • Iosefka's Clinic Concept Art, Bloodborne
  • Concept/Illustrations for D&D 'Basic adventuring' items, Michael Fitzhywel
  • Knight Exemplar, Jason Chan
  • Akhlut, Kate Pfeilschiefter
  • Warehouse, inSOLense
  • Alchemist Satchel, Orcs Must Die!
  • Chariot of Victory, John Stanko
  • The Sled (Frostworld), Jose Alejo Jadie
  • Belgariad - Sendarian Wagon, Kavitha Radha Udayakumar
  • Alaeron, Paizo Games
  • medicine bottle, Fang WangLin
  • Distillery, Benoit Dugay
  • Alchemist's Vial,, Lindsey Look
  • Pei Zin Herbalist, ALRadeck
  • Blight Town, From Software
  • Young Green Dragon, Ben Wootten
  • Poison spider, István Dányi
  • Cover, Architect of Fate (Anthology)
  • Shieldswarm, CMON Xenoshyft Onslaught
  • Wizard's Retort, Grzegorz Rutkowski

Pt. 6 Art Credits

  • Champs d'honneur - Castillon: Juillet 1453,
    Ugo Pinson
  • Grunwald 1410, Piotr Arendzikowski
  • Roman legion, szalstudio
  • 16th C. Italian, Gary Chelak
  • Fulcum, PFPictor
  • Gunslinger - Angban, Paizo Publishing LLC
  • Battle of Pinkie 1547, Andrew Spratt.

Pt. 7 Art Credits

  • Eclipse 2, Jie Ma
  • Asvig, Akeiron
  • Dwarf, Rotaken
  • Common Sellsword Concept, Nikolai Ostertag
  • A path through the swamp... SchastnySergey
  • Mounted Knight, Raymond Minnaar
  • Atlantean, Alen Rocha
  • Fire Genasi, Noferini
  • Italian Guisarme, ca. 1540, the Met
  • High Elf avatar 2, Elder Scrolls Legends*
  • Black and Silver Knights’ Weapons, Dark Souls Design Works
  • Paewyn, Halfling Cleric, Snakebearer
  • Calm Before the Storm, Darren Tan
  • Goedendag, Battle Brothers
  • Dwarf Cleric, Yana Vaseva
  • Teutonic Knight, Kostja Schleger
  • Dark Cleric, Gameguran
  • Morningstar, Steven Devon Jones
  • Can Opener, Kamikazuh
  • Beadle Bumpkin, Tom Rhodes
  • Shieldmaiden, Lilia Anisimova
  • Orc, Joe Burns
  • Dwarf Warfare Cover Art, Darren Tan
  • Swords, Kings of the Realm
  • Knight! 4kh4
  • lost nobility, Camille Bachmann
  • Persian Warrior Scimitar 37", heavenlyswords.com
  • Lautrec of Carim, Juan Acosta
  • Armored Knight, Igor Sid
  • Sarah Gizka, Song of Swords
  • Hand Protection for Boxing, De Arte Gymnastica, Girolmo Mercuriali. Microfilm scan by University of Seville.
  • Horse Archer, Kings of the Realm
  • Archer, Arman Akopian
  • Goblin Comission, Cait May
  • Musket Knight, Ariel Perez
THE WARRIOR'S CODEX REFORGED
  • Empire Marksman, Adrian Smith
  • Buckler Icon, Dark Souls III
  • Four Bears, Graey Erb
  • Long Shield, Treatise of Paulus Hector
    Mair 1.18
  • Laternenschild, Wendelin Boeheim
  • Bodkin2, archeryreport.com
  • CURVED BROADHEAD LARGE
    TYPE 14,
    By-the-sword.com
  • 1410, Jakub Rozalski

Cover Art Credits

  • Dragonslayer, vispetya
  • guff armor, Sueng Hoon Woo

Take up arms

Everything a mundane warrior needs to compete in a world of monsters, mayhem, and magical might. Wield an armory of reforged weapons, each with a unique combination of traits and abilities. Build an arsenal of powerful new items and armies to use them, with the rules to create them all on your own.

Within lies the means to create and employ bombs, poisons, oils, and herbalism, armies to hire to fight by your side, and improved mechanics to give yourself an edge you never knew you had.

With more than three dozen new or revised martial and battle-inspired subclasses, new rules for combat and crafting, statistics for enemy armies, and more than fifty distinct weapons, The Warrior's Codex has something for everyone.

 

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