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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
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 them to reroll it.
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.
Cover, King of the Bastards, Justin Stewart