TEXT: EN World EN5IDER | Heroes of the Blade
   
  writing  John Lynch
   color art  Egil Thompson
   
    Phil Stone
   
  editing  James J. Haeck
   
  layout  Eric Life-Putnam
  H
  okey religions and ancient magic 
   are no match for a good longsword at 
   your side. Below are new options for 
  those who rely on their training with martial 
  weaponry, from the blade-wielding battlemage 
  to the adaptable scout. New Fighting Styles, 
  maneuvers, and a new druid circle are 
  accompanied by alternate class kits, an all-new 
  way to customize your character. 
  Alternate Class Kits
  The battlemage, commander, and scout are 
  alternate class kits: packages of alternate class 
  features (ACFs) that fundamentally alter a core 
  class’s role in the adventuring party. Distinct 
  from the features granted by a subclass, an 
  ACF is a class option that replaces core class 
  features normally gained when taking new 
  levels in a class. Alternate classes still draw 
  from the same pool of subclasses as their 
  parent classes; a scout still chooses from the list 
  of ranger archetypes at 3rd level, for instance. 
  Heroes of
  the Blade
  EN World EN5IDER | Heroes of the Blade
  
  Heroes of the Blade | EN World EN5IDER
  Commander 
  (Fighter Alternate Class)
  Commanders are courageous leaders whose 
  words inspire valor and ferocity in their allies. 
  Their bolstering words and selfless leadership 
  help terrified infantry stand tall against the forces 
  of evil. 
  Warning Shout (Alternate Class Feature)
  When an ally you can see takes damage, you may 
  reduce the damage taken by 1d10 + your fighter 
  level as a reaction. Once you use this feature, you 
  must complete a short or long rest before you can 
  use it again. 
   This replaces the Second Wind class feature.
  Indomitable Ally (Alternate Class Feature)
  At 9th level, you can use your reaction to allow 
  an ally within 30 feet who can see or hear you to 
  reroll a failed saving throw. Once you use this 
  feature, you must complete a long rest before you 
  can use it again. Starting at 13th level, you can 
  use this feature twice between long rests; starting 
  at 17th level, you can use this feature three times 
  between long rests.
   This replaces the Indomitable class feature.
  Scout 
  (Ranger Alternate Class)
  Rangers and scouts are both warriors at home in 
  the wilderness, but the scout does not possess 
  the mystical bond the archetypal ranger has with 
  the natural world. Scouts are often members of 
  military or vigilante groups, and are trained in 
  pack tactics, stealth, and reconnaissance. 
  Fighting Style (Modified Class Feature)
  You may choose a Fighting Style available to the 
  ranger at 1st level instead of 2nd level.
   This modifies the Fighting Style class feature.
  Favored Enemy (Modified Class Feature)
  You gain the Favored Enemy class feature at 2nd 
  level instead of 1st level.
   This modifies the Favored Enemy class feature.
   Characters may not pick and choose ACFs from 
  their alternate class kit, and GMs should exercise 
  caution if they allow their players to do so. The 
  character still receives all of the class features 
  granted by the base class that aren’t replaced 
  by alternate class features and their selection of 
  subclasses are not restricted.
  Battlemage 
  (Wizard Alternate Class)
  Not all wizards concern themselves solely with 
  scholastic matters. Some take an interdisciplinary 
  approach to combat, forgoing certain magical 
  studies to train extensively with martial weapons.
  Arcane Weapon Training 
  (Alternate Class Feature)
  You know only one cantrip of your choice from 
  the wizard list at 1st level, and do not gain 
  additional cantrips at 4th and 10th level. Choose 
  three one-handed martial weapons. You gain 
  proficiency in these weapons, and they function 
  as a spellcasting focus for your wizard spells. 
  This modifies the Cantrips class feature.
  Arcane Edge (Additional Class Feature)
  Starting at 10th level, you deal extra damage 
  equal to your Intelligence modifier when you 
  damage a creature with a weapon attack.
  Heroes of the Blade | EN World EN5IDER
  
  EN World EN5IDER | Heroes of the Blade
  Coordination (Alternate Class Feature)
  Starting at 2nd level, you and your allies act as 
  parts of a cohesive whole. When you attack a 
  creature, a creature of your choice that can see 
  or hear you may make a single attack against the 
  same creature as a reaction. Once you use this 
  feature, you must finish a short or long rest before 
  you can use it again. Starting at 17th level, you 
  can use this feature twice between rests.
   At 20th level, instead of attacking, your ally 
  may move up to their Speed or cast a spell with a 
  casting time of one action as a reaction. This spell 
  must target the same creature you attacked.
   This replaces the Spellcasting and Foe Slayer 
  class features.
  Adaptable (Alternate Class Feature)
  You lack the supernatural bond to the land 
  other rangers have, but you make up for it in 
  adaptability. Starting at 3rd level, you may spend 
  a short rest studying your surroundings, as if 
  attuning to a magic item, in order to change your 
  favored terrain to your current environment. You 
  may only use this ability once between long rests.
   This replaces the Primeval Awareness feature.
  Keen Senses (Additional Class Feature)
  Beginning at 9th level, when you are attacked, 
  you may add your Wisdom modifier to your 
  Armor Class until the beginning of your next 
  turn as a reaction. You must complete a long rest 
  before you can use this feature again. Starting at 
  13th level, you can use this feature twice between 
  long rests; starting at 17th level, you can use this 
  feature three times between long rests.
  Sudden Insight (Additional Class Feature)
  Starting at 14th level, when you are in your 
  favored terrain and make an Intelligence check to 
  recall information about a creature you can see, 
  you may temporarily designate the creature as 
  your favored enemy (no action required) for the 
  next minute. You must complete a short or long 
  rest before you use this ability again.
  Circle of the World 
  (Druid Subclass)
  Druids who belong to the Circle of the World are 
  inexorably linked to the life force of the world. 
  More militant than most druidic orders, Druids of 
  the World focus their ire on those who harm the 
  world in the pursuit of wealth and power. 
  Advanced Weapon Training
  At 2nd level, you gain proficiency in two martial 
  weapons of your choice.
  Forms of the World
  Starting at 2nd level when you use your Wild 
  Shape feature, you may draw upon the energy of 
  the world to adopt a magically-infused martial 
  stance instead of taking animal shape. When you 
  enter a form from the list below you retain the 
  ability to speak, use your equipment, and cast 
  spells. Drawing upon such primordial power is 
  taxing, and each minute you spend in one of the 
  following forms expends an hour of your Wild 
  Shape feature. If a form grants you a power that 
  requires a creature to make a saving throw, use 
  your spell save DC. While using the Form of 
  the World feature, your weapon attacks count 
  as magical for the purpose of overcoming a 
  creature’s damage resistance or immunity.
   Form of the Desert. Your ranged weapon 
  attacks ignore half cover and three-quarters 
  cover. When you hit a creature with a ranged 
  weapon attack, you may force the target to make 
  a Dexterity saving throw or become blinded until 
  the end of their next turn. 
   Form of the Mountain. You gain resistance 
  to bludgeoning, slashing and piercing damage. 
  When you hit a creature with a weapon attack, 
  their movement is reduced by 10 feet until the end 
  of their next turn.
   Form of the Thunderstorm. Your weapon deals 
  thunder damage instead of its usual damage type. 
  When you hit a creature with a ranged weapon 
  attack, they must succeed on a Strength saving 
  throw or fall prone. 
  EN World EN5IDER | Heroes of the Blade
  
  Heroes of the Blade | EN World EN5IDER
   ▶ Phalanx. When holding a shield and 
  wielding a versatile weapon in one hand you 
  deal damage as if you were wielding the 
  weapon in two hands.
  New Maneuvers
  When a character selects a maneuver to learn from 
  the Battle Master’s list of maneuvers, they may 
  choose one of the following:
   ▶ Glancing Blow. When you miss an enemy 
  with an attack, you may expend a superiority 
  die to make a second attack. On a hit, roll the 
  superiority die and deal damage equal to the 
  result.
   ▶ Hamstringing Cut. When you deal slashing 
  damage to a creature, you may expend a 
  superiority die to slow its movement. You 
  add the superiority die to the attack’s 
  damage roll and the target must make a 
  Constitution saving throw. On a failure, the 
  target’s speed is reduced by 10 feet until the 
  end of your next turn.
  New Feat
  Tactical Maneuver
  Prerequisite: You know at least one maneuver 
  available to the Battle Master fighter archetype.
   You gain the following benefits:
   ▶ Your Strength or Dexterity score increases by 
  1, to a maximum of 20.
   ▶ You learn one additional maneuver of your 
  choice from those available to the Battle 
  Master fighter archetype.
   ▶ When you take the Attack action, you 
  can use a maneuver without expending a 
  superiority die by forgoing dealing damage 
  on an attack. If the maneuver requires you to 
  roll your superiority die and use the result, 
  treat it as if you had rolled a 0. 
   Form of the Volcano. Your weapon deals fire 
  damage instead of its usual damage type. When 
  you hit a creature with a melee weapon attack, 
  you may use a bonus action to deal fire damage 
  equal to your druid level. 
   Form of Winterfrost. Your weapon deals cold 
  damage instead of its usual damage type. While 
  wielding a melee weapon, any space you move 
  through becomes difficult terrain until the end of 
  your next turn.
  Nature’s Vengeance
  Starting at 10th level, when you are reduced to 0 
  hit points, you may cast a spell with a casting time 
  of one action as a reaction. You may only use this 
  feature once per long rest.
  Dual Form
  Starting at 14th level, when you assume a Form 
  of the World, you may gain the benefits of 
  two Forms at the same time. This doubles the 
  expenditure of time spent in Wild Shape.
  Hibernating Form
  Also at 14th level, when you die while in a 
  Form of the World, you may assume an easily-
  identifiable natural form such as a boulder or 
  a mighty oak. Your conscious mind hibernates, 
  as if dead, but your physical form cannot be 
  destroyed or animated as undead, and days spent 
  in this form don’t count against the time limit of 
  resurrection spells (see raise dead). You still must 
  consent to being raised from the dead. 
  New Fighting Styles
  When a character would select a fighting style 
  they can instead choose one of the following:
   ▶ Charge Leader. When you roll initiative, 
  all allies who can see or hear you gain 
  advantage on their initiative roll so long as 
  you are not surprised.
  Heroes of the Blade | EN World EN5IDER
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 048 - Heroes of the Blade.pdf