TEXT: Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
  1 
  Guard, Mercenary, Raider 
   
  GUARD, MERCENARY, RAIDER 
   
   
   
   
   
   
   
   
   
   
   
   
   
  INTRODUCTION  
  elcome to the Fighter Archetypes 
  supplement for the Amazons vs 
  Valkyries adventure setting. This file 
  features three of the most common 
  fighter archetypes; the Guard, the 
  Mercenary, and the Raider.  These 
  archetypes are available in addition to the ones 
  presented in the core rules. Most professional 
  warriors fall into one of these three categories, 
  the vast majority being mercenaries. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CREDITS 
  Writing. Arthur Seixas De Martino 
  Editing. L.J. Ogre  
  Art. Daniel Comerci and Bryan Syme  
  Some Graphic Elements. Lord Zsezse Works 
   
   
  For news and updates visit: Bloodstone-Press.com  
   
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  WARNING 
  This product contains content that is not suitable for all 
  audiences.  Consumer discretion is advised.  
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
  2 
  IN THIS FILE 
  This file features three new fighting styles 
  and three new fighter archetypes. These 
  fighting styles and archetypes are presented 
  in alphabetical order.  
   
  The Guard. Guards, or more precisely, 
  Honor Guards, are professionally trained, 
  highly skilled warriors who fight for glory or 
  a noble cause. They are disciplined and well-
  practiced at defending others in battle.   
   
  The Mercenary. The Mercenary is a 
  traveling sell-sword and opportunist with 
  few loyalties beyond gold. Mercenaries are 
  well-traveled and speak multiple languages. 
  They pick up a wide range of skills in their 
  various combat roles.  
   
  The Raider. Trained in ambush, 
  assassination, and sabotage, these soldiers 
  sneak behind enemy lines, rescue prisoners, 
  attack camps, and destroy infrastructure.  
  The mere mention of their names strikes 
  terror in the enemy.   
   
  NEW FIGHTING STYLES  
  Three fighting styles related to the basic 
  combat roles of cavalry, infantry, and 
  skirmishing are outlined below.  
   
  Mounted Combat. While mounted upon 
  a steed, you gain a +1 bonus to attack rolls with 
  melee and ranged weapons.  
    
  Phalanx Fighting. If you are within 5 feet an 
  ally who also has this fighting style and is not 
  unconscious or incapacitated, you gain a +1 
  bonus on your AC and a +1 to one attack roll per 
  turn.  
   
  Skirmisher. You gain a +1 bonus to attack 
  rolls made with slings and javelins. While not 
  wearing armor and not encumbered, your speed 
  increases by 5 feet.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
  3 
  GUARD  
  The Guard is an elite, highly trained soldier, 
  selected for her skills and efficacy in battle. 
  Guards are elevated from the front lines where 
  they have proven their mettle. Aristocratic birth 
  is not required for most units, though it is for 
  some. In all societies these positions are 
  reserved for those who can earn them. The 
  commander of the military order selects the 
  new members from a list of hopeful applicants.  
   
  Guards are professional soldiers who have 
  honed their skills to the limit of human 
  capabilities. They are focused, driven, elite 
  warriors who earn their rank and live up to their 
  ideals every day.   
   
  All rulers have a cadre of elite warriors to 
  protect them, their families, and their 
  residences. These soldiers also serve as an elite 
  unit in battle. Some of the more famous orders 
  of guards include the Companions, Persian 
  Immortals, Macedonian Silver Shields, 
  Scandinavian Hirds, Sacred Band of Thebes, 
  Honor Guard of Sparta, Sacred Band of 
  Carthage, and the Roman Equites. 
   
   Guards value discipline and good order. 
  They use shields and strategies that protect 
  themselves and their allies from harm as they 
  mount counter attacks that rattle the mightiest 
  of foes. For the Guard, denying the enemy is 
  what they live for.  
   
  BONUS PROFICIENCY 
  At 3rd level you add Athletics and Persuasion to 
  your list of skill proficiencies. If you are already 
  proficient in one or both of the skills, you gain  
  expertise in them and add double your 
  proficiency bonus to your checks. 
   
  DENY, THEN DESTROY 
  When you choose this archetype at 3rd level, you 
  learn how to use your superior defense to open 
  up your foe for a counter attack. When a 
  creature targets you with an attack and misses, 
  you can use a Reaction to attack that creature.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PROTECT AND SERVE 
  Starting at 7th level, you can taunt and distract 
  your foes, attracting their attacks and saving 
  others from them. When you hit a creature with 
  a melee weapon attack, you can mark the 
  creature until the end of your next turn. This 
  effect ends early if you are incapacitated or you 
  die, or if someone else marks the creature. 
  While it is within 5 feet of you, a creature 
  marked by you has disadvantage on any attack 
  roll that doesn't target you. 
   
  If you or a creature you can see within 5 feet 
  of you is hit by an attack from a creature 
  marked by you, you can roll 1d4 as a reaction if 
  you're wielding a melee weapon and shield. Roll 
  the die, and add the number rolled to the 
  target's AC against that attack. 
   
  You can mark creatures with this feature a 
  number of times per long rest equal to your 
  Constitution modifier (a minimum of once). 
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
  4 
  PEERLESS DEFENSE 
  At 10th level, you become a master of defending 
  against enemies. Creatures provoke an 
  opportunity attack from you when they move 5 
  feet or more while within your reach, and if you 
  hit a creature with an opportunity attack, they 
  have disadvantage targeting you until your next 
  turn. 
   
  OFFENSIVE WALL 
  Starting at 15th level, you can use your shield as 
  a powerful tool of combat. When you make a 
  melee attack you may use your shield as part of 
  that attack. If your attack hits, that target takes 
  1d4 additional bludgeoning damage and must 
  succeed on a Strength saving throw (DC 8 + your 
  proficiency bonus + your Strength modifier) or 
  be either knocked  prone or  shoved a number 
  of feet equal to your Strength modifier, your  
  choice. You can use this feature only once on 
  each of your turns.  
   
   
  Additionally, you can use your shield as 
  weapon with the 'thrown' property with a range 
  of 10/20 and inflicting 1d4 bludgeoning damage 
  on a hit.  
   
  VIGILANT GUARDIAN 
  Starting at 18th level, you are always vigilant 
  when it comes to your comrades-at-arms. In 
  combat, you get a special reaction that you can 
  take once on every creature's turn, except your 
  turn. You can use this special reaction only to 
  redirect any attacks targeting an ally that is 
  within 10 feet from you and make it target you 
  instead. 
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
  5 
  MERCENARY 
  The Mercenary’s skills are a conglomerate of 
  various training regimens and experiences in 
  different theaters of war. A Mercenary is 
  broadly experienced, but not specialized in any 
  particular area.  
   
  Nearly anyone can call themselves a 
  mercenary, but only the best fighters survive for 
  very long. Basic requirement are set by the 
  company or government that hires them. Some 
  mercenary companies are elite, highly paid units 
  with rigorous standards that members must 
  maintain. Others are little more than wandering 
  brigands looking for plunder.  
   
  Every nation employs mercenaries. In some 
  places, like Carthage, mercenaries form the 
  majority of the army.  Some of the more famous 
  mercenary companies include the Ten Thousand 
  and the Sons of Mars. Several mercenary 
  companies are outlined in the Warrior Cults 
  supplement.  
   
  Mercenaries value wealth and loyalty to 
  their group. They rely on their varied 
  experiences and skills to adapt and adjust to the 
  battlefield.   
   
  BONUS PROFICIENCY 
  When you choose this archetype at 3rd level, you 
  gain proficiency in any skill of your choice. 
  Alternatively, you learn one language of your 
  choice. 
   
  VETERAN EXPERIENCE 
  A Mercenary is defined by her experience in the 
  field. When you choose this archetype at 3rd 
  level, your past experiences sometimes flash 
  through your mind, giving you an edge in similar 
  conditions. 
   
  Bodyguard Duty. Whenever you are 
  standing next to a friendly creature, they can 
  benefit from your Shield's bonus. Only one 
  creature per turn can gain this benefit. If they 
  are attacked, as a reaction you may attack the 
  same target if they are within your attack range. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guerrilla Attack. You add your Wisdom 
  modifier on both attack and damage rolls as 
  long as you have the Advantage on that roll. 
   
  Siege Warfare. You have advantage on 
  attack rolls against objects, including walls and 
  doors. You have the advantage on Dexterity 
  saving throws against damage from siege 
  weapons and resistance to any damage caused 
  by siege weapons. Finally, you require half as 
  much food to keep yourself alive and have 
  advantage on saving throws to resist spoiled 
  food or diseases (magical or otherwise). 
   
  Naval Warfare. Your time at sea has given 
  you sea-legs and a iron stomach. You acquire 
  proficiency in Athletics and Acrobatics. If you are 
  already proficient with one or both of those 
  skills, you gain expertise instead. You also have 
  advantage on Athletics and Acrobatics checks 
  made to keep your balance or to traverse a ship. 
  Finally, you require half as much food to keep 
  yourself alive and have advantage on saving 
  throws to resist spoiled food or diseases 
  (magical or otherwise). 
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
  6 
  Security Duty. You acquire proficiency in 
  Perception, Investigation, and Insight. If you are 
  already proficient with any of those skills, you 
  gain expertise instead. You also do not suffer 
  disadvantage on perception checks that rely in 
  sight in dim lighting conditions.  
   
  Broadly skilled. You acquire proficiency in a 
  skill of your choice, a language of your choice, 
  and a feat of your choice. 
   
  BONUS PROFICIENCY 
  When you reach 7th level, you have learned 
  simple tricks of alchemy, such as crafting a 
  lightning rod or fire resistant paste, which you 
  can use to protect yourself from common types 
  of energy damage. You just need some time to 
  prepare. Once per day, you can spend 10 
  minutes preparing a protective energy ward. 
  Pick one of the following damage types: acid, 
  fire, cold, or lightning. You have resistance to 
  that damage type for 24 hours. You can only 
  change which damage you resist after a long 
  rest 
   
   
   
  PROFESSIONAL SOLDIER 
  Starting at 15th level, your wits have hardened 
  more than most. You cannot be charmed or 
  frightened. You have advantage on a number of 
  saving throws equal to your Constitution 
  modifier. You regain charges for this feature 
  after long rest. 
   
  LEGENDARY WARRIOR  
  Having survived the ever-changing battlefield, 
  you have become the stuff of legends. Your skills 
  are above the regular soldiers on the front. You 
  acquire the following: 
  • Your weapon attacks score a critical hit 
  on a roll of 19 or 20. 
  • You have all other entries of “Veteran 
  Experience” that you did not pick at 3rd 
  level. 
  • Add your proficiency bonus to all of your 
  skill rolls.    
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
  7 
   
  RAIDER 
  Raiders specialize in asymmetric warfare. They 
  operate deep behind enemy lines, conducting 
  ambushes, raids, and sabotage. To qualify for 
  membership in these units a fighter must  pass 
  strenuous tests of survival, stealth, and 
  endurance. 
   
  Raiders are a special type of soldier, skilled 
  at delivering crippling attacks from the shadows. 
  They are calculating, rugged, and patient. Their 
  methods strike fear into all other soldiers.  
   
  All militaries have at least a small group of 
  elite scout/snipers or rangers who serve as the 
  army’s eyes and ears. Some specialize in 
  commando-style raids behind enemy lines. The 
  more famous Raiders include the Germanic 
  Ghost Warriors, the Egyptian Medjay, and the 
  Spartan Krypteia.  
   
   Raiders value secrecy and stealth. They use 
  distractions, sabotage, and assassination to 
  hamper and confound their enemies. 
    
  BONUS PROFICIENCY 
  Starting at 3rd level, you gain proficiency with 
  the two of the following skills: Deception, 
  Stealth, or Perception. You also learn a secret 
  code language of hand signals and bird-like calls. 
  Finally, Dim light doesn't impose disadvantage 
  to your perception checks relying on sight. 
   
  TAKEDOWN  
  The Raider is expected to eliminate guards and 
  sentries in a flash. Beginning at 3rd level, if you 
  are undetected by a creature that you are 
  attacking with a melee weapon, that creature is 
  surprised and must succeed on a Strength 
  saving throw (DC 8 + your proficiency bonus + 
  your Strength modifier) or fall prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AMBUSH AND SABOTAGE 
  Starting at 7th level, you’re able to strike with 
  your weapons with particular cunning. Once per 
  turn, you can deal an extra 1d8 damage to one 
  creature you hit with an Attack if you have 
  advantage on the Attack roll.   
   
  This extra damage can also be inflicted on 
  structures and objects like walls, wagons, doors, 
  or siege engines. You must spend at least 10 
  minutes studying the object before you perform 
  your first attack against it. 
   
  This damage increases to 2d8 at the 18th 
  level. 
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
  8 
  NO MERCY  
  At the 15th level, you are all left of mercy to give. 
  If you are within 5-feet from a creature that is 
  suffering a debilitating condition you may make 
  an attack against that creature as a bonus 
  action. That attack causes extra damage equal 
  to your Dexterity or Charisma modifier, 
  whichever is higher. The debilitating conditions 
  are: Blinded, Charmed, Deafened, Frightened, 
  Grappled, Incapacitated, Paralyzed, Petrified, 
  Poisoned, Prone, Restrained, Stunned, 
  Unconscious, and any level of Exhaustion. 
   
  GHOST KILLER 
  At 18th level you have ascended to the pantheon 
  of myth and legend. The breeze might scare 
  your foe, thinking it is you waiting for them in 
  the shade.  If you hit a creature undetected, you 
  may move half of your Speed and perform a 
  Hide action as part of the successful attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Fighter Archetypes 
   
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  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
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  Fighter Archetypes, Guard, Mercenary, Raider, Copyright 2021, 
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