TEXT: ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  1	
    
  Unearthed	
    Arcana:	
    Kits	
    of	
    Old	
    
  If	
    you	
    played	
    AD&D	
    second	
    edition	
    back	
    in	
    the	
    
  1990s,	
    you	
    probably	
    remember	
    kits.	
    These	
    
  character	
    options	
    were	
    introduced	
    in	
    The	
    
  Complete	
    Fighter’s	
    Handbook,	
    and	
    became	
    a	
    
  mainstay	
    of	
    the	
    rest	
    of	
    the	
    books	
    in	
    the	
    Player’s	
    
  Handbook	
    Rules	
    Supplement	
    series.	
    Though	
    kits	
    
  were	
    notorious	
    for	
    providing	
    wildly	
    uneven	
    
  benefits	
    (some	
    offered	
    all-­‐‑but-­‐‑unnoticeable	
    
  improvements,	
    while	
    others	
    turned	
    characters	
    
  into	
    walking	
    engines	
    of	
    destruction),	
    they	
    did	
    add	
    
  depth	
    and	
    customization	
    to	
    a	
    game	
    that	
    had	
    
  previously	
    offered	
    few	
    character	
    choices	
    after	
    1st	
    
  level.	
    
  	
     This	
    month,	
    Unearthed	
    Arcana	
    converts	
    a	
    few	
    of	
    
  the	
    more	
    popular	
    kits	
    from	
    that	
    era	
    to	
    new	
    class	
    
  options	
    for	
    the	
    bard	
    and	
    fighter.	
    If	
    you	
    played	
    
  second	
    edition	
    AD&D,	
    what	
    are	
    some	
    of	
    your	
    
  favorite	
    kits	
    that	
    you’d	
    like	
    to	
    see	
    converted	
    to	
    
  fifth	
    edition?	
    Let	
    me	
    know	
    on	
    Twitter	
    
  (@mikemearls).	
    Over	
    the	
    course	
    of	
    the	
    year,	
    the	
    
  kits	
    that	
    inspire	
    the	
    most	
    discussion	
    could	
    very	
    
  well	
    end	
    up	
    here.	
    
  Bard:	
    College	
    of	
    Swords	
    
  Bards	
    of	
    the	
    College	
    of	
    Swords	
    are	
    called	
    blades,	
    
  and	
    they	
    entertain	
    through	
    daring	
    feats	
    of	
    weapon	
    
  prowess.	
    Blades	
    perform	
    stunts	
    such	
    as	
    sword	
    
  swallowing,	
    knife	
    throwing	
    and	
    juggling,	
    and	
    mock	
    
  combats.	
    But	
    though	
    they	
    use	
    their	
    weapons	
    to	
    
  entertain,	
    they	
    are	
    also	
    highly	
    trained	
    and	
    skilled	
    
  warriors	
    in	
    their	
    own	
    right.	
    
  	
     Their	
    talent	
    with	
    weapons	
    inspires	
    many	
    blades	
    
  to	
    lead	
    double	
    lives.	
    One	
    blade	
    might	
    use	
    a	
    circus	
    
  troupe	
    as	
    cover	
    for	
    nefarious	
    deeds	
    such	
    as	
    
  assassination,	
    robbery,	
    and	
    blackmail.	
    Other	
    
  blades	
    strike	
    at	
    the	
    wicked,	
    bringing	
    justice	
    to	
    bear	
    
  against	
    the	
    cruel	
    and	
    powerful.	
    Most	
    troupes	
    are	
    
  happy	
    to	
    accept	
    a	
    blade’s	
    talent	
    for	
    the	
    excitement	
    
  it	
    adds	
    to	
    a	
    performance,	
    but	
    few	
    entertainers	
    fully	
    
  trust	
    them.	
    
  	
     Blades	
    who	
    abandon	
    lives	
    as	
    entertainers	
    have	
    
  often	
    run	
    into	
    trouble	
    that	
    makes	
    maintaining	
    
  their	
    secret	
    activities	
    impossible.	
    A	
    blade	
    caught	
    
  stealing	
    or	
    engaging	
    in	
    vigilante	
    justice	
    is	
    too	
    great	
    
  a	
    liability	
    for	
    most	
    performer	
    troupes.	
    With	
    their	
    
  weapon	
    skills	
    as	
    their	
    greatest	
    asset,	
    these	
    blades	
    
  either	
    take	
    up	
    work	
    as	
    enforcers	
    for	
    thieves’	
    guilds	
    
  or	
    strike	
    out	
    on	
    their	
    own	
    as	
    adventurers.	
    	
    
  Bonus	
    Proficiencies	
    
  When	
    you	
    join	
    the	
    College	
    of	
    Blades	
    at	
    3rd	
    level,	
    
  you	
    gain	
    proficiency	
    with	
    medium	
    armor	
    and	
    with	
    
  scimitars.	
    
  Fighting	
    Style	
    
  The	
    College	
    of	
    Blades	
    emphasizes	
    mastery	
    with	
    
  weapons,	
    granting	
    you	
    access	
    to	
    the	
    two-­‐‑weapon	
    
  fighting	
    option	
    for	
    the	
    Fighting	
    Style	
    class	
    feature.	
    
  	
     Two-­‐‑Weapon	
    Fighting.	
    When	
    you	
    engage	
    in	
    
  two-­‐‑weapon	
    fighting,	
    you	
    can	
    add	
    your	
    ability	
    
  modifier	
    to	
    the	
    damage	
    of	
    the	
    second	
    attack.	
    
  Blade	
    Flourish	
    
  At	
    3rd	
    level,	
    you	
    learn	
    to	
    conduct	
    impressive	
    
  displays	
    of	
    skill	
    with	
    your	
    weapons.	
    When	
    you	
    use	
    
  the	
    Attack	
    action	
    on	
    your	
    turn	
    and	
    attack	
    with	
    a	
    
  dagger,	
    longsword,	
    rapier,	
    scimitar,	
    or	
    shortsword,	
    
  you	
    can	
    attempt	
    one	
    of	
    the	
    following	
    flourishes.	
    
  	
     Defensive	
    Flourish.	
    You	
    spin	
    your	
    weapon	
    
  around	
    you	
    in	
    swift	
    circles,	
    creating	
    a	
    hypnotic	
    
  display.	
    As	
    a	
    bonus	
    action,	
    you	
    expend	
    one	
    use	
    of	
    
  Bardic	
    Inspiration,	
    rolling	
    a	
    Bardic	
    Inspiration	
    die	
    
  and	
    applying	
    the	
    number	
    rolled	
    as	
    a	
    bonus	
    to	
    your	
    
  AC	
    until	
    the	
    start	
    of	
    your	
    next	
    turn.	
    
  	
     Trick	
    Shooter’s	
    Flourish.	
    This	
    favorite	
    trick	
    of	
    
  knife	
    throwers	
    allows	
    you	
    to	
    expend	
    one	
    use	
    of	
    
  Bardic	
    Inspiration	
    as	
    a	
    bonus	
    action.	
    Roll	
    a	
    Bardic	
    
  Inspiration	
    die	
    and	
    apply	
    the	
    number	
    rolled	
    as	
    a	
    
  bonus	
    to	
    the	
    next	
    ranged	
    attack	
    roll	
    you	
    make	
    with	
    
  a	
    dagger	
    this	
    turn.	
    If	
    the	
    target	
    of	
    the	
    attack	
    is	
    an	
    
  unattended,	
    inanimate	
    object,	
    the	
    bonus	
    equals	
    
  double	
    the	
    die	
    roll.	
    
  	
     Unnerving	
    Flourish.	
    Your	
    deadly	
    display	
    of	
    
  combat	
    prowess	
    unnerves	
    your	
    opponents,	
    leaving	
    
  them	
    cowering	
    in	
    fear	
    and	
    at	
    your	
    mercy.	
    
  Whenever	
    you	
    reduce	
    a	
    creature	
    to	
    0	
    hit	
    points	
    
  with	
    a	
    melee	
    attack,	
    you	
    can	
    use	
    a	
    bonus	
    action	
    to	
    
  expend	
    one	
    use	
    of	
    Bardic	
    Inspiration,	
    and	
    instead	
    
  leave	
    the	
    creature	
    at	
    1	
    hit	
    point.	
    
  	
     The	
    creature	
    is	
    frightened	
    of	
    you	
    for	
    a	
    number	
    of	
    
  minutes	
    equal	
    to	
    your	
    Charisma	
    modifier.	
    It	
    must	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  2	
    
  also	
    make	
    a	
    Charisma	
    saving	
    throw	
    with	
    a	
    DC	
    
  equal	
    to	
    your	
    spellcasting	
    DC	
    +	
    a	
    bonus	
    equal	
    to	
    
  the	
    roll	
    of	
    your	
    Bardic	
    Inspiration	
    die.	
    If	
    the	
    
  creature	
    fails	
    this	
    saving	
    throw,	
    it	
    answers	
    
  truthfully	
    any	
    questions	
    you	
    ask	
    it	
    and	
    obeys	
    your	
    
  direct	
    orders	
    while	
    it	
    is	
    frightened	
    by	
    this	
    effect.	
    
  Extra	
    Attack	
    
  Beginning	
    at	
    6th	
    level,	
    you	
    can	
    attack	
    twice,	
    
  instead	
    of	
    once,	
    whenever	
    you	
    take	
    the	
    Attack	
    
  action	
    on	
    your	
    turn.	
    
  Battle	
    Magic	
    
  At	
    14th	
    level,	
    you	
    have	
    mastered	
    the	
    art	
    of	
    
  weaving	
    spellcasting	
    and	
    weapon	
    use	
    into	
    a	
    single	
    
  harmonious	
    act.	
    When	
    you	
    use	
    your	
    action	
    to	
    cast	
    
  a	
    bard	
    spell,	
    you	
    can	
    make	
    one	
    weapon	
    attack	
    as	
    a	
    
  bonus	
    action.	
    
  Bard:	
    College	
    of	
    Satire	
    
  Bards	
    of	
    the	
    College	
    of	
    Satire	
    are	
    called	
    jesters.	
    
  They	
    use	
    lowbrow	
    stories,	
    daring	
    acrobatics,	
    and	
    
  cutting	
    jokes	
    to	
    entertain	
    audiences,	
    ranging	
    from	
    
  the	
    crowds	
    in	
    a	
    rundown	
    dockside	
    pub	
    to	
    the	
    
  nobles	
    of	
    a	
    king’s	
    royal	
    court.	
    Where	
    other	
    bards	
    
  seek	
    forgotten	
    lore	
    or	
    tales	
    of	
    epic	
    bravery,	
    jesters	
    
  ferret	
    out	
    embarrassing	
    and	
    hilarious	
    stories	
    of	
    all	
    
  kinds.	
    Whether	
    telling	
    the	
    ribald	
    tale	
    of	
    a	
    brawny	
    
  stable	
    hand’s	
    affair	
    with	
    an	
    aged	
    duchess	
    or	
    a	
    
  mocking	
    satire	
    of	
    a	
    paladin	
    of	
    Helm’s	
    cloying	
    
  innocence,	
    a	
    jester	
    never	
    lets	
    taste,	
    social	
    decorum,	
    
  or	
    shame	
    get	
    in	
    the	
    way	
    of	
    a	
    good	
    laugh.	
    	
    
  	
     While	
    jesters	
    are	
    masters	
    of	
    puns,	
    jokes,	
    and	
    
  verbal	
    barbs,	
    they	
    are	
    much	
    more	
    than	
    just	
    comic	
    
  relief.	
    They	
    are	
    expected	
    to	
    mock	
    and	
    provoke,	
    
  taking	
    advantage	
    of	
    how	
    even	
    the	
    most	
    powerful	
    
  folk	
    are	
    expected	
    by	
    tradition	
    to	
    endure	
    a	
    jester’s	
    
  barbs	
    with	
    good	
    humor.	
    This	
    expectation	
    allows	
    a	
    
  jester	
    to	
    serve	
    as	
    a	
    critic	
    or	
    a	
    voice	
    of	
    reason	
    when	
    
  others	
    are	
    too	
    intimidated	
    to	
    speak	
    the	
    truth.	
    
  	
     For	
    the	
    duchess	
    with	
    a	
    taste	
    for	
    strapping	
    young	
    
  laborers,	
    such	
    tales	
    might	
    serve	
    to	
    warn	
    the	
    
  targets	
    of	
    her	
    affections	
    and	
    force	
    her	
    to	
    change	
    
  her	
    ways	
    for	
    lack	
    of	
    willing	
    partners.	
    Striking	
    back	
    
  at	
    the	
    jester	
    only	
    ruins	
    her	
    already	
    damaged	
    
  reputation,	
    and	
    might	
    provide	
    the	
    best	
    evidence	
    
  that	
    the	
    jester’s	
    satires	
    have	
    hit	
    their	
    mark.	
    But	
    if	
    
  she	
    is	
    kind	
    and	
    generous	
    to	
    her	
    conquests,	
    the	
    
  jokes	
    and	
    stories	
    cast	
    her	
    as	
    a	
    kind	
    of	
    folk	
    hero,	
    
  while	
    drawing	
    even	
    more	
    potential	
    partners	
    to	
    her.	
    
  	
     Jesters	
    are	
    loyal	
    to	
    only	
    one	
    cause:	
    the	
    pursuit	
    
  and	
    propagation	
    of	
    the	
    truth.	
    They	
    use	
    their	
    
  comedy	
    and	
    innocuous	
    appearance	
    to	
    break	
    down	
    
  social	
    barriers	
    and	
    expose	
    corruption,	
    
  incompetence,	
    and	
    stupidity	
    among	
    the	
    rich	
    and	
    
  powerful.	
    Whether	
    revealing	
    a	
    con	
    artist’s	
    
  treachery	
    or	
    exposing	
    a	
    baron’s	
    plans	
    for	
    war	
    as	
    
  driven	
    by	
    greed	
    and	
    bloodlust,	
    a	
    jester	
    serves	
    as	
    
  the	
    conscience	
    of	
    a	
    realm.	
    
  	
     Jesters	
    adventure	
    to	
    safeguard	
    the	
    common	
    folk	
    
  and	
    to	
    undermine	
    the	
    plans	
    of	
    the	
    rich,	
    powerful,	
    
  and	
    arrogant.	
    Their	
    magic	
    bolsters	
    allies’	
    spirits	
    
  while	
    casting	
    doubt	
    into	
    foes’	
    minds.	
    Among	
    bards,	
    
  jesters	
    are	
    unmatched	
    acrobats,	
    and	
    their	
    ability	
    to	
    
  tumble,	
    dodge,	
    leap,	
    and	
    climb	
    makes	
    them	
    
  slippery	
    opponents	
    in	
    battle.	
    
  Bonus	
    Proficiencies	
    
  When	
    you	
    join	
    the	
    College	
    of	
    Satire	
    at	
    3rd	
    level,	
    
  you	
    gain	
    proficiency	
    with	
    thieves’	
    tools.	
    You	
    also	
    
  gain	
    proficiency	
    in	
    Sleight	
    of	
    Hand	
    and	
    one	
    
  additional	
    skill	
    of	
    your	
    choice.	
    If	
    you	
    are	
    already	
    
  proficient	
    with	
    thieves’	
    tools	
    or	
    in	
    Sleight	
    of	
    Hand,	
    
  choose	
    another	
    skill	
    proficiency	
    for	
    each	
    
  proficiency	
    you	
    already	
    have.	
    
  Tumbling	
    Fool	
    
  At	
    3rd	
    level,	
    you	
    master	
    a	
    variety	
    of	
    acrobatic	
    
  techniques	
    that	
    allow	
    you	
    to	
    evade	
    danger.	
    As	
    a	
    
  bonus	
    action,	
    you	
    can	
    tumble.	
    When	
    you	
    tumble,	
    
  you	
    gain	
    the	
    following	
    benefits	
    for	
    the	
    rest	
    of	
    your	
    
  turn:	
    
  •  You	
    gain	
    the	
    benefits	
    of	
    taking	
    the	
    Dash	
    and	
    
  Disengage	
    actions.	
    
  •  You	
    gain	
    a	
    climbing	
    speed	
    equal	
    to	
    your	
    current	
    
  speed.	
    
  •  You	
    take	
    half	
    damage	
    from	
    falling.	
    
  Fool’s	
    Insight	
    
  At	
    6th	
    level,	
    your	
    ability	
    to	
    gather	
    stories	
    and	
    lore	
    
  gains	
    a	
    supernatural	
    edge.	
    You	
    can	
    cast	
    detect	
    
  thoughts	
    up	
    to	
    a	
    number	
    of	
    times	
    equal	
    to	
    your	
    
  Charisma	
    modifier.	
    You	
    regain	
    any	
    expended	
    uses	
    
  of	
    this	
    ability	
    after	
    completing	
    a	
    long	
    rest.	
    
  	
     If	
    a	
    creature	
    resists	
    your	
    attempt	
    to	
    probe	
    
  deeper	
    and	
    succeeds	
    at	
    its	
    saving	
    throw	
    against	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  3	
    
  your	
    detect	
    thoughts,	
    it	
    immediately	
    suffers	
    an	
    
  embarrassing	
    social	
    gaffe.	
    It	
    might	
    loudly	
    pass	
    gas,	
    
  unleash	
    a	
    thunderous	
    burp,	
    trip	
    and	
    fall,	
    or	
    be	
    
  compelled	
    to	
    tell	
    a	
    tasteless	
    joke.	
    
  Fool’s	
    Luck	
    
  Jesters	
    seem	
    to	
    have	
    a	
    knack	
    for	
    pulling	
    
  themselves	
    out	
    of	
    tight	
    situations,	
    transforming	
    
  what	
    looks	
    like	
    sure	
    failure	
    into	
    an	
    embarrassing	
    
  but	
    effective	
    success.	
    
  	
     At	
    14th	
    level,	
    you	
    can	
    expend	
    one	
    use	
    of	
    Bardic	
    
  Inspiration	
    after	
    you	
    fail	
    an	
    ability	
    check,	
    fail	
    a	
    
  saving	
    throw,	
    or	
    miss	
    with	
    an	
    attack	
    roll.	
    Roll	
    a	
    
  Bardic	
    Inspiration	
    die	
    and	
    add	
    the	
    number	
    rolled	
    
  to	
    your	
    attack,	
    saving	
    throw,	
    or	
    ability	
    check,	
    using	
    
  the	
    new	
    result	
    in	
    place	
    of	
    the	
    failed	
    one.	
    
  	
     If	
    using	
    this	
    ability	
    grants	
    you	
    a	
    success	
    on	
    the	
    
  attack,	
    saving	
    throw,	
    or	
    ability	
    check,	
    note	
    the	
    
  number	
    you	
    rolled	
    on	
    the	
    Bardic	
    Inspiration	
    die.	
    
  The	
    DM	
    can	
    then	
    apply	
    that	
    result	
    as	
    a	
    penalty	
    to	
    
  an	
    attack	
    or	
    check	
    you	
    make,	
    and	
    you	
    cannot	
    use	
    
  this	
    ability	
    again	
    until	
    you	
    suffer	
    this	
    drawback.	
    
  When	
    the	
    DM	
    invokes	
    this	
    penalty,	
    describe	
    an	
    
  embarrassing	
    gaffe	
    or	
    mistake	
    you	
    make	
    as	
    part	
    of	
    
  the	
    affected	
    die	
    roll.	
    
  Fighter:	
    Cavalier	
    
  The	
    archetypal	
    Cavalier	
    excels	
    at	
    mounted	
    combat.	
    
  Usually	
    born	
    to	
    nobility	
    and	
    raised	
    in	
    a	
    royal	
    court,	
    
  a	
    Cavalier	
    is	
    equally	
    at	
    home	
    leading	
    a	
    cavalry	
    
  charge	
    or	
    exchanging	
    witty	
    repartee	
    at	
    a	
    state	
    
  dinner.	
    
  Bonus	
    Proficiencies	
    
  When	
    you	
    choose	
    this	
    archetype	
    at	
    3rd	
    level,	
    you	
    
  gain	
    proficiency	
    in	
    two	
    of	
    the	
    following	
    skills	
    of	
    
  your	
    choice:	
    Animal	
    Handling,	
    Insight,	
    
  Performance,	
    or	
    Persuasion.	
    You	
    can	
    choose	
    to	
    
  gain	
    one	
    tool	
    proficiency	
    in	
    place	
    of	
    one	
    skill	
    
  proficiency.	
    
  Born	
    to	
    the	
    Saddle	
    
  At	
    3rd	
    level,	
    you	
    have	
    advantage	
    on	
    saving	
    throws	
    
  made	
    to	
    avoid	
    falling	
    off	
    your	
    mount.	
    If	
    you	
    fall	
    off	
    
  your	
    mount,	
    you	
    always	
    land	
    on	
    your	
    feet	
    if	
    you	
    
  are	
    capable	
    of	
    taking	
    actions.	
    Mounting	
    or	
    
  dismounting	
    a	
    creature	
    costs	
    you	
    only	
    5	
    feet	
    of	
    
  movement,	
    rather	
    than	
    half	
    your	
    speed.	
    
  Combat	
    Superiority	
    
  At	
    3rd	
    level,	
    you	
    gain	
    a	
    set	
    of	
    abilities	
    that	
    are	
    
  fueled	
    by	
    special	
    dice	
    called	
    superiority	
    dice.	
    
  	
     Superiority	
    Dice.	
    You	
    have	
    four	
    superiority	
    dice,	
    
  which	
    are	
    d8s.	
    A	
    superiority	
    die	
    is	
    expended	
    when	
    
  you	
    use	
    it.	
    You	
    regain	
    all	
    of	
    your	
    expended	
    
  superiority	
    dice	
    when	
    you	
    finish	
    a	
    short	
    or	
    long	
    
  rest.	
    
  	
     You	
    gain	
    another	
    superiority	
    die	
    at	
    7th	
    level	
    and	
    
  one	
    more	
    at	
    15th	
    level.	
    
  	
     Using	
    Superiority	
    Dice.	
    You	
    can	
    expend	
    
  superiority	
    dice	
    to	
    gain	
    a	
    number	
    of	
    different	
    
  benefits:	
    
  •  When	
    you	
    make	
    a	
    check	
    to	
    influence	
    or	
    control	
    a	
    
  creature	
    you	
    are	
    riding,	
    you	
    can	
    expend	
    one	
    
  superiority	
    die	
    to	
    add	
    it	
    to	
    the	
    check.	
    You	
    apply	
    
  this	
    bonus	
    after	
    making	
    the	
    check	
    but	
    before	
    
  learning	
    if	
    it	
    was	
    successful.	
    
  •  When	
    you	
    make	
    a	
    weapon	
    attack	
    against	
    a	
    
  creature,	
    you	
    can	
    expend	
    one	
    superiority	
    die	
    to	
    
  add	
    it	
    to	
    the	
    attack	
    roll.	
    You	
    can	
    use	
    this	
    ability	
    
  before	
    or	
    after	
    making	
    the	
    attack	
    roll,	
    but	
    before	
    
  any	
    of	
    the	
    effects	
    of	
    the	
    attack	
    are	
    applied.	
    
  •  When	
    you	
    make	
    an	
    attack	
    with	
    a	
    lance	
    while	
    
  mounted,	
    you	
    can	
    expend	
    one	
    superiority	
    die	
    to	
    
  add	
    it	
    to	
    your	
    damage	
    roll.	
    In	
    addition,	
    the	
    target	
    
  of	
    the	
    attack	
    must	
    make	
    a	
    Strength	
    saving	
    throw	
    
  (DC	
    8	
    +	
    your	
    proficiency	
    bonus	
    +	
    your	
    Strength	
    
  modifier)	
    or	
    be	
    knocked	
    prone.	
    
  •  If	
    either	
    you	
    or	
    your	
    mount	
    is	
    hit	
    by	
    an	
    attack	
    
  while	
    you	
    are	
    mounted,	
    you	
    can	
    expend	
    one	
    
  superiority	
    die	
    as	
    a	
    reaction,	
    adding	
    the	
    number	
    
  rolled	
    to	
    your	
    or	
    your	
    mount’s	
    AC.	
    If	
    the	
    attack	
    
  still	
    hits,	
    you	
    or	
    your	
    mount	
    take	
    half	
    damage	
    
  from	
    it.	
    
  Ferocious	
    Charger	
    
  At	
    7th	
    level,	
    you	
    gain	
    additional	
    benefits	
    when	
    you	
    
  use	
    superiority	
    dice	
    to	
    increase	
    your	
    damage	
    when	
    
  you	
    attack	
    with	
    a	
    lance.	
    You	
    can	
    expend	
    up	
    to	
    two	
    
  superiority	
    dice	
    on	
    the	
    attack,	
    adding	
    both	
    to	
    the	
    
  damage	
    roll.	
    If	
    you	
    spend	
    two	
    dice,	
    the	
    target	
    has	
    
  disadvantage	
    on	
    its	
    Strength	
    saving	
    throw	
    to	
    avoid	
    
  being	
    knocked	
    prone.	
    
  Improved	
    Combat	
    Superiority	
    
  At	
    10th	
    level,	
    your	
    superiority	
    dice	
    turn	
    into	
    d10s.	
    
  At	
    18th	
    level,	
    they	
    turn	
    into	
    d12s.	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  4	
    
  Relentless	
    
  Starting	
    at	
    15th	
    level,	
    when	
    you	
    roll	
    initiative	
    and	
    
  have	
    no	
    superiority	
    dice	
    remaining,	
    you	
    regain	
    1	
    
  superiority	
    die.	
    
  Fighter:	
    Scout	
    
  The	
    archetypal	
    Scout	
    excels	
    at	
    finding	
    safe	
    passage	
    
  through	
    dangerous	
    regions.	
    Scouts	
    usually	
    favor	
    
  light	
    armor	
    and	
    ranged	
    weapons,	
    but	
    they	
    are	
    
  comfortable	
    using	
    heavier	
    gear	
    when	
    faced	
    with	
    
  intense	
    fighting.	
    
  Bonus	
    Proficiencies	
    
  When	
    you	
    choose	
    this	
    archetype	
    at	
    3rd	
    level,	
    you	
    
  gain	
    proficiency	
    in	
    three	
    of	
    the	
    following	
    skills	
    of	
    
  your	
    choice:	
    Acrobatics,	
    Athletics,	
    Investigation,	
    
  Medicine,	
    Nature,	
    Perception,	
    Stealth,	
    or	
    Survival.	
    
  You	
    can	
    choose	
    to	
    gain	
    proficiency	
    with	
    thieves’	
    
  tools	
    in	
    place	
    of	
    one	
    skill	
    choice.	
    
  Combat	
    Superiority	
    
  At	
    3rd	
    level,	
    you	
    gain	
    a	
    set	
    of	
    abilities	
    that	
    are	
    
  fueled	
    by	
    special	
    dice	
    called	
    superiority	
    dice.	
    
  	
     Superiority	
    Dice.	
    You	
    have	
    four	
    superiority	
    dice,	
    
  which	
    are	
    d8s.	
    A	
    superiority	
    die	
    is	
    expended	
    when	
    
  you	
    use	
    it.	
    You	
    regain	
    all	
    of	
    your	
    expended	
    
  superiority	
    dice	
    when	
    you	
    finish	
    a	
    long	
    or	
    short	
    
  rest.	
    
  	
     You	
    gain	
    another	
    superiority	
    die	
    at	
    7th	
    level	
    and	
    
  one	
    more	
    at	
    15th	
    level.	
    
  	
     Using	
    Superiority	
    Dice.	
    You	
    can	
    expend	
    
  superiority	
    dice	
    to	
    gain	
    a	
    number	
    of	
    different	
    
  benefits:	
    
  •  When	
    you	
    make	
    a	
    check	
    that	
    allows	
    you	
    to	
    apply	
    
  your	
    proficiency	
    in	
    Athletics,	
    Nature,	
    Perception,	
    
  Stealth,	
    or	
    Survival,	
    you	
    can	
    expend	
    one	
    
  superiority	
    die	
    to	
    bolster	
    the	
    check.	
    Add	
    half	
    the	
    
  number	
    rolled	
    on	
    the	
    superiority	
    die	
    (rounding	
    
  up)	
    to	
    your	
    check.	
    You	
    apply	
    this	
    bonus	
    after	
    
  making	
    the	
    check	
    but	
    before	
    learning	
    if	
    it	
    was	
    
  successful.	
    
  •  When	
    you	
    make	
    a	
    weapon	
    attack	
    against	
    a	
    
  creature,	
    you	
    can	
    expend	
    one	
    superiority	
    die	
    to	
    
  add	
    it	
    to	
    the	
    attack	
    roll.	
    You	
    can	
    use	
    this	
    ability	
    
  before	
    or	
    after	
    making	
    the	
    attack	
    roll,	
    but	
    before	
    
  any	
    of	
    the	
    effects	
    of	
    the	
    attack	
    are	
    applied.	
    
  •  If	
    you	
    are	
    hit	
    by	
    an	
    attack	
    while	
    wearing	
    light	
    or	
    
  medium	
    armor,	
    you	
    can	
    expend	
    one	
    superiority	
    
  die	
    as	
    a	
    reaction,	
    adding	
    the	
    number	
    rolled	
    to	
    
  your	
    AC.	
    If	
    the	
    attack	
    still	
    hits,	
    you	
    take	
    half	
    
  damage	
    from	
    it.	
    
  Natural	
    Explorer	
    
  At	
    3rd	
    level,	
    you	
    gain	
    the	
    ranger	
    class	
    feature	
    of	
    
  the	
    same	
    name,	
    with	
    the	
    following	
    alteration:	
    You	
    
  choose	
    additional	
    favored	
    terrain	
    types	
    at	
    7th	
    and	
    
  15th	
    level.	
    
  Improved	
    Combat	
    Superiority	
    
  At	
    10th	
    level,	
    your	
    superiority	
    dice	
    turn	
    into	
    d10s.	
    
  At	
    18th	
    level,	
    they	
    turn	
    into	
    d12s.	
    
  Relentless	
    
  Starting	
    at	
    15th	
    level,	
    when	
    you	
    roll	
    initiative	
    and	
    
  have	
    no	
    superiority	
    dice	
    remaining,	
    you	
    regain	
    1	
    
  superiority	
    die.	
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA12 - Kits of Old (Classics Revisited).pdf