Base Class: Monk
Those who abide by the Way of the Frontier, do in conjunction with the traditions and laws of its art swear by the "Oath of the Frontier" as a solemn vow to direct their powers righteously and uphold this vow responsibly.
The Oath of the Frontier is a commitment to uphold justice and freedom for the people who seek a better world, wherever they may be. While many who swear the oath do so in the service of gods, freedom, peace, law or justice, they all share a commitment to the protection of those who can not protect themselves; the people.
Obligation in Power. You are obligated to protect those who cannot protect themselves and smite evil wherever your path takes you, for you have the power necessary that many do not.
Freedom to All. Every person was born free, one should be free to chart their own path without oppression. Any threat that seeks to compromise the freedom of others must be dealt with to the full extent of your righteous authority.
Be Prepared. You must be physically, mentally, and morally ready to fight for what is right. Be ready to have your faith challenged, but always remain prepared.
Stand Your Ground. Never let evil encroach upon progress, prosperity and purity. Pluck the weeds of dissent and stand vigilant in the face of fear and torment.
Heed the Call. The world is vast and dangerous, so you must be swift and courageous. Never let a call for help go unanswered
Seek The Higher Power. We are only as strong as we are on our own. Seek out guidance, inspiration and purpose from those around you.
Frontiersman’s Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the nature, survival and herbalism kit if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either proficiencies. You gain these additional benefits to help with traversal:
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
- When you forage, you find twice as much food as you normally would.
- You have advantage on Wisdom (Perception) to notice any volatile changes in the environment such as future bad weather, natural disasters, or large non-magical disturbances
- Difficult terrain doesn’t slow your group’s travel.
- While travelling, you can move stealthily at a normal pace
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- Your movement speed is equal to your walking speed and you are not slowed down by non-magical terrain.
Deadeye
You gain a bonus to your Initiative modifier equal to your proficiency bonus modifier. You can apply double your Wisdom modifier to any wisdom ability check you make and you gain 30 feet of darkvision if you didn't already have it.
In combat, you get access to two abilities:
- Deadeye Mark - You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
- Deadeye Swirl - Engage in a surge of sundering blows as you use your weapon, spinning and twirling as if engaged in a wild and unrelenting dance. When using this action you can pass through any number of enemies squares making an attack roll against each target for each square you pass through, but you can only make one attack per creature. Opportunity attacks against you are made with disadvantage. If you are hit while using this ability you are knocked out of form and your speed is reduced to 0 until the end of your current turn.
Tenacious
As bonus action, you can give yourself a number of temporary hit points equal to 2d10 + your constitution modifier + proficiency bonus modifier. You can use this special action a number of times equal to your constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Deadman's Duel
Your keen senses slow the world around you allowing you to respond with lightning speed to an enemy's action. As a reaction, you can make an attack at an attacking enemy that you can see. If your attack hits, the enemy’s attack misses. If the enemy is casting a spell, the spell is interrupted and fizzles out without taking effect. You can draw your most immediate sidearm upon taking this reaction if you weren't already holding a weapon.
One Shot
You deliver death swiftly and cleanly. When you make an attack against a creature that has 100 hit points or fewer, it dies unless it is immune to physical damage. You can use this ability an amount of times equal to half your proficiency bonus per long rest.







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