
This 25-page document contains 28 original archetypes, with a minimum of two for each class established in the 5e Player's Handbook and other miscellany including:
- The Path of the War Chief (Primal Path): Use Maneuvers to coordinate attacks, and inspire others with your War Cry
- The College of Songbirds (Bardic College): Make birdcalls to summon avian allies
- The Circle of the Thicket (Druid Circle): Harness your Wild Shape to transform into plant creatures, or cast Vegemancy spells to harm others and armor yourself
- Time Domain (Cleric Domain): Serve Father Time, Chronos, or others to gain potent time magic
- The Zealot (Martial Archetype): Enforce your cult's will with a Killing Frenzy, and cast Rituals based on your cult's alignment
- Cardinal Monastic Traditions
- The Oath of Revolution (Paladin Oath): Free the oppressed by using Channel Divinity, and face large numbers of foes with confidence as a Horde Breaker
- Briar Master (Ranger Archetype): Wrap yourself and your gear in Wild Armor of razorvine, thorns, or poison ivy to strike back at unwary foes, and extend your reach with Wild Weapons
- Sellsword (Roguish Archetype): Take to the mercenary life with stronger armor, weapon, and reconnaissance options, using terrain to your advantage in a manner more typical of a ranger than most rogues
- Lunar Origin (Sorcerous Origin): Use the powers of your Phase to change shape, bring or suppress radiance, or sap the life from opponents using magical light from spells and cantrips
- Pact of Armor (Warlock Pact): Protect yourself with magic armor granting you resistances connected to your Patron, Increase your AC and resistances, or even gain immunities with Eldritch Invocations
- The School of Silence (Arcane Tradition): Learn to silently cast spells that would normally require verbal components
- New gear options
- Aasimar racial variants
- Bron's Earthen Reprisal (Sorcerer, Warlock, and Wizard Spell)
- New feats
- The falcon (beast, companion)