“You know what they say, a spear in the hand is… Well, it’s a spear. Figure it out.”

Conscripts don’t choose a life of battle, they have it thrust upon them by fate or circumstance. Regardless of how they come to the battlefield, all conscripts who leave it alive do so because of the same two reasons: they have a natural gift for battle, and they figured out how to make do with the tools they had.

Quick Build

You can make a conscript quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your next-highest score should be Constitution. Second, choose the Folk Hero background, with Highlander (Cha), Militia (Int), or Stone Thrower (Wis) as your martial tradition. The martial tradition you choose determines what should be your third-highest ability score.

Class Features

Table: Conscript
Level Proficiency Bonus Features Martial Talents
1st +2 Martial Training, Second Wind 1
2nd +2 Combat Specialization 2
3rd +2 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Combat Specialization feature 6
7th +3 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 Combat Specialization feature 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 Combat Specialization feature 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 17
18th +6 Martial Flexibility 18
19th +6 Ability Score Improvement 19
20th +6 Master of Combat 20

As a conscript, you gain the following class features.

Hit Points

Hit Dice: 1d10 per conscript level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per conscript level after 1st


Armor: light armor
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: One each of

  • Strength, Intelligence, or Charisma
  • Dexterity, Constitution, or Wisdom

Skills: Choose any two.


You start with equipment granted by your background, and either the following equipment or the equipment granted by your martial tradition; You must be proficient with the chosen class equipment to select it as part of your starting equipment:

  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • (a) a martial or simple weapon, or (b) a shield


If this is your first level in any class, you may select a martial tradition

Martial Training

You gain a martial talent at every level, according to Table: Conscript.

Second Wind

Beginning at 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your conscript level. If you possess Fighter levels, you do not gain an additional use of this ability, but instead these levels stack.

Once you use this feature, you must finish a short or long rest before you can use it again.

Combat Specialization

At 2nd level, you may choose a combat specialization, which represents the style of combat you favor. You gain abilities at 2nd, 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Martial Flexibility

At 18th level, your mastery over your areas of martial combat allows you to improvise abilities whenever you need them. You can grant yourself an additional talent from a combat sphere that you possess as an action. You retain knowledge of this talent for 1 minute or until you use this ability again, whichever comes first. You can use this ability a number of times equal to your proficiency bonus. You regain expended uses when you finish a short or long rest.

Master of Combat

At 20th level, you have become an expert at so many types of combat that it is almost instinctive. You gain an additional martial focus, which is gained and spent independently from your first. This stacks with the Great Focus feat, if you have it.

Combat Specializations


Brawlers specialize in using their powerful physiques and skillful maneuvers to debilitate foes and beat them to a pulp.

Set Them Up

At 2nd level, whenever you deal damage to a target that has the blind, prone, grappled, restrained, or incapacitated conditions, you deal an additional +1d4 damage. This does not include attacks that successfully inflict these conditions unless the target was already under the effects of such a condition.


At 6th level, your powerful maneuvers can hinder even giant opponents. You are considered one size category larger than normal when determining who you can shove, grapple, etc., as well as your carrying capacity and how much you can push, drag, or lift. You may also double the number of drinks you can consume before being poisoned.

Enormous Physique

Beginning at 10th level, your unarmed strikes deal +1d4 damage. If you are Small-sized, you may wield weapons that have the heavy weapon property. If you are Medium or larger, holding a weapon in one hand counts as holding it in two hands for the versatile and two-handed weapon properties.


Beginning at 14th level, you now count as two sizes larger instead of one when determining who you can shove, grapple, etc., as well as your carrying capacity and how much you can push, drag, or lift. You may again double (total x4) the number of drinks you can consume before being poisoned.


Furies use rage to fuel their powers, striking down enemies while shrugging off the attacks of lesser beings.


Beginning at 2nd level, your primal ferocity has manifested in battle. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy Armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged two times, you must finish a long rest before you can rage again. If you have barbarian levels, you can use your barbarian rage an additional time, rather than gaining this feature.

Expert Athletics

Beginning at 6th level, you may use rage an additional time. You gain a climb speed and a swim speed equal to your land speed.


At 10th level, you become immune to the frightened condition.

Dominant Rage

Beginning at 14th level, you may use rage an additional time and deal an additional +1 damage when making a melee weapon attack using Strength. While raging, you may perform a boast from the Gladiator sphere once per round without expending your reaction.


Knaves specialize in tricks and secrets, manipulating their foes from the shadows as much as possible.

Sneak Attack

Beginning at 2nd level, Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

This damage increases by 1d6 at 6th level (2d6), 10th level (3d6), and 14th level (4d6).

Dastardly Deeds

Beginning at 6th level, you may deal your sneak attack damage to a target after you successfully use a dirty trick on them or steal an object from them. The damage type for this damage matches that of a weapon you are wielding or your unarmed strike. You still cannot deal sneak attack damage more than once per turn.


Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.


Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.


Peacekeepers, bounty hunters, and thief-catchers, the marshal knows how to track their enemy and catch it off-guard to bring it down.

Combat Research

At 2nd level, you gain the Scout sphere as a bonus sphere. You deal an additional +1d4 damage with all damage rolls made against targets you have scouted.

Favored Enemy

At 6th level, you may choose a favored enemy, as a ranger. You gain a new favored enemy at 14th level as well.

Greater Combat Research

Beginning at 10th level, your combat research damage increases to +1d6, and you always count as having scouted any member of your favored enemies.

Masterful Combat Research

At 14th level, your combat research damage increases to +1d8.


A mechanic specializes in the creation, alteration, and usage of objects from the Trap, Alchemy, and Tinkerer spheres to do his combat for him.

Technically Minded

Beginning at 2nd level, you gain an increased ability to craft gadgets, formula, and poisons from the Alchemy and Tinkerer spheres. You may create an additional number of formula, poisons, or gadgets equal to your Conscript level. This pool is shared; for example, if you create additional formula equal to your Conscript level, you cannot create additional gadgets.

Quick Application

Beginning at 6th level, you may place a Trap sphere trap, use a formula or poison, or activate a gadget as a reaction. You may use this ability once. You regain your uses of this ability after you complete a short or long rest.

Enduring Trapper

Beginning at 10th level, your Trap sphere traps reset after 1 round, letting them be triggered an additional time before breaking. An individual trap may only reset once.

Master Applier

Beginning at 14th level, increase the number of times you can use Quick Application by one.


Champions, bannermen, and officers risen from the ranks, paragons are beacons to their fellows of the ideals they fight for. A paragon is usually found at the front of their group, doing battle in full view of their allies to inspire them to even greater heights.

Fighting Style

At 2nd level, you adopt a particular fighting style as your specialty. Choose a fighting style from the list of optional features. You can’t take the same fighting style option more than once, even if you get to choose again.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Magic Spheres Adept: (Spheres of Power only) Prerequisites: You must have an Intelligence, Wisdom, or Charisma score of 13 or higher to select this style option. You gain a casting tradition. You do not, however, gain any spell points. If you already possess the casting feature or gain it later, you may exchange this benefit to instead gain 1 bonus magic talent of your choice.
  • Martial Sphere Apprentice: You gain a bonus martial talent. If you don’t possess it already, you gain the ability to achieve martial focus.
  • Natural Weapon Fighting: (Spheres of Power only) When you attack using only natural weapons (bites, claws, slams, etc.), you score a critical hit on a roll of a 19 or 20.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Rousing Leadership

Beginning at 6th level, whenever you reduce an enemy to 0 hp you may perform a shout as a bonus action.

Banner Bearer

Beginning at 10th level, if you are conscious, you and all allies within 30 ft. who can see you have advantage on all saving throws against the frightened condition.


At 14th level, if you are ever reduced to 0 hp, all allies who can see or hear you gain temporary hit points equal to your conscript level for 1 minute and may give themselves advantage on their next attack roll. This may only be used once, but you regain its use after a short rest.


A sentinel stands in the front, standing as a wall between their allies and those that would mean them harm.


At 2nd level, you gain the Guardian sphere as a bonus sphere and must select the challenge package if you do not already have it. You have advantage on all attack rolls made against a target suffering the effects of your challenge.

Dedicated Defense

Beginning at 6th level, whenever damage is unloaded to you from your delayed damage pool, that damage is halved.

Instant Challenge

Beginning at 10th level, if your challenge’s target is reduced to 0 or fewer hit points, you can immediately attempt to challenge another creature without any required action.

Vigilant Guardian

At 14th level, you gain proficiency in all saving throws.


Warriors do battle on the ground, trying to stay alive by stopping others from making them dead.

Reckless Attacks

Starting at 2nd Level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.


Beginning at 6th level, whenever you are reduced to 0 hp, you may instead choose to be reduced to 1 hp. This may only be done once, but you regain its uses after a long rest. This cannot be used against any attack that causes instant death.

Impossible Preparation

Beginning at 10th level, you may expend your martial focus to ready an Action as a bonus action instead of an Action. This action cannot be triggered during your turn.

Greater Extra Attacks

At level 14, you can attack three times instead of twice whenever you take the Attack action on your turn.

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