Additional fighting style options for Fighters, Paladins, and Rangers can be found in Unearthed Arcana.
Totem Warriors often emerge from Galtic druidism, which is a naturalistic faith that venerates alimal guides and guardians.
New options for the totem warrior can be found in the Sword Coast Adventurer's Guide.Berserkers emerge in elfish mysticism, where they are seen as those who allow their unseelie natures to take over for a time.
Bloodrage Savages (DMs Guild) draw power from the bloodlust of the predator on the hunt--which is an integral part of rakasta culture. This primal path has allowed rakasta to share their connection to the hunt with neighboring races.
Thaneborn (Wayfarers Guild) include those who venerate the dwarven warrior paragon, known for giving into madness for the sake of inspiring their allies.
Bannerets (Sword Coast) are mercenary and noble officers who are assisted by Battle Masters in leading troops of Champions. While Champions and Battle Masters may exist outside the strict hierarchy of military service, the Banneret does not.
Cavaliers (Unearthed Arcana) often stand alongside Battle Masters and Bannerets as officers of a noble or mercenary forces. Some may also serve as knights errant, wandering the countryside and offering their services as their conscience (or purse) may dictate.
Blood Thralls (DMs Guild) are tied to the culture of blood magi, and are therefore most common in Voztok and Granitsa. Here are undead lords common enough for rebellion from them to have formed a martial tradition--though this option could be available anywhere. Even then, this remains a very rare tradition.
Eldritch Knights & Crusaders
Among the temperamental orders of human religious tradition, there a be found a class of warrior called Crusaders--combatants who seek to protect their own and advance their divine cause. Most crusaders are paladins (see below). For two philosophies, Vitalism and Idealism, crusaders pursue the arcane arts--and are trained at the wizard academies they are meant to protect.
- Vitalist crusaders, called Avengers, follow the Eldritch Knight martial archetype as presented in the Player's Handbook--with the added requirement of espousing the Vitalistic temperament.
- Idealist crusaders, called Sentinels, follow a variation: spells known are drawn instead from the schools of Enchantment and Illusion; they must have the Idealistic temperament.
Trained in defense against the otherworldly, monster hunters strive to protect the mortal races from immortal threats: aberrations from the Far Realm; fey, undead, slaadi, thoughtforms, and the like from the transitive inner regions of the Spheres; even celestials and fiends from the outer reaches of the planes. Instead of being crusaders of the faith (like paladins or eldrich knights), they are crusaders of purity. The Universal and Metropolitan Orders actually sponsor secretive Crusader orders. These order also include Inquisitives (see below).
Monster hunters are dedicated specifically to the eradication of "monsters" connected to spheres in opposition to that of their temperament. For Crusader monster hunters, there are defined by the Orders they serve:
- Altruistic monster hunters oppose the denizens of the Hydrosphere, Lithosphere, and Necrosphere.
- Dynamist monster hunters oppose the denizens of the Heirosphere, Lithosphere, and Pyrosphere.
- Idealist monster hunters oppose the denizens of the Lithosphere, Necrosphere, and Pyrosphere.
- Materialist monster hunters oppose the denizens of the Aerosphere, Hierosphere, and Hydrosphere.
- Nihilist monster hunters oppose the denizens of the Aerosphere, Heirosphere, and Pyrosphere.
- Vitalist monster hunters oppose the denizens of the Aerosphere, Hydrosphere, and Necrosphere.
- "Independent" monster hunters (who operate outside of Crusader orders) may choose the denizens of any three Spheres to oppose (excluding the sphere of their own temperament).
Monster hunters specialize in the near and far of the Spheres--but not their core, elemental regions. Elementals are not seen as monsters, for they embody the core identity of the Spheres. They do not strive to be of the mortal world like fey, undead, slaadi, and thoughforms; nor do they try to rule it like celestials and fiends; nor even are they completely alien to the world as aberrations are.
- The Way of the Open Hand is the Sylvasta tradition; as Manaberta, it is taught at a single monastery in the Helvet.
- The Way of the Shadow is the Xitasta tradition; as El Sombra, it is taught at a single monastery in Montaigne.
- The Way of the Four Elements is the Sherekasta tradition. In Cuorria, this tradition is called "Catro Estados," and is taught at a monastery in Montaigne.
- The Way of the Long Death (Sword Coast) is the Pardasta tradition. Known in Cuorria as "Gran-Mort," it is taught in a monastery in the Helvet.
- The Way of the Sun Soul (Sword Coast) is the Simbasta tradition. This tradition has the Cuorrian name "Domanima," and is taught in a monastery in Montaigne.
- The Way of the Soulknife (The Weirdlands of Xhuul) is a halfling tradition, formed as an attempt to return to the ways of the Sylvasta, but instead drawing on their connection to the Taint. This tradition can only be learned in the Honderreich.
Among humans, paladins comprise the Crusaders of four of the philosophical temperaments (see Fighter, above, for the other two):
- Altruist crusaders, called Hospitallers, take the Oath of Devotion; they must be of the Altruistic temperament.
- Materialist crusaders, called Templars, take the Oath of the Crown (Sword Coast); they must be of the Materialistic temperament.
- Dynamist crusaders, called Wardens, take the Oath of the Ancients; they must be of the Dynamistic temperament.
- Nihilist crusaders, called Ravagers, are Oathbreakers; they must be of the Nihilistic temperament
The Deep Stalker (Unearthed Arcana) can most often be found among dwarves and gnomes, as well as humans of the Honderreich and Voztok.
Edited November 2nd, 2015; November 16th, 2015; February 6th, 2016; June 28th, 2016; July 2nd, 2016; July 4th, 2016.