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Martial Archetype
Hero
Not every mortal chosen by the gods becomes a cleric or paladin. Some become heroes. The archetypal Hero includes half-gods like Heracles and Cú Chulainn, prodigies like Odysseus, and zealous knights like Roland who inspire legends with their incredible feats of prowess and bravery. Each are favored by a god or gods, who aid and bless them along the way.
Demigod's Passion
When you choose this archetype at 3rd level, the heights of your emotions—madness, joy and rage beyond mortal ken—enhance your body beyond mortal limits. You can use a bonus action to activate this feature, gaining the following benefits for one minute:
- You have advantage on Strength checks, and can attempt to grapple or shove a creature of any size.
- The height and distance of your jumps are doubled.
- You gain a climbing and swimming speed equal to your walking speed, which increases by 10 feet.
- The first time you damage a creature with a weapon attack on your turn, the attack deals an extra 1d8 damage of a type associated with your god, which you choose when you gain this feature. For example, a god of the tempest could cause you to deal additional cold, lightning, or thunder damage.
You can use this feature twice per long rest, and gain an additional use at 7th, 10th, and 18th levels in this class. You can also use this feature without expending it when a sufficiently inspiring event occurs, such as the re-emergence of a personal enemy or the death of a lover. Your DM ultimately determines which situations incite emotion strong enough to activate this feature for free, but you determine your character's reaction to events. Cooperate to determine when this feature activates.
Chosen's Blessing
At 3rd level, you can channel a portion of your god's powers with your choice of a spell below. Charisma is your spellcasting ability for these spells and sets the save DC (8 + your proficiency bonus + your Charisma modifier) of other abilities you gain from this archetype. You can cast the spell three times per long rest, without material components.
DOMAIN | SPELL |
---|---|
Arcana | detect magic |
Forge | heat metal |
Grave | bane |
Knowledge | identify |
Life | cure wounds |
Light | daylight |
Love | charm person |
Music | shatter |
DOMAIN | SPELL |
---|---|
Nature | entangle |
Order | silence |
Tempest | warding wind |
Toxin | ray of sickness |
Trickery | alter self |
Travel | pass without trace |
War | warding bond |
Winter | armor of agathys |
Seek Guidance
Starting at 7th level, you can speak to the gods. You learn Celestial, and gain proficiency in Intelligence (Religion) checks regarding your deity. You also learn the divination spell, and can cast it without material components. Once you cast divination in this way, you can't do so again until you complete a long rest.
Gift of the Gods
Starting at 10th level, you can use a
bonus action to summon a magical
weapon or other magic item (a
symbol of your god) into your empty
hand. Its form is based on the domain you choose, as are the benefits it grants. This gift need not come from
the same domain as your Chosen's Blessing
feature. Many gods have multiple powers
and aspects, and so can you.
Arcana. A weapon charged with
magic, such as a staff of elm or ash. You
can use the weapon as a spellcasting focus
for your Chosen's Blessing spell, and it
grants a +2 bonus to the attack roll
and save DC of the spell granted.
Forge. A weapon used to
craft the world, such as a
mighty hammer ablaze
with flame. You can
strike a damaged
object with the
weapon to
target it with the
mending cantrip,
with a casting time
of one action. The
weapon is the
material component
for this cantrip.
Grave. A hood,
helm, or other
shadowy covering.
You can use an action
to become invisible,
along with anything you
are wearing or carrying, until
the start of your next turn. The invisibility ends
early if you move or attack.
Knowledge. A book, scroll, or other
writings filled with fascinating lore. While
you hold this book, you can add your
proficiency bonus to any Intelligence check,
if you don't add it already.
Life. A symbol of medicine, such as a staff wrapped with snakes. When you or another creature within 30 feet of you casts a spell of 1st level or higher that restores hit points, you can use your reaction to add your Charisma modifier to the hit points gained.
Light. A beacon-like weapon, such as a bow and arrows that glow sun or moonlight, or a blazing torch. This weapon casts natural sunlight as bright light in a 10 ft. radius around you, and dim light for another 10.
Love. A weapon imbued with the power of love, such as a bow and arrows with heart-shaped heads. Once per turn when you damage a creature with this weapon, it must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn.
Music. An instrument of your choice, which you are proficient in. If you use an action to play it, two creatures of your choice that can hear you take 1d10 psychic damage. The number of targets increases to three at 11th level in this class, and four at 17th level.
Nature. A weapon hewn from the natural world, such as a mighty axe or a gnarled staff. While wielding it, you cannot be slowed by difficult terrain, and you can target a 5 ft. area of difficult terrain with a weapon attack, clearing it.
Order. A weapon that symbolizes authority, such as a stately mace or mighty sword. Once per turn when you damage a creature with this weapon, you can force the target to make a Strength saving throw. On a failed save, the target is knocked prone.
Tempest. A weapon forged from the sea or storm, such as a blazing javelin, a coral trident, or a silver axe. While wielding this weapon, precipitation, high winds, and other effects that heavily obscure an area have no effect on you. If the weapon doesn't already have the thrown property, the version you summon does.
Toxin. A weapon dripping with poison. While you hold this weapon, you are immune to poison damage and the poisoned condition. Once per turn when you damage a creature with this weapon, it must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Trickery. A weapon that casts visions into the mind of its victim. Once per turn when you damage a creature with this weapon, it must succeed on a Wisdom saving throw or be blinded until the start of its next turn.
Travel. A pair of winged sandals or other footwear that grant flight in short bursts. You gain a flying speed equal to your walking speed, but fall at the end of your turn if nothing holds you aloft.
War. A fine instrument of war. While you wield it you have advantage on initiative rolls, and when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a bonus to the roll equal to your Charisma modifier.
Winter. A suit of icy armor or clothing. While you wear it, you have resistance to cold and fire damage, and have advantage on saving throws against extreme heat and cold.