Martial Archetype - Ironblooded

by Alchahest

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Martial Archetype: Ironblooded

Ironblooded are anathema to creatures of magic. They don't intrinsically hate magic, but rather accutely aware of it's impact on the world - and cautious

Level Features
3rd Stench of Magic, Antidweomer
7th Arcane Destroyer
10th Cold Iron Veins
15th Ruinous Censure
15th Salt and Stone

Stench of Magic

When you select this archetype at third level, you gain the ability to smell magic. You are permanently under the effects of the detect magic spell, though it manifests in smell, rather than visual auras. You may track using scent if your quarry is under the effects of any spells or possesses any magic items. To track by scent, make a Wisdom (Survival) check against the target's Dexterity (Stealth) check. You gain a cumulative +1 to your roll for every magic item your quarry possesses or spell currently effecting them. In addition, you have advantage on any Intelligence (investigate) or Wisdom (Perception) rolls to identify or locate magical effects. At DM's discretion, the trail dissipates over time.

Antidweomer

At third level, Your affinity for antimagic manifests in a strange way - you may still gain benefits from magic items, however the effects are altered slightly. Magic Items you use are not detectable as normal, they do not show as coming from any school of magic and they do not have any elemental affinity. In the case of weapons, any additional damage is now of the same type as the weapon. Magic weapons you use do not ever glow, even if that is one of the normal effects of the weapon. Magic items you possess cannot be dispelled, and function as normal (For you, that is) in the effects of an anti-magic field.

Arcane Destroyer

At 7th level, You gain the ability to destroy magic in your area. As an action, you may cast dispel magic by expending three hit dice. Make a Constitution (arcana) roll. Any spells or effects you choose within 10 feet of you are dispelled unless the caster's save DC is higher than the result of your roll.

Additionally, as a reaction, you may cast counterspell by expending five hit dice. Make a Constitution (arcana) roll, and add the result of the highest die roll instead of a D20. If you beat the save DC of the spellcaster, the spell is countered.

Cold Iron Veins

The iron in your blood becomes tainted by the antimagic that fills your body. Starting at tenth level, whenever you must make a saving throw against a spell that targets only you, you gain a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1).

As a side effect, you have disadvantage on all Charisma (persuasion) and Charisma (deception) rolls against Creatures with the Fae, Undead, or Fiend type, but advantage on all Charisma (Intimidation) and Wisdom (Insight) rolls against creatures of those same types.

Ruinous Censure

Upon reaching 15th level, your ability to sense magic becomes even more potent - You always know the source of any spell affecting you. You may attempt to counter spells targeting you even if you do not have line of sight, and at any range, including crossing planar barriers. Additionally, whenever you dispel or counter a spell using Arcane Destroyer, Roll all of the hit dice you expended to use the feature. The caster of any one of the spells dispelled or countered takes untyped damage equal to the total of the roll plus your Constitution modifier.

Salt and Stone

At 18th level, You become resistant to damage from any magical source. Additionally, any time you hit with a melee attack, if the target is capable of casting spells, under the effect of any spells, or currently possesses any magical items, You deal an additional 1d8 damage to your target. This damage does not have a type.

Author Info

Fighter Revision by Dave Thompson (Alchahest)
Discord: Dave#7137
Art Credit: Northman by Darya Kozhemmyakina

 

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