Optional Class Features
At the DM's discretion you may use the following features.
Barbarian
Berserker Fury
1st level barbarian feature (Replaces Rage)
At 1st level, you can enter a berserker fury as a reaction when you roll for initiative or when you take damage. While you are in this state, you gain the following benefits:
- You gain a number of temporary hit points equal to twice your barbarian level + your Constitution modifier.
- You gain a bonus to the damage rolls of weapon attacks using Strength equal to your proficiency bonus.
- If you are able to cast spells, you cannot cast or concentrate on them.
You can remain in a berserker fury for a total number of minutes up to your Constitution score per long rest. Your berserker fury ends early if your turn ends and you haven't attacked or taken damage since your last turn or you dismiss it as a bonus action.
Primal Intuition
2nd level barbarian feature
Starting at 2nd level, when you make an ability check that uses one of the skill proficiencies available to barbarians at 1st level, you can choose to gain advantage on the roll.
You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Fierce Challenge
3rd level barbarian feature
Beginning at 3rd level as part of the action to enter a rage or as a bonus action on your turn while you are raging, you can let out a bellowing battle challenge. Creatures within 15 feet of you who can see and hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become marked by you until the end of your next turn. A creature marked by you in this manner cannot willingly move further away from you and their attacks against creatures other than you don't benefit from advantage. A creature who succeeds on the saving throw is immune to this effect for 1 hour.
You can use this feature only once per rage.
Fighter
Healing Surge
1st-level fighter feature (Replaces Second Wind)
You can call upon your inner reserves of strength to keep on fighting. Starting at 1st level, you can use a bonus action to recover a number of hit points equal to 1d10 + your fighter level. You can also spend a number of hit dice up to your Constitution modifier, roll them, and add the total to the hit points regained.
You can use this feature once and you regain the ability to do so when you finish a short or long rest.
Superior Combatant
2nd level fighter feature
Starting at 2nd level, you learn two maneuvers of your choice from the list available to the Battlemaster archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain two superiority dice, d6s to fuel these maneuvers (this dice are added to any superiority dice you have from another source). A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Grit
9th level fighter feature (Replaces Indomitable)
Beginning at 9th level, when you fail a saving throw, you can choose to reroll it with advantage. Once you use this features you cannot use it again until you finish a short or long rest.
Beginnign at 13th level you can use this feature twice between rests, and at 17th level you can us it three times.
Art Credit
"Conan" |
by |
Modiphius |
Path of Incarnation
The Infinite Realms are an extension of the spheres of power given a physical form, however they are devoid of sentience even though they brim with the power of the cosmos. In rare cases, the realms will manifest a physical avatar endowed with a crude sentience which then rampages before disappearing, but some will bond with objects, places, or even people imbuing them with their power. Warriors who seek these avatars in order to bond with them and gain their power are known as incarnates and they exude the primal power of the lands, throwing themselves into combat with a barely controlled fury of a living magical cataclysm.
Avatar's Bond
When you choose this path at 3rd level, you have melded your will with an avatar. Choose one school of magic from abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation to be the realm of your avatar then work with your DM to create a set of bonds, flaws, and ideals for it, at your DM's discretion, you may gain inspiration for following them. You can use an action and spend one use of your rage to summon the realm avatar in an unoccupied space you can see within 5 feet of you, the avatar is friendly to you and your companions and it obeys your commands, it takes the form of a CR 1 or lower beast you choose when you first use this feature with the following modifications to its statblock: its creature type is elemental, its size becomes Large if it is smaller, its Intelligence score becomes 6 if it is lower, and it adds your proficiency bonus to its AC as well as to its attack and damage rolls. You and the avatar share your hit points, you can communicate telepathically while in the same plane of existence, and any effect that targets the avatar also targets you and vice versa. The avatar remains until you dismiss it (no action required), you use this feature again, or you are reduced to 0 hit points.
In combat, the avatar acts on your initiative and follows your commands, you can order it to move up to its speed (no action required), you can command it to take an action using your bonus action, and when you take the Attack action you can forgo one of your attacks to allow it to make one attack using its reaction, if you issue it no commands it takes the Dodge action. While you are raging the avatar gains the benefits of your rage and any attack it makes counts as yours for the purpose of maintaining it.
Realms Unleashed
At 3rd level, you can call upon your avatar's magical power. Your avatar learns two cantrips of your choice from any spell list of the school of magic chosen through your avatar's bond feature and learns one additional spell of a higher level from the same school when you gain certain levels in this class as shown in the Avatar Spells table below.
Avatar Spells
Barbarian Level | Spell Level |
---|---|
3rd | cantrip |
6th | 1st |
10th | 2nd |
14th | 3rd |
You can command your avatar to cast a spell it knows as part of the action used to summon it or as a bonus action on subsequent turns. Your avatar can cast each spell of 1st level or higher it knows once each through this feature and regains the ability to do so once you finish a long rest or until you spend a point of inspiration to allow it to cast one of the spells an additional time. The avatar uses your Constitution as its spellcasting ability and uses your proficiency bonus when calculating its spell save DC.
Realm's Rage
Beginning at 6th level, your avatar conducts a greater portion of the realm's power. Your avatar's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when your avatar casts a spell of 1st level or higher while you are raging, you can choose to have the spell be cast as one level higher and regain the ability to do so once you finish a long rest.
Might of Two Minds
Starting at 10th level, your bond with your avatar has strengthened your mind against incursion. While your avatar is summoned, if both you and your avatar are forced to make an Intelligence, Wisdom, or Charisma saving throw, you only suffer the effects of a failure if both you and the avatar fail the save, otherwise you are both unaffected.
Ultimate Incarnation
At 14th level, channeling the magical energies of your avatar becomes second nature. Your avatar can now cast each spell it knows of 1st level or higher twice per long rest and you can now choose to have a spell cast at a higher level through your realm's rage feature twice per long rest.
Art Credits
"Dwarf Barbarian" by Matias Tapia |
"Mountain" by Grady Frederick |
Path of the Bloodreaver
Of all the gods that have entered the realms from the outer cosmos few are as inscrutable as the Bleeding Dark, reduced to a mere shade when first entering the realms it has grown in power to cast a large shadow through the blood sacrifices of its followers, and though they are a sinister lot indeed, they have come to the defense of the realms in more than one occasion and are not beyond working with other gods and their agents. Among the followers of the Bleeding Dark, Bloodreavers are the foremost combatants of the sanguine god of shadows, these murderous warriors swirl gracefully in a deadly dance of blades as they ritually exsanguinate their foes in dedication to their deity in a display of martial prowess and ferocity that is both beautiful and dreadful.
Red Dance
At 3rd level, you have learned to move with deadly grace even while in a battle frenzy. You gain the following benefits while you are raging provided you are not wearing armor or wielding a shield:
-
Your attacks using weapons with the finesse property score a critical hit on a roll of 19 or 20.
-
You can add both your Strength and Dexterity modifier to the damage rolls of attacks you make using weapons with the finesse property.
-
Your walking speed increases by 10 feet and when you make an attack against a creature your movement does not provoke attacks of opportunity from that creature for the rest of that turn.
Bloodletting Tools
Also at 3rd level, you have learned how to best use the tools of your sanguine creed. While you are wielding a weapon with the finesse property, you treat the damage die as being one step larger (a d4 becomes a d6 for example). Additionally, when you engage in two-weapon fighting, you can make one weapon attack using a weapon in your off-hand as part of the Attack action in place of the bonus action attack.
Sanguine Sacrifice
Starting at 6th level, you can ritually offer the blood of a grievously wounded or fallen foe to your deity granting you a portion of its strength. When you reduce a creature to 0 hit points or score a critical hit, you can use your reaction to spend and roll a number of hit dice up to your Constitution modifier and regain a number of hit points equal to the result.
Evasion
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.
Bleeding Dark's Blessing
At 14th level, you have been gifted with the grace of the Bleeding Dark for all the blood you've spilled, both your enemies and your own. Your attacks using weapons with the finesse property deal one additional damage die to creatures who are at or below half their hit point maximum. Additionally, if you roll one or more hit dice to recover hit points while you are at or below half your hit point maximum, you can treat the dice as having rolled the maximum result.
Art Credits
"Female Kyton" by Paizo |
"Lava Tower" by Yo Shimizu |
Inferknight
There is a fire that burns deep within the bowels of Halcya the realm of evocation, the first to have been lit back in the age of ancients when the realms where first taking form, since that time immemorial the flame has taken a life of its own fueled by the desires, hopes, and dreams of those who seek meaning in it becoming known as the Ever Flame one of the first earthbound gods. In truth, the Ever Flame is not one but multiple fires that have been lit throughout the ages, kindled by the life force of mortals who have received its gift by walking what is known as the path of fire, a life of burning passion and creativity tempered by martial discipline, warriors who walk this path are known as infernknights and they are called upon by their inner flame to burn brightly kindling the spark of life, to stoke the fires of war, and finally to burn in a glorious conflagration so that they may feed the flame and light the realm forevermore.
Bonus Proficiencies
Beginning at 3rd level when you choose this archetype you gain proficiency in the Performance skill and one type of musical instrument or artisan's tools of your choice.
Ember Eyes
At 3rd level, the spark within you has awoken, allowing you to pierce the gloom. You gain darkvision with a range of 120 feet and you can see normally through light and heavy obscurement caused by ash, smoke, soot and other similar phenomena caused by fire or heat. Due to your connection to the flame your darkvision is in shades of red.
Call the Blaze
At 3rd level, you can call on your inner fire to aid you in battle. You learn the produce flame cantrip and the burning hands and flame blade spells. Constitution is your spellcasting ability for these spells and you can cast them without requiring material components. When you cast flame blade in this manner, you can make an attack using the flame blade in place of making a weapon attack when you take the Attack action on your turn or make an attack of opportunity and you can add your spellcasting ability modifier to its damage rolls.
You can cast spells of 1st level or higher through this feature a total number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Feel the Heat
Beginning at 7th level, the fire within you burns brighter granting you resistance to its effects and burning through your enemies defenses. You gain resistance to fire damage. Additionally, fire damage you deal ignores resistance it.
Rekindle
Starting at 10th level, you burn defiant in the face of doom. When you use your Second Wind feature, you can choose to deal fire damage equal to the hit points you regain to all hostile creatures of your choice within 15 feet of you. Additionally, when you are reduced to 0 hit points but not killed outright, you can use your Second Wind feature as a reaction potentially allowing you to remain conscious.
Raise Hell
Beginning at 15th level, the power of the Ever Flame courses through you allowing you to burn through near anything. When you cast a spell of 1st level or higher through your Call the Blaze feature, you can spend two uses of the feature to cast the spell at twice its original level. Additionally, fire damage you deal treats immunity to it as resistance instead.
Blaze of Glory
At 18th level, you can unleash the inferno that rages within in a glorious burst. When you use your Action Surge, you can choose to deal fire damage equal to 1d10 + your fighter level to all hostile creatures of your choice within 30 feet of you and if you do, you roll one additional damage die when determining the fire damage you deal until the start of your next turn.
Art Credits
"Halfling Fire Cleric" by Paizo |
"Fire Temple" by Elliot Upton |