Martial Archetypes D&D (2024)

by Alchahest

Search GM Binder Visit User Profile

Martial Archetype: Destroyer

Destroyers are hulking brawlers and titans on the battlefield. While many also use weapons, most Destroyers would prefer to tear down the stone towers of their enemies with bare hands. Destroyers can often be found making coin in fighting pits, mercenary companies, and as living siege weapons - crumbling fortifications is something they are expert at, and they are Uniquely capable of enhancing their already formidable abilities by absorbing magical weapons.

3rd Level: Breaching Charge

When you select this archetype at 3rd level, your speed increases by five feet, and you can move across difficult terrain made of earth or stone without expending extra movement. Additionally, your melee attacks deal double damage to objects and structures.

3rd Level: Fists of Stone

Additionally, at 3rd level, your fists have become as stone - both of your fists are considered martial melee weapons that you are proficient with, as described below. For the purposes of making additional attack using the light property or nick mastery, you are considered to be holding the weapons.

Name Damage Properties Mastery
Unarmed Strike 1d6 Bludgeoning Light, Heavy Graze

Your unarmed strike damage die increases to 1d8 at level 10, and 1d10 at level 18

7th Level: No Greater Weapon Than These

At 7th level, at the end of a long rest, you can transfer the enchantment from a non-intelligent magic weapon into your body. One of your fists (your choice) gains the numerical bonuses and additional abilities of the weapon, which embeds itself into your forearm.

The base damage of the weapon is discarded, along with all mundane properties (damage type, two-handed, heavy, etc) and you use your own unarmed strike damage instead. The weapon requires attunement, even if it normally would not, and it cannot be removed except willingly by you at the end of a short or long rest. You can absorb the abilities of up to two weapons in this manner (one for each fist). You may choose to use either the mastery of your unarmed strike, or the weapon's mastery, but only one may apply to per attack, and both still require a separate mastery selection.

If you absorb a weapon made of a material with properties not found in steel (such as Adamantine), you may apply these properties to your Fist of Stone attacks.

When you have a weapon bonded in this way, it will manifest conspicuously - commonly this means a tattoo, your skin fading to a metallic sheen, or a segmented gauntlet, though you may choose a different manifestation.

10th Level: Flesh of Steel

Starting at 10th level, You gain a +1 bonus to your armor class and your unarmed strikes deal are always treated as Adamantine weapons in addition to any other properties they have.

15th Level: Unstoppable Force

Upon reaching 15th level, You are immune to the Slow spell, Slow Mastery, and any other effect that reduces your movement. Whenever you use your second wind class feature, your Exhaustion level, if any, decreases by 1.

18th Level: Instruments of Destruction

At 18th level, your ferocity is unmatched. When you you hit a target with an unarmed strike, the target must make a Constitution saving throw against a save DC of 8+ your Strength modifier + your proficiency bonus or suffer one level of exhaustion. A target may receive multiple levels of exhaustion in this way, all of which end at the start of your next turn. This effect cannot make a target exceed three levels.

Additionally, you treat constructs as objects for purposes of attack and damage resolution with your unarmed strikes.







Art Credit: Trifarian Shieldbreaker by SIXMOREVODKA

Martial Archetype: Execrator

The Execrator is a versatile and vexing aggressor, a fighter with the ability to shape the doom of those around them. While often mistaken for a hexblade, the Execrator is a competent martial combatant first and foremost, and does not cast spells. While many Execrators are serious and dour, others revel in bending luck in ways diviners can't even fathom.

3rd Level: Edicts of the Doomlord

You possess a forceful and potent will that manifests as malignant energy. This energy is represented by your Doom dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various accursed powers you have, which are detailed below.

Some of your powers expend the Doom die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Doom dice when you finish a long rest.

If an Edict requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Charisma modifier.

Edict: Doom Shackle

As a bonus action, you can expend a Doom die to link your will to the fate of another creature. Target one creature you can see within 30 feet to make a Charisma saving throw. On a failed save, a shadowy tendril snakes from your heart to the target. Targets affected by a Doom Shackle treat all terrain as difficult terrain unless they are moving directly toward you. A Doom shackle lasts as long as you concentrate on it. You can concentrate on a number of Doom Shackles equal to your proficiency bonus. Losing concentration will end the effect for every target.

Edict: Fate Exchange

When a creature makes an attack roll against you, you can use your reaction to expend one Doom die, roll the die, and and increase your AC against the triggering attack by the number rolled. You expend the die only if your adjusted AC prevents the attack from hitting. If the die is expended, you have advantage on attack rolls against the attacker until the end of your next turn.

Edict: Hands of Fate

When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Doom die plus your Charisma modifier. This roll doesn’t expend the die, however, you may expend a die to give the target disadvantage on Wisdom and Intelligence ability checks until they use a bonus action to end the effect.


Art Credit: Harenek - The Cursed Knight by Dai Nguyen

7th Level: Inevitable Harrier.

When you reach 7th level, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target affected by one of your Edicts. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Doom die to take it again.

10th Level: Mettle

Beginning at 10th level, you can resist the potency of certain effects. When you are subject to an effect that allows you to make a Wisdom or Constitution 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.

10th Level: Improved Doom Dice

Additionally At 10th level, your Doom dice turn into d8s.

15th Level: Baneful Presence

Starting at 15th level, whenever an enemy creature within 10 feet of you makes an ability check a Constitution saving throw to maintain concentration, or receives healing that requires rolling dice, all 2s and 3s rolled are considered 1s instead. Targets subject to one of your Edicts will also apply this effect to Attack Rolls.

18th Level: Malefactor

Targets subject to any of your Edicts have Disadvantage on saving throws.

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

3rd Level: 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 magical, 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. They do, however, still count as magical for the purposes of resistance and immunity. 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.

3rd Level: Bonus Proficiency

You become proficient in the Arcana skill.

3rd Level: 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. . In addition, you have advantage on any Intelligence (investigate) or Wisdom (Perception) rolls to identify or locate magical effects.

7th Level: Arcane Annihilator

At 7th level, You gain the ability to destroy magic in your area. As an action, you may cast dispel magic by expending two 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 three 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.

10th Level: Cold Iron Veins

The iron in your blood becomes tainted by the antimagic that fills your body. Starting at tenth level, you can use your second wind during your turn to immediately make a saving throw against any spell or magical effect you are subject to, even if you would normally be prevented from using a bonus action.

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.

15th Level: 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 psychic 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 force damage to your target.


Art Credit: Northman by Darya Kozhemmyakina
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.