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 and have mastery in, 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 | Nick |
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). When you attune to a weapon in this way, you can choose to replace the mastery property of your unarmed strikes with the mastery property of the weapon.
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 Saving Throws, and your unarmed strikes deal are always treated as Adamantine weapons in addition to any other properties they have.
In addition, When you attack with an unarmed strike whose mastery property you can use, Graze is added to the list of mastery options you can use with your Tactical Mastery feature.
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: 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. When you may use Constutition instead of Intelligence when rolling an Arcana roll.
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
Primal Path: Marauder
Across the multiverse, there are those who live by taking. Often these people rely on stealth, subtlety, or guile, and for the most part, rogues fit that bill very nicely. Marauders are not that, however. These reavers arrive on shores unannounced, brash, loud, and mighty, and take what they will, in raids that are over nearly as soon as they've started.
3rd Level: Raider
At 3rd level when you take this primal path, You gain a swimming speed and a climbing speed equal to your normal speed and proficiency in a Vehicle of your choice.
Additionally, you do not suffer movement penalties for being encumbered or heavily encumbered.
3rd Level: Reaving Strikes
Also at 3rd level, When you attack with advantage on your turn, if the lowest d20 would also hit the target, you may apply one of the following effects. You may opt to deal no damage with this attack.
Plunder As part of your attack, you may remove one small item (such as a coin purse or necklace) worn by the creature damaged by your attack as long as you have an open hand with which to grab it.
Subdue As a part of your attack, you can attempt to grapple the target, If successful, the target is unable to speak or perform verbal components of spells until the grapple is ended.
Terrorize You may force your opponent to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
Toss Aside
the target of your attack must make a
strength saving throw (DC 8 + your proficiency
bonus + your Strength bonus) or be pushed 10 ft. in
a direction of your choosing and be knocked prone.
6th Level: Run Amok
Starting at 6th level, while you are raging, your movement increases by 10ft. and you ignore penalties caused by difficult terrain.
You have advantage on Constitution saving throws made to avoid exhaustion caused by forced marching.
10th Level: Grave Goods
By 10th level Your lust for treasure exceeds that of even the most opulent Kings. You can now attune to a number of magical items equal to your Proficiency bonus. Additionally, you can attune to a weapon or shield as a bonus action instead of at the end of a short or long rest.
If you die while attuned to any items, they cannot be attuned to by anyone unless a wish spell is cast to remove your corpse's attunement. At the DM's discretion this may carry unforeseen consequences.
Sagas in the Flesh
At 14th level, your very skin roils with malice, greed, and anger. While you aren't wearing armor, you gain a bonus to saving throws equal to your Constitution bonus. Whenever you succeed on a saving throw you may move up to half your movement towards the creature or effect that imposed it.
Art Credit: Celtic Warrior by Jian Li
Primal Path: Serenity
Those who walk the path of Serenity can turn their chaotic, whirling energy into a focused and deadly weapon. These barbarians are often mistaken for hulking monks, given their propensity for mixing unarmed strikes with weapon attacks.
3rd Level: Colossal Agility
At 3rd level when you select this primal path, your wholistic physicality allows you to use Strength in place of Dexterity for your unarmored defense feature.
3rd Level: Primal Fists
Additionally at 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and improvised weapons. You gain the following benefits when you aren't wearing armor.:
| Name | Damage | Properties | Mastery |
|---|---|---|---|
| Unarmed Strike | 1d6 Bludgeoning | Heavy | Graze |
Your unarmed strike damage die increases to 1d8 at level 10, and 1d10 at level 18
- You gain proficiency with Improvised weapons, and may add your proficiency bonus to attacks made with them.
- Improvised Weapons and Simple Weapons that you wield gain the Heavy property, and you may substitute their normal damage with your Unarmed Strike damage.
- When you use the Attack action with an unarmed strike, Improvised or Simple Weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a dagger, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
- If you are pushed by a creature you are adjacent to,
you may use your reaction to grapple that creature.
If the grapple succeeds, you may move the creature
to a spot adjacent to the position you are pushed to.
6th Level: Unfettered Might
At 6th level, the connection between your mind and body unlocks even greater abilites.
Whenever you deal damage with your Unarmed Strike, it can deal your
choice of Force damage or its normal damage type.
In addition your walking speed increases by 10ft, and you gain a climbing speed equal to your walking speed. When calculating falling damage, subtract from the fall height a number of feet equal to your Strength modifier times five.
10th Level: Evasion
At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.
14th Level: Iron Body Meditation
At 14th level, You achieve a complete fusion between your practiced calm and instinctive fury. While you are in raging, you gain the following benefits:
- You have advantage on saving throws against spells.
- You can move along vertical surfaces and across liquids on your turn without falling during the move.
- When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Art Credit: Naumia, by Dreamcatcher81
Primal Path: The Primal Regent
Tales of "civilised" people raised by wild beasts and rising to a type of rulership amongst them have long been the subject of stories amongst high society as a type of escapism. The stories, however, were based in your reality.
3rd Level: Brutal Simplicity
When you select this Primal Path at third level, your prowess with simple, hand crafted weapons allows you to use them in a way others never could. Any non-martial melee weapon you are proficient with deals one extra die of its damage when you hit with it. If your unarmed strikes deal damage with a die, then it is similarly boosted with an additional die.
3rd Level: Strangler
Also at third level, your iron grip is devastating, and you are able to apply your ungodly strength with leverage to inflict pain and subdue your prey, and when required, haul it up into a tree with you. When you grapple a creature, you deal 1d8+your Strength modifier bludgeoning damage to your grappled opponent. You can use a bonus action on your turn to apply this damage again to one grappled opponent.
While grappling, your movement speed is not halved, nor does it hinder your climbing or swimming in any way.
6th Level: Ambush Predator
by 6th level, You have finely tuned your hunter's instincts. You have advantage on Wisdom (perception) and Intelligence (investigation) checks that rely on smell or hearing.
You also you have a swimming speed and a climbing speed equal to your walking speed.
Art Credit: Tarzan by Boris Vallejo
10th Level: Persistence Hunter
At 10th level, you truly are a tireless harrier, able to chase your prey across entire mountain ranges. Your movement speed increases by an additional 10 feet, and you may dash as a bonus action.
When you finish a short rest, reduce your exhaustion level by one. Additionally, if you regain hit points by spending Hit Dice at the end of the short rest, you can reduce your exhaustion by one additional level.
When you finish a short rest, reduce your exhaustion by a number of levels equal to your proficiency bonus.
14th Level: Primal Majesty
Upon reaching 14th level, you are an avatar of primordial grandeur, whether you've adapted to the civilised life, or become even more animalistic. You have ability to exert your will onto beasts. Most beasts will fear or respect you. You gain the following benefits. Like a Jaguar you can run, climb, and leap among treetops and across open plain with reckless abandon.
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Your speed increases by 10 ft, and you ignore penalties for difficult terrain.
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You are permanently under the effects of the speak with animals spell, this cannot be dispelled and is unaffected by anti-magic zones. Additionally, You can add your Strength bonus to any animal handling, persuasion, intimidation, or deception roll targeting a beast.
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When you enter your rage, you can cast Summon Beast to summon a single beast as a part of the same bonus action. This spell does not require concentration. the spell’s level is equal to half your Barbarian level (round down; maximum level 9), and the spell’s duration is 1 minute. Once you use this feature, you can't do so again until you finish a Short or Long Rest.
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You are immune to nonmagical disease, and suffer no ill effects from consuming raw or rancid meat.
Warrior of the Chosen Blade
Monks of the Way of the Chosen Blade train relentlessly with their weapon, to the point that the weapon becomes like an extension of the body. Despite the name, this practice is not limited to bladed weapons.
A Chosen Blade sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the practicioner views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a Chosen Blade a peerless warrior is but a side effect of intense devotion, practice, and study.
3rd Level: Chosen Weapon
Select one simple or martial weapon. This becomes your Chosen Weapon. You gain proficiency and mastery in this weapon, and you treat it as a monk weapon.
3rd Level: Focused Virtuosity
Additionally at 3rd level, you gain the following benefits;
Wisdom of the Edge. You may substitute Wisdom for any weapon or feat requirements that reference Strength, for example the Heavy property or the Great Weapon Mastery Feat. This function only applies to your Chosen Weapon.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding your Chosen weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
Artistry. You gain proficiency with your choice of artisan's tools. While many opt for Calligrapher's or Painter's Supplies, you are not limited to these. When making any roll related to use of this tool set, you may add a bonus equal to a roll of your martial arts die.
6th Level: Steel Locus
At 6th level, you extend your Focus into your Chosen Weapon, granting you the following benefits.
Empowered Assault. Whenever you deal damage with your Chosen Weapon, it can deal your choice of Force damage or its normal damage type. Additionally, at the end of a long rest, you can transfer the enchantment from a non-intelligent magic weapon into your Chosen Weapon. Your Chosen Weapon gains the numerical bonuses and additional magical properties of the weapon, which is destroyed in the process.
Deft Strike. When you hit a target with your Chosen Weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
11th Level: Deepened Mastery
When you attack with your Chosen Weapon, you can
replace that weapon's mastery property with the Push,
Sap, or Slow property for that attack.
Additionally, you
can substitute one unarmed attack for an attack with
your Chosen Weapon when you use your Bonus
Unarmed Strike or Flurry of Blows feature.
Art Credit: Mexican Warrior by Namh
17th Level: Confident Prowess
At 17th level, your mastery of your Chosen Weapon grants you extraordinary accuracy. You gain the following benefits:
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If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
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When you attack with advantage using your Chosen Weapon, if the lowest d20 would also hit the target, You regain one Focus Point, and deal additional damage equal to your Wisdom Modifier.
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You may substitute any number of unarmed attack for an attack with your Chosen Weapon when you use your bonus Unarmed Strike or Flurry of Blows feature.