Životy
Odbornosti
Atavist
Spell Slots per Spell Level
| Úroveň | Bonus odbornosti | Vlastnosti | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Rend Ichor Unstopping Heart | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Rend Ichor Unstopping Heart | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Rend Ichor Unstopping Heart | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Rend Ichor Unstopping Heart | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Rend Ichor Unstopping Heart | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Rend Ichor Unstopping Heart | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Rend Ichor Unstopping Heart | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Rend Ichor Unstopping Heart | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Rend Ichor Unstopping Heart | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Rend Ichor Unstopping Heart | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Rend Ichor Unstopping Heart | 4 | 3 | 3 | 3 | 2 |
Kouzla třídy
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Vývoj čaroděje
Odbornosti
light
medium
shield
simple
martial
Počáteční vybavení
Vlastnosti třídy
Rend Ichor (Level 1)
You can tap into your raw health to deliver death. You have a rend die which powers certain class features, and is a d6. When you rend, you roll this die and lose hitpoints equal to the result, which can't be reduced in any way. You can't rend more than once for a feature unless the effect says so.
When a feature says that you can rend to a roll, it means that you can rend yourself and add the result of the rend die to the roll. You can rend yourself to any damage roll for an attack with a melee weapon as a part of the Attack action, for a spell attack, for a reaction, or for a bonus action. You can rend any amount of times per turn.
At 7th level, you can rend to Strength, Dexterity, and Constitution saving throws, and you can roll 2d6 for your rend dice. At 14th level, you can roll 3d6, and 4d6 at 20th.
Atavist Variants
There are a couple variants that stem from the standard version: the painless variant and the painful variant, which make it easier or harder to play. With your DM's permission (or ruling), use one of the variants below.
Painless
You have a d8 for your hit dice (8 + CON mod hitpoints at 1st), instead of a d6. Your rend dice begin as a d4 and progress to 2d4, 3d4, and 4d4.
Painful
You have a d4 for your hit dice (4 + CON mod hitpoints at 1st), instead of a d6. Your rend dice begin as a d4 and progress to 2d8, 3d8, and 4d8.
Unstopping Heart (Level 1)
Once per turn, when rending yourself would reduce you to 0 hitpoints, you are instead reduced to 1. Additionally, you are proficient in death saving throws, and if the result of a death saving throw you make is 18 or higher, you regain 1 hitpoint.
Spellcasting (Level 2)
By 2nd level, your physical essence—either through your family, the blessing of some divine (or unholy) being, or even through sheer chance has produced a fortified and living ichor within you, wieldable for magical prowess. See chapter 10 for the general rules of spellcasting and the end of this document for the atavist spell list.
Preparing and Casting Spells
The Atavist table shows how many spell slots you have to cast your spells. To cast one of your atavist spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of atavist spells that are available for you to cast, choosing from the atavist spell list. When you do so, choose a number of atavist spells equal to your Constitution modifier + half your atavist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th level atavist, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of atavist spells requires time spent attuning to your vitality: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Constitution is your spellcasting ability for your atavist spells, since the power of your magic relies on your own blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an atavist spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast an atavist spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Self Focus
When you cast spells that require a material component, you ignore that component unless it has a value, such as the diamond dust worth 100 gp for the greater restoration spell, in which case the components are required.
Hardened Viscera (Level 2)
At 2nd level, your body takes on physical traits and aspects of the toughest people and most resolute populations. You gain the following benefits:
While you aren't wearing heavy armor, you can reduce any damage you take by 2.
Your hit point maximum can't be reduced.
Atavistic Aspect (Level 3)
Choose an aspect at 3rd level, which describes and emulates your bodily magical power. They are detailed at the end of the class description. Your choice grants you features when you choose it at 3rd level and again at 6th, 10th, and 18th levels.
Aspect Spells
Each aspect has a list of associated spells. You gain access to these spells when you can cast a spell of its level, as is on the table. Once you gain access to an aspect spell, you always have it prepared. Aspect spells don't count against the number of spells you can prepare each day.
If you gain an aspect spell that doesn't appear on the atavist spell list, the spell is nonetheless an atavist spell for you.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Avenging Attack (Level 5)
Starting at 5th level, when an attack hits you, you fail a saving throw, or you fail an ability check that requires an attack or an action, you can make a weapon attack against any creature within range as a reaction.
At 11th level, you can make two weapon attacks as part of this reaction.
Atavistic Aspect Feature (Level 6)
At 6th level, you gain a feature granted by your Atavistic Aspect.
Humansbane (HP 10) (Level 6)
Starting at 6th level, you exude physical might, and can take apart lesser humanoids with single blows. Whenever you hit a humanoid with an attack and rend to its damage, the creature is instantly slain if the damage reduces their hitpoints to 10 or lower.
At 10th level, the humanoid is instantly slain if it has 15 or fewer hitpoints remaining. At 14th level, it increases to 20, and 25 at 18th level.
Greater Viscera (Level 7)
At 7th level, your body has taken on bedrock and efficient properties. You gain the following benefits:
While you aren't wearing heavy armor, you can reduce any damage you take by 4, and 6 at 15th level.
When you take damage from a creature other than you, your next rend doesn't lose you hitpoints within the next minute.
Rend Dice (2d6) (Level 7)
At 7th level, your Rend Dice becomes 2d6.
This feature was added by the converter in order to stay faithful to the class features table.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Atavistic Aspect Feature (Level 10)
At 10th level, you gain a feature granted by your Atavistic Aspect.
Humansbane (HP 15) (Level 10)
At 10th level, your Humansbane feature imporves: Whenever you hit a humanoid with an attack and rend to its damage, the creature is instantly slain if the damage reduces their hitpoints to 15 or lower, instead of 10.
This feature was added by the converter in order to stay faithful to the class features table.
Avenging Attack Improvement (Level 11)
At 11th level, when you use your Avening Attack feature, you can make two weapon attacks as part of your reaction, instead of one.
This feature was added by the converter in order to stay faithful to the class features table.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sanguine Sacrament (5th Level) (Level 14)
Starting at 14th level, you begin to unravel hallowed secrets of the interwoven magic and body called a sacrament. Choose one 5th-level spell from the atavist spell list as this sacrament.
You can cast this sacrament spell or an aspect spell of the same spell level once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more atavist spells of your choice that can be cast in this way: one 6th-level spell at 17th level and one 7th-level spell at 20th level. You regain all uses of your Sanguine Sacraments when you finish a long rest.
Humansbane (HP 20) (Level 14)
At 14th level, your Humansbane feature imporves: Whenever you hit a humanoid with an attack and rend to its damage, the creature is instantly slain if the damage reduces their hitpoints to 20 or lower, instead of 15.
This feature was added by the converter in order to stay faithful to the class features table.
Rend Dice (3d6) (Level 14)
At 14th level, your Rend Dice becomes 3d6.
This feature was added by the converter in order to stay faithful to the class features table.
Greater Viscera Improvement (Level 15)
At 15th level, while you aren't wearing heavy armor, you can reduce any damage you take by 6, instead of 4.
This feature was added by the converter in order to stay faithful to the class features table.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sanguine Sacrament (6th Level) (Level 17)
Starting at 17th level, you begin to unravel hallowed secrets of the interwoven magic and body called a sacrament. Choose one 6th-level spell from the atavist spell list as this sacrament.
You can cast this sacrament spell or an aspect spell of the same spell level once without expending a spell slot. You must finish a long rest before you can do so again.
This feature was added by the converter in order to stay faithful to the class features table.
Atavistic Aspect Feature (Level 18)
At 18th level, you gain a feature granted by your Atavistic Aspect.
Humansbane (HP 25) (Level 18)
At 18th level, your Humansbane feature imporves: Whenever you hit a humanoid with an attack and rend to its damage, the creature is instantly slain if the damage reduces their hitpoints to 25 or lower, instead of 20.
This feature was added by the converter in order to stay faithful to the class features table.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Nigh Immortality (Level 20)
At 20th level, you are all but impossible to kill. Your body doesn't age, and if you die and at least one part of your body exists—such as a fingernail or an eye—your body can regrow from that part over the course of 24 hours. At the end of that time, you return to life with 1 hitpoint. If you were killed due to the disintegrate spell or a similar effect, your body has no healthy parts remaining to restore from. If your body has been burned completely through or otherwise ruined with powerful spells and abilities that affect an area (such as a dragon's breath weapon or cone of cold), you can still regrow from internal body parts as long as the damage taken doesn't exceed half your hitpoint maximum. Finally, if you are dead or not yet fully regrown, any magic attempting to raise your body as an undead succeeds, but you instantly gain control.
Sanguine Sacrament (7th Level) (Level 20)
Starting at 20th level, you begin to unravel hallowed secrets of the interwoven magic and body called a sacrament. Choose one 7th-level spell from the atavist spell list as this sacrament.
You can cast this sacrament spell or an aspect spell of the same spell level once without expending a spell slot. You must finish a long rest before you can do so again.
This feature was added by the converter in order to stay faithful to the class features table.
Rend Dice (4d6) (Level 20)
At 20th level, your Rend Dice becomes 4d6.
This feature was added by the converter in order to stay faithful to the class features table.
Multitřídy
Požadavky multitříd
{"con":13,"str":13}
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Anomalous Aspect
Anomalous Aspect (Level 3)
You are an anomaly: an eldritch abomination. Blood magic was the hint at a deeper, older, and alien piece that has become part of you. Likely, your robust physical body was a coveted host for eldritch forces, pairing a consciousness with your mighty vessel. Because of its influence, you pick up strange qualities, and can momentarily release the anomalies within you. You can also pick up weird quirks. You can roll or select on the table below.
| d6 | Quirk |
|---|---|
1 | When you wake up, daydream, or lose focus, you hear indecipherable tongues from many voices all around. |
2 | The stars occasionally seem as if they're not in the right place. Perhaps not yet. |
3 | You talk about the current gods as if they are children. |
4 | You have a taste for humanoid brains. |
5 | Occasionally, surreal, eldritch words pour from your mouth while you are mid conversation. |
6 | You refer to yourself as 'we', and 'us', instead of 'I' and 'me'. |
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th |
Release the Anomaly
Beginning when you choose this aspect at 3rd level, you can release the eldritch influence within you. As an action, you can reveal the anomaly. Tentacles erupt from your body, your eyes reveal the infinite void, and the might of the old gods fills you. The anomaly stays revealed for 1 minute. While the anomaly is revealed you gain the following benefits:
You gain two tentacles that sprout from your body, and four at 10th level. As a bonus action, you can attempt to grapple a number of creatures equal to your tentacles within 15 feet of you. You can grapple a creature of one size bigger than you otherwise could by using two, and a creature of two sizes bigger than you could with four.
As an action, you can squeeze creatures grappled by your tentacles. A grappled creature must make a Strength saving throw (against your spell save DC) or take 3d6 bludgeoning damage. You can rend to the damage of the squeezing tentacles, affecting all creatures grappled by them.
You gain temporary hitpoints immediately and again at the start of each of your turns equal to your Intelligence modifier.
You have a number of uses of this feature equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.
Awakened Mind
Also at 3rd level, You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature doesn't gain telepathy itself, and can't respond in kind.
Grasp of the Stars (Level 6)
At 6th level, the damage of your tentacles counts as magical for the purposes of overcoming resistances and immunities. Additionally, you can throw any number of creatures grappled by your tentacles as an action a number of feet equal to your speed in a horizontal direction. A creature must make a Dexterity saving throw or land prone and take 3d6 bludgeoning damage, which you can rend to the damage for all thrown creatures. If you would throw it into another creature, it must also make a Dexterity saving throw or taking the same damage.
Greater Anomaly (Level 10)
Starting at 10th level, you can grapple creatures with your tentacles up to 30 feet away from you, and you can move creatures grappled by your tentacles up to 30 feet per turn, not including dragging them with you if you move.
To The Old Ones (Level 18)
Beginning at 18th level, you can devour the soul of a creature that dies while grappled by at least one of your tentacles. If you do so, for the duration of the current anomaly, you gain one additional tentacle, you can change your face into the creature's or back to your previous as an action, and you know everything that creature knew in life.
Bloodied Aspect
Bloodied Aspect (Level 3)
Your color of atavist is one who thrives on a wounded physique, gaining adrenaline and power from being closer to death. These atavists tend towards extreme masochism, and are sometimes only truly happy when they can feel cuts, bruises, and blood pumping from their body alarmingly.
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th |
Wounded Nature
Beginning at 3rd level when you choose this aspect, you gain two benefits as a bloodied aspect warrior, which strengthen as you become weaker, and your innate reflexes take over. Choose one of the following features, which remain active as long as you are below your maximum hitpoints:
In addition, choose one of the following features. When you fall below half your hitpoint maximum (rounded up), your chosen feature activates for you, remaining active as long as you are under that threshold:
Maiming Aura (Level 6)
At 6th level, you and friendly creatures within 10 feet of you add your Constitution modifier to their weapon damage rolls when you are below half your hitpoint maximum.
At 18th level, the range of this aura increases to 30 feet.
Deathbound Vitality (Level 10)
At 10th level, you have advantage on one weapon attack roll per turn if you are below half your hitpoint maximum (rounded up).
Rage, Rage Against the Dying (Level 18)
Starting at 18th level, when you are reduced to 0 hitpoints or killed, you can drop to 1 hitpoint instead. If you do, you enter a fury against death for 1 minute. While in a fury against death, your attack rolls, saving throws, and ability checks treat a d20 roll of 9 or lower as a 10, you can't be hit by attacks except for critical hits, and when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. When your fury against death ends, you gain four levels of exhaustion.
Cruorwrought Aspect
Cruorwrought Aspect (Level 3)
Atavists use their bodies in ways far beyond the normal capacity of any other creatures. Certain atavists follow their blood, gaining physical command of it—shaping and wielding it inside and outside of their bodies, as well as in the bodies of others.
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th |
Weapon of Blood
Beginning at 3rd level when you choose this archetype, you can create a weapon of blood to wield. When you take the Attack action, you can rend to create a weapon of blood in either one of your hands. You can create a melee weapon you are proficient with or coat a weapon you are currently holding in blood. On a hit, the target loses hitpoints equal to the weapon's damage dice + your rend dice + your Strength or Dexterity modifier.
The blood of the weapon falls into a pool after two hits with the weapon or if it leaves your grasp.
Create or Destroy Blood
Also at 3rd level, you can either create or destroy blood as a bonus action. To create, you make up to 10 gallons of blood within 30 feet of you in a space you can see. Alternatively, the blood falls as rain in a 30-foot sphere within range. To destroy, you destroy up to 10 gallons of blood within 30 feet of you in a space you can see. Once you destroy blood, you can only create blood once before needing to destroy it again. Additionally, you can drain one Small or larger corpse of blood within range. If you drain a corpse of blood, you can create a weapon of blood without losing any hitpoints yourself the first time you do so within the next minute.
Hearteater (Level 6)
Starting at 6th level, when you kill a creature with a weapon of blood, you can roll one of its Hit Dice + its Constitution modifier, gaining hitpoints equal to the result.
You can use this feature twice, regaining all expended uses when you finish a short or long rest.
Rebuttal of Body (Level 10)
At 10th level, you can refute many attacks on your body. When you are subjected to an effect that allows you to make a 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.
Call Godslayer (Level 18)
Beginning at 18th level, you are capable of creating a blood weapon that rivals the most powerful weapons in the multiverse. By creating a weapon of blood, you can create an artifact of blood instead. You rend for 20d6, instead of the normal amount. It looks how you wish. After three hits with the artifact of blood, it falls apart.
Once you use this feature, you can't use it again until you finish a long rest.
Demonic Aspect
Demonic Aspect (Level 3)
In certain cultures, manipulation of one's blood for magic can be seen as the influence of hellish forces, outright feared as being caused by a demon. They might be wrong or, occasionally, may be very right. Whether some shard of a demon's soul awakens hemomancy within you, you've made a pact of power, an old fiendish blood god occupies a forgotten line of your family tree, or you've been cursed by a godless soul, you have a demonic aspect about you.
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th |
Fiendish Constitution
At 3rd level, your body takes on characteristics of demons. You register as a demon for any features that detect or interact with demons. Additionally, you can't be poisoned and have resistance to poison damage. Finally, you can speak, read, and write Abyssal.
If you wish, your body can begin to reflect these changes within you. The smell of brimstone could lightly surround you, your hair could thicken and redden, and your eyes might blacken.
Demon's Pyre
At 3rd level, you can enter or exit a demon's pyre as a bonus action, granting you greater demonic might. If you do, your eyes change to your choice of color and iris shape. While in the pyre, you can't be frightened, and each creature other than you within 5 feet of you takes 1d4 fire damage when you enter the pyre and at the start of each of your turns. This increases to 2d4 at 6th level, 3d4 at 10th, and 4d4 at 18th.
The demon's pyre lasts for up to 1 minute. You can use this feature a number of times equal to half your Constitution modifier (rounded up) and regain all expended uses when you finish a short or long rest.
Hellfire of the Abyss (Level 6)
At 6th level, when you rend while in a demon's pyre, you can change the weapon damage dealt to fire damage. Additionally, any fire damage you deal ignores resistances, and you have resistance to fire damage.
Archdemon's Pyre (Level 10)
At 10th level, when one or more creatures take fire damage from your demon's pyre, you can expend one spell slot to deal additional fire damage to them. The extra damage is 2d4 for a 1st-level slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. A celestial or fiend creature takes an additional 2d4 damage.
Avatar of a Demon Prince (Level 18)
At 18th level, when you enter a demon's pyre, you can also enter an avatar of a demon prince. If you do so, for the duration of the pyre, you gain the following benefits:
You become a Large fiend with wings and a flying speed of 60 feet.
You have advantage on saving throws against spells and other magical effects.
You can create a whip of hellfire as a bonus action or when you enter a demon's pyre. The whip deals fire damage, has a d12 damage die, and disappears if it leaves your grasp or when your pyre ends.
Once you enter an avatar, you can't do so again until you finish a long rest.
Heavenly Aspect
Heavenly Aspect (Level 3)
The ancient powers of Atavism are not immune to the influences of the Outer Planes, and occasionally, whether by chance or design, the two combine in a unique way. Heavenly atavists are an example of this, persons touched by the goodly nature of one of the Upper Planes. Infused with celestial power, these self-sure individuals possess the unique ability to tap into their health to aid others, guiding the strikes of their allies and leading them to glorious victory.
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th |
Heavenly Presence
Beginning at 3rd level when you choose this aspect, you can use your blood to lend your words a celestial cadence and resist planar influence. You can rend to Charisma checks and saving throws.
Angelic Guidance
Also at 3rd level, you can draw upon your lifeforce to enhance your allies, infusing them with holy strength and providence. Once per turn when an ally within 30 feet that you can see makes a damage roll, an ability check, or a Charisma saving throw, you can rend yourself to that roll. You can choose to use this feature after the ally makes their roll, but before the DM determines if the roll was a success or a failure, or before the ally deals their damage.
Shared Burden (Level 6)
At 6th level, your allies can shoulder the stress of rending, lessening the toll it takes on your body, and you can ward them from harm in turn—at a cost. Whenever you use your Angelic Guidance feature, the ally you rend for can choose to take the rend damage instead of you. Additionally, whenever an ally within 30 feet that you can see takes damage, you can use your reaction and rend to reduce the damage by the amount rolled.
Celestial Ascendance (Level 10)
At 10th level, you take on some aspects of an Angel, the divine denizens of the Upper Planes. Once per round, you can deal an extra 1d8 radiant damage when you hit a creature with a melee or thrown weapon, and you can cast detect evil and good at will, without expending a spell slot.
Sound the Horns of Meriton (Level 18)
At 18th level, you can sacrifice tremendous vitality to sound a divine call to arms, summoning a celestial champion to your side. As an action, you can rend yourself by rolling a number of d6s equal to your level, causing a Justice Archon to appear in an unoccupied space within 10 feet of you. The Justice Archon has the same statistics as a Deva (MM 16), but lacks the Healing Touch action and wields a longsword. The Justice Archon is friendly to you and your companions and will fight for you, acting on your initiative and following your verbal commands. The Justice Archon remains for 10 minutes, or until you act in a manner that offends or displeases it, at which time it returns to the Upper Planes.
Once you've used this feature, you can't use it again until you finish a long rest.
Murderous Aspect
Murderous Aspect (Level 3)
Murderous atavists are honed on the hunt: they use their power to deplete and destroy others. They attack strategically weak spots in a creature, taking them down in stride. Their motivations for this are more varied than the monsters and people they kill: money, fame, altruism, addiction, blackmail, divine, profane, insanity, vengeance, thrill seeking, political gain, or any other inscrutable motivations; perhaps some don't have or need a reason.
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th |
Fighting Style
At 3rd level, you choose one of the fighting styles below. You can't choose the same fighting style more than once, even if you later get to choose again.
Variant: Fighting Maneuvers
With this variant you can replace the fighting style feature with this one. Beginning at 3rd level, you've disciplined raw power into a fighting form. Choose two of the following fighting maneuvers, for which you can't choose the same again.
Parry
If you take the Attack action on your turn and attack with a single melee weapon and no shield, you can use your bonus action to ready a parrying maneuver. You have a bonus to your AC equal to your Strength or Dexterity modifier (your choice) against the first melee attack made against you before the start of your next turn.
Power Attack
When you take the Attack action on your turn and make a heavy melee weapon attack against a creature with advantage, you can choose to forgo advantage and make a powerful strike. If you hit, you deal additional damage equal to your proficiency bonus.
Pushing Attack
When you hit a creature with a melee weapon attack while wielding a shield, you can attempt to drive the target back. If the target is Large or smaller, you can push the target up to 5 feet away from you.
Twin Strike
When you take the Attack action on your turn, and have a different light melee weapon in each hand, you can use your bonus action to make a twin strike with both weapons. Make a single attack roll against a creature within reach of both weapons. If either weapon has the finesse property, you can choose to use your Dexterity modifier in place of your Strength modifier for this attack. You do not add your ability modifier to the damage of either weapon.
Lethal Strike
Also at 3rd level, you can rip a creature apart with a killer's instinct, knowing exactly where to strike. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
You don't need advantage on the attack roll if there is no other creature hostile to you within 5 feet of the target or if a creature other than you that is hostile to the target is within 5 feet of it. The amount of damage you gain increases as you reach higher levels: it becomes 2d6 at level 6, 3d6 at 10th, and 4d6 at 18th.
Skirmisher (Level 6)
Starting at 6th level, you become highly effective at tracking and eluding enemies. You gain proficiency in the Stealth and Survival skills, and for one of those skills of your choice, you double your proficiency bonus for any ability checks made with that skill. Finally, you can take the Dash, Hide, and Search actions as a bonus action.
Cruorbent Accuracy (Level 10)
At 10th level, you can rend yourself to an attack roll. You can use this feature a number of times equal to your Constitution modifier, and regain all expended uses when you finish a long rest.
Additionally, when you rend to an attack roll, you can use your Lethal Strike feature even if you don't meet the prerequisites.
Life for Life, Blood for Blood (Level 18)
Beginning at 18th level, you can match a life form's health in a brazen contest of power. When you score a critical hit on a creature, you can trade blood for blood. The creature with less hitpoints remaining falls to 0 hitpoints and the creature with more loses an equal amount.
Once you use this feature, you can't use it again until you finish a long rest.