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Heroes of Flesh and Faith

A Collection of Class Archetypes and Options for Barbarians and Paladins


created by Christopher Buza
Barbarian Class Options Path of the Walking
Path of the Hurricane Fortress
A bloodthirsty orc stands tall, greateaxe lifted above his head, A child from your tribe cowers as a pair of wolves creeps
ready to deal the finishing blow against your comrade. That toward their new quarry. But you strike your weapon into the
all changes when a wave of steel crashes into him, your twin ground and unleash an undeniable bellow, your skin
weapons cutting flesh and smashing bone in a fountain of hardening as you do so. The wolves quickly turn and spring at
gore. Barbarians who follow the Path of the Hurricane hold you instead as the youth runs in panic. Yet the wolves find no
the simple belief that two weapons are better than one. And purchase on your steel-like skin and you leave them as
whereas other dual-wielding warriors might see the vocation crumpled corpses in your wake.
as a matter of form, grace, and style, those who walk the Path As a barbarian on the Path of the Walking Fortress, you
of the Hurricane practice their art with all the dexterity of a have one job: interpose yourself between your allies and
rampaging herd of buffalo. If the fool who opposes you does whatever might come your way. Your mindset might best be
not drop after one blow, you hit it again… And again… And described with the phrase “Why don’t you pick on someone
again… your own size?” And while your attitude is sure to draw
violent attention, your supernatural ability to further solidify
Vicious Hands your own frame makes you an even graver threat to those
You excel at fighting with a weapon in each hand. Beginning unfortunate enough to stand against you.
at 3rd level, the weapons you wield no longer have to have the
Light property in order for you to engage in Two-Weapon Living Bulwark
Fighting. Starting when you choose this path at 3rd level, you can
choose to tense your frame when you go into a rage, making
Brute Force Blows it more deflective and resistant. You can choose to do so as
By 6th level, you’ve gathered enough confidence and part of the action taken to enter a rage for the first time or by
experience to sacrifice your defenses in favor of greater using a bonus action on your turn while you are raging. If you
striking power. When you choose to use your Reckless Attack choose to do so, for the duration of your rage, you gain the
feature while raging, you can choose to gain leverage for even following effects:
deadlier strikes at an equally greater cost to your defenses.
Doing so doubles your rage damage bonus for all attacks you You gain a bonus to your armor class equal to your Rage
make during your turn, but you suffer a penalty to your armor Damage bonus.
class equal to your original, undoubled rage damage bonus You have advantage on saving throws against stun effects.
until the start of your next turn. Your speed is halved.
Safe-Passage Denied Impossible To Ignore
Beginning at 10th level, your presence denies safety to any Beginning at 6th level, you have a preternatural ability to
who would dare venture near. While raging and wielding a draw the violent attention of those around you. While you are
weapon in each hand, if a creature grants you an attack of raging, you can use your action and choose up to two
opportunity, you can choose to use your reaction to make two creatures that you can see within 30 feet of you. Each of the
attacks on the creature, one with each of your two weapons. designated creatures that can see or hear you must make a
Wisdom saving throw (DC = 8 + your proficiency bonus +
Careening Strikes
your Charisma modifier). On a failure, each affected creature
Your ability to make every attack count and squeeze in uses its movement on its next turn to move as close to you as
additional strikes develops further as you optimize your possible, avoiding obviously dangerous ground, such as an
killing potential. Beginning at 14th level, you can use your open pit, but otherwise moving in as direct a manner as
action to attack momentously. In order to use your action in possible. At the end of its movement, each affected creature
this way, you must move at least 15 feet and end your must use its action to make a melee, ranged, or spell attack
movement within 5 feet of a creature. If you choose to attack against you. If an effected creature has the option of using an
momentously, your speed is reduced to 0 until the start of attack that targets only you or an attack that targets an area,
your next turn and you may make three attacks against one such as a Red Dragon’s breath weapon or a wizard’s fireball, it
creature within your reach: two attacks with your main forgoes the latter option in favor of making as direct an attack
weapon and one attack with your off-hand weapon. If you against you as possible. If you use this feature and your rage
choose to attack momentously, you can still make an would drop early due to you not making an attack or not
additional attack with your off-hand weapon using your bonus taking damage, your rage persists as if you had made an
action. attack.
Mental Cutoff
Beginning at 10th level, you’ve learned to harden your mind
as well as your body, staving off mental intrusion. When you
use your Living Bulwark feature, you can additionally choose
to harden your mind, gaining the following effects while your
rage persists:

HEROES OF FLESH AND FAITH | Created


2 by Christopher Buza
You cannot be charmed or frightened. proficient in utilizing its advantages. While raging and not
You have resistance to psychic damage. wearing any armor, your jump distance and height are
You lose the ability to speak or read any of the languages doubled, and you can use your bonus action to take the Dash
you know, to understand any form of verbal language, and action on your turn.
to send messages to others via telepathy or if you would
normally have the ability to do so. Blood Halo
While under the effects of this feature, other creatures can Beginning at 10th level, the horrific nature of your
still send messages to you via telepathy or other magical transformative rage has reached untold levels of gruesome
effects, but they must make a DC 25 Charisma check and morbid fascination. Those near enough to see the
whenever an attempt to do so is made. On a success, the transformation in stark detail swear that a viscous red aura
telepathy functions normally. On a failure, you hear the surrounds your head, resembling a menacing halo of blood
communication as gibbering nonsense with no inherent that radiates a boiling heat. When you first enter a rage or at
meaning. If you choose to use your bonus action to end the any point during your rage, you can choose to activate your
effects of your Living Bulwark feature, as listed in that blood halo. If you choose to do so, all creatures within 15 feet
feature’s entry, the above listed effects also end. of you that can see you must immediately make a Wisdom
saving throw (DC equal to 8 + your proficiency bonus + your
Charisma modifier). Creatures that are friendly to you make
Goading Blow this save with advantage. On a failure, an affected creature is
Beginning at 14th level, your ability to feed off and fuel an frightened of you until the start of your next turn. If a creature
opponent’s ire reaches its peak. While you are raging, you can succeeds on its saving throw, it cannot be affected by this
use your action to make a single melee weapon attack against feature for 24 hours. For the remaining duration of your rage,
a creature within your reach. If this attack hits, the targeted you shed dim light in a radius of 5 feet, centered on yourself.
creature must make a Wisdom saving throw (DC = 8 + your This light is a dull, bloody red. A creature that enters this light
proficiency bonus + your Strength modifier). On a failure, the for the first time or begins its turn in the light must make a
creature’s speed is reduced to 0 until the start of your next Dexterity saving throw (DC equal to 8 + your proficiency
turn, and it must use its action on its turn to make a melee, bonus + your Constitution modifier). On a failed save, the
ranged, or spell attack against you, with the same caveats to creatures takes 1d12 fire damage. When you reach 20th level,
attack targets as listed under your Impossible To Ignore this damage increases to 2d12 fire damage.
feature. When your rage ends and your blood halo dissipates, you
suffer one level of exhaustion.
Path of the Warp Spasm Pierce the Gut
Some say it is a genetic gift or curse, passed down through By 14th level, the terror of your form and its horrific force
generations of warriors, stemming from a martial god. Others seem to seep into your very weapon, allowing you to deliver a
suggest that it is a practiced technique, originating in an strike infused with such fury that it seems to burn the target
order of savage, magic-minded warriors, utilizing an arcane from the inside, suffusing them with pain and fear. While
spark to manipulate their own bodies. Regardless of its raging, you can use your action to make one melee weapon
origin, the Path of the Warp Spasm is a disturbing and attack. This attack scores a critical hit on a roll of 18, 19, or
destructive force, its followers believing and living the 20. Additionally, a creature hit by this attack must make a
ideology that one’s inward rage is best supplemented by an Strength saving throw (DC equal to 8 + your proficiency
outward physical change. While elements of these changes— bonus + your Strength modifier). On a failure, the creature is
bulging eyes, broadening jaws, spine-like hair, more- stunned until the start of your next turn, and you may
pronounced or protruding bones—vary between individuals, immediately make one additional melee weapon attack
the one uniform feature is an unnatural extension and against it. After you use this feature, you can't use it again
contortion of the limbs, often accompanied by gut-wrenching until you finish a long rest.
sounds of snapping and reshaping bone and sinew. Those
who walk this path hone their rage-fueled forms into physical Paladin Class Options
paragons, reaching new heights of strength, and instruments
of terror, sewing havoc and fear across the battlefield. Oath of Coterie
Warp Spasm The Oath of Coterie binds a paladin to the belief that
Beginning when you choose this path at 3rd level, your rage civilization is the greatest driving force behind the spark of
influences your physical makeup, causing your body to twist the universe. Variably called partisans, iron knights, or
into eerie, advantageous contortions. While raging and not blessed architects, these paladins seek to bolster the
wearing any armor, your reach with melee weapon attacks hallmarks of civilized society against the those who would
increases by 5 feet and your Rage Damage Bonus increases seek the destruction of such creations. They hold true to
by 1. Additionally, when you gain the Persistent Rage feature values of cooperation, integrity, and structured beauty.
at 15th level, you also gain advantage on all Charisma While paladins of this oath may worship gods of law or the
(Intimidate) checks while you are raging. arts, they revere the physical signs of reasoned development
and creation with extreme fervor. They hold the outer plane
Battle Deeds of Arcadia as an ideal model for the world. Those bound to
Beginning at 6th level, you have further adapted to the this oath may incorporate imagery of civilization’s progress
freakish bodily makeup of your rages and grown more into their garb, including depictions of wheels, gears, tools,
HEROES OF FLESH AND FAITH | Created
by Christopher Buza 3
architecture, writing systems, or other similarly themed The creature loses the ability to fly, if it has it. If the
conventions. creature is flying when affected by this feature, it
immediately falls prone and suffers damage appropriate
Tenets of Coterie for the distance fallen.
Though the exact words and strictures of the Oath of Coterie The creature’s movement types are reduced to 30 feet if
vary, paladins of this oath share these tenets. they are normally greater than 30 feet.
Cooperation and communication are key. The strength The creature cannot be affected by magic that allows it to
of alliance can outweigh any individual. Bring people together teleport, shift planes of existence, or move more than its
in communion whenever possible. current speed across its current plane of existence.
Praise the beacon of creation. The blessed creations of Expendable resources (i.e. spell slots, consumable
civilization’s toil and cooperation give meaning to a world that material components, etc.) are still expended if such an
is naturally violent and hostile. Revere the realizations of the effect is attempted on the creature.
social contract and the peace won thereby: public works, At the end of each of its turns, the target creature can make
written texts, pieces of art, systems of law, architecture, and another Wisdom saving throw. On a success, the effects of
all else good wrought by civilized folk. this feature end.
The order of civilization above the chaos of nature. At
its best, the natural world works in conjunction with
civilization; farmland and domesticated animals are to be Aura of Solidarity
cherished. But hostile nature must be tamed for civilization’s Starting at 7th level and while you are conscious, you and
benefit; dam raging rivers, build paths through impassable friendly creatures within 10 feet of you have advantage on
mountains, and slay beasts that would threaten community. attack rolls against any creature that is within 5 feet of you.
Purge the cancers of greed and tyranny. The greatest At 18th level, the range of this aura increases to 30 feet.
threats to civilization may stem from within. Those who
break the social contract must be brought to order or, in Tireless Progress
extreme cases, expunged. When you see greed and jealousy, Starting at 15th level, when you are reduced to 0 hit points
assuage it. When you see oppression and exploitation, snuff it and are not killed outright, you can choose to drop to 1 hit
out. When you see violence perpetrated against peaceful point instead. Once you use this ability, you can’t use it again
people, bring the silent order of death to those who would until you finish a long rest.
assault civilization. Additionally, whenever you would suffer a level of
exhaustion, you can choose to instead suffer psychic damage
Oath Spells equal to twice your paladin class level. The psychic damage
You gain oath Spells at the paladin levels listed. taken as part of this feature cannot be reduced in any way.
Oath of Coterie Spells Scion of Optimization
Paladin Level Spells At 20th level, your faith in the power of civilization to
overcome all has reached its peak. As an action, you can
3rd comprehend languages, sanctuary present your holy symbol and utter a word of defiance against
5th calm emotions, hold person the chaos of the world. When you do so, flames in the shape
9th leomund's tiny hut, mass healing word of a spoked wheel or gear appear to burst from and hover
behind your back. For 1 minute, you shed bright light out to a
13th control water, fabricate distance of 30 feet and dim light to another 30 feet beyond
17th animate objects, hold monster that, and you gain the following effects:
A hostile creature who begins its turn within the bright
Channel Divinity light or enters it for the first time on its turn suffers 10
When you take this oath at 3rd level, you gain the following points of fire damage. This damage overrides resistance
two Channel Divinity options. and damage immunity.
Divine Uniformity. As a bonus action, you can present You and friendly creatures within the bright light gain the
your holy symbol and utter a prayer that your strikes against benefits of your Divine Uniformity Channel Divinity.
the wicked ring true and consistently, like the measured Difficult terrain does not impede your movement, and
strokes of a master craftsman. For the next minute, any difficult terrain within 30 feet of you does not impede the
damage rolls you make that are below half the maximum movement of friendly creatures.
possible value for that die are instead treated as half the
maximum possible value for that die. For example: a die roll The effects of this feature end early if you fall unconscious.
of 3 or less on a d8 is treated as a 4, and a die roll of 5 or less Once you use this feature, you can't use it again until you
on a d12 is treated as a 6. The effect of this feature ends early have finished a long rest.
if you fall unconscious.
Motion for Equality. As an action, you can present your Oath of Enlightenment
holy symbol and censure a creature whose natural methods
of motion surpass those of the common, hardworking folk. The Oath of Enlightenment vows to defend the pursuit of
Using your Channel Divinity, target one creature within 60 knowledge and the art of thought against all who would seek
feet of you. That creature must make a Wisdom saving throw. to restrain and repress those endeavors. Those who swear
On a failed save, the creature immediately suffers the the Oath of Enlightenment believe that the peace of the world
following effects for the next minute: is maintained by a universal drive for self-improvement. This
HEROES OF FLESH AND FAITH | Created
4 by Christopher Buza
personal betterment is achieved through understanding and Momentous Inspiration. As an action, you can use your
the impulse to make one’s thoughtful dreams and ideas into Channel Divinity to speak a word of guidance and inspiration
physical reality. The practices of discourse and the to your allies. Up to three creatures of your choice within 30
applications of one’s skills are life’s greatest joys, and the loss feet of you who can hear you gain a 1d6 Enlightenment die.
of knowledge is a sadness beyond all others. Paladins Once within the next 10 minutes, a creature affected by this
swearing the Oath of Enlightenment often ensconce feature can roll the Enlightenment die and add the number
themselves as protectors or representatives of colleges, rolled to one ability check, attack roll, or saving throw it
libraries, and other places of collected knowledge. To swear makes. The creature can wait until after it rolls the d20
this oath is to oppose all those who would oppress others’ before deciding to use the Enlightenment die, but must
freedom of contemplation and expression, to strike against decide before the DM says whether the roll succeeds or fails.
those who would horde knowledge for themselves to the Once the Enlightenment die is rolled, it is lost. A creature can
detriment of the greater good. have only one Enlightenment die at a time, and a creature
cannot have both an Enlightenment die and a Bardic
Tenets of Enlightenment Inspiration die simultaneously.
The path of enlightenment, despite its devotion to the public
good, is an innovative method unknown to most and entirely Aura of Guidance
respected by even fewer. It abhors and seeks to defeat all Beginning at 7th level, the spirit of knowledge and discovery
those who would destroy or degrade others for selfish pervades your very being. You and friendly creatures within
benefit, and is thereby a servant of the greater good. Law and 10 feet of you have advantage on all Intelligence
chaos are not this path’s chief concerns; the enlightened (Investigation) and Wisdom (Insight) ability checks and
respect law as far as it protects one’s rights and respect chaos Wisdom saving throws while you are conscious.
so long as it strives toward creativity and expression. The Additionally, you and all creatures within 10 feet of you
four foundational principles act as meditations for those who have disadvantage on Charisma (Deception) ability checks
swear the oath. while you are conscious.
Seek Truth in All Things. To protect the world, one must At 18th level, the range of this aura increases to 30 feet.
first understand its mysteries. Pursue knowledge and
empathy above all else. Enlightened Understanding
Share Knowledge With All. Peace can only be achieved Beginning at 15th level, you are always under the effects of
by understanding. Dispel ignorance where you can and kindle both a comprehend languages spell and a zone of truth spell,
others’ desires for knowledge. centered on you.
Expose Hidden Dangers. Only evil refuses to show itself
before the glory of the enlightened mind. Do not let the Epiphany
withholding of information pass by unquestioned. At 20th level, as an action, you can focus your devotion to
Depose the Usurpers. Those who would suppress others truth and knowledge into a single moment of absolute
and extinguish the flame of discovery must be stopped. To understanding that manifests as a visible aura around you.
deny another’s quest for self-improvement is the gravest For 1 minute, bright light shines from you in a 30-foot radius,
offense. and dim light shines 30 feet beyond that. For the duration,
you gain the following benefits.
Oath Spells You and each friendly creature within 30 feet of you
You gain oath spells at the paladin levels listed. cannot be blinded, charmed, deafened, possessed, or
Oath of Enlightenment Spells stunned. If a creature affected by this aura is already
Paladin Level Spells blinded, charmed, deafened, possessed, or stunned, that
creature has advantage on any new saving throw against
3rd comprehend languages, identify the relevant effect.
5th augury, detect thoughts You and friendly creatures within 30 feet of you gain a +3
9th sending, speak with dead bonus on all ability checks.
Whenever a hostile creature starts its turn within the
13th divination, fabricate bright light that radiates from you or enters the bright light
17th legend lore, scrying for the first time on its turn, that creature must make a
Wisdom saving throw. On a failed save, the creature’s
Channel Divinity speed is reduced to 0 until the start of its next turn. The
When you take this oath at 3rd level, you gain the following first attack made against a creature whose speed is
two Channel Divinity options. reduced to 0 by this effect has advantage.
Expose the Ignorant. As an action, you can put forth your The effects of this feature end early if you fall unconscious.
holy symbol and decry the expertise of a creature you can see Once you use this feature, you can’t use it again until you
within 30 feet of you, using your Channel Divinity. That finish a long rest.
creature must make a Wisdom saving throw. On a failed save,
the creature has disadvantage on Intelligence, Wisdom, and
Charisma ability checks and saving throws for 1 minute. This
effect ends early if either you or the creature drops to 0 hit
points or falls unconscious.

HEROES OF FLESH AND FAITH | Created


by Christopher Buza 5
object is on the same plane of existence as you, you sense the
Oath of Reverence cardinal direction of its momentary position. You do not
Since time immemorial, warriors have devoted their martial sense whether the target is moving or not. Alternatively, you
skill to the service of a divine being. While those who swear can name a specific or general location currently under the
an Oath of Devotion may be of a religious bent and holy effect of a hallow spell cast by an individual in service of your
aspirations, those who swear an Oath of Reverence bind their deity. If you do not name a specific location, the effect targets
power directly to the service of a god. And though their piety the closest location of such a nature. If the location is on the
may cause others to mistake them for priests or clerics, make same plane of existence as you, you learn its exact location
no mistake; a paladin who has sworn an Oath of Reverence is and the most direct route to reach it. This use of your
most at home on the battlefield, acting as a shield and sword Channel Divinity does not grant you knowledge of any perils
in the service of their god, ensuring that those under divine along the route, such as traps or hostile creatures, nor does it
protection live to see the next dawn. account for obstacles to traditional forms of travel, such as
mountains or bodies of water. After you use this Channel
Tenets of Reverence Divinity option, you cannot use this option again for 7 days,
The path of reverence is ancient, much deeper than mere and your Channel Divinity can only be used again after you
belief in a religious power. Few methods of religious devotion finish a long rest. After you finish a long rest, the time it takes
are as pure and powerful as an oath of reverence: the single- for you to regain the use of your Channel Divinity returns to
minded application of oneself to the cause of a deity. Though the normal amount of after finishing a short or long rest.
its deeper mysteries are beyond the ken of most mortals, the
basic tenets of the oath are simple enough for laity and other Aura of Interposition
common folk to understand. Beginning at 7th level, your faith and trust in your deity
Respect Divine Authority. Your power stems from the creates a deflective aura that surrounds you and your allies.
touch of a god, and your reverence is foundational. Bend the While you are holding a shield, friendly creatures within 10
knee before the beacon of your faith, and recognize the feet of you gain a +2 bonus to armor class while you are
seniority of clergy over yourself. conscious.
Preach by Example. While the priesthood may follow a At 18th level, the range of this aura increases to 30 feet.
path of scripture, your god has set you on the path of action.
Let your deeds speak the pillars of your faith for all to see. Spiritual Charity
Shelter the Faithful. You have been given divine protection Beginning at 15th level, when you cast a spell targeting
so that it might be passed on to those who share in your faith. yourself, you can choose to instead have the spell target
Never shirk the responsibility of safeguarding the faithful. another creature that you can touch.
Trust in the Vision of Your God. You have been chosen by Additionally, when you cast death ward on another
the divine as a matter of judgment and trust. Return that trust creature, you also gain the effects of the spell.
and revel in the mysteries that the divine shows to you, for the
immortal sight surpasses your own. Divine Sight
At 20th level, you can use an action to open yourself directly
Oath Spells to the will of your deity, sharing your sight and your form as a
You gain oath spells at the paladin levels listed. pure instrument of faith. Your eyes turn into glowing pools of
white light and your body shines with bright light in a 30-foot
Paladin Level Spells radius, with dim light shining 30 feet beyond that. For the
3rd cure wounds, sanctuary next minute, you are under the effects of a foresight spell.
Once you use this feature, you can’t use it again until you
5th lesser restoration, see invisibility finish a long rest.
9th beacon of hope, speak with dead
13th control water, divination Credits
17th commune, hallow DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, the dragon ampersand,
and all other Wizards of the Coast product names,
Channel Divinity and their respective logos are trademarks of
When you take this oath at 3rd level, you gain the following Wizards of the Coast in the USA and other
two Channel Divinity options. countries.
Planar Vision. As an action, you can present your holy This work contains material that is copyright
symbol and use your Channel Divinity, opening yourself to the Wizards of the Coast and/or other authors. Such
mysteries of the divine. Choose either yourself or one friendly material is used with permission under the
creature within 30 feet of you that can see or hear you. For Community Content Agreement for Dungeon
the next minute, that creature can choose to have advantage Masters Guild.
on one ability check, attack roll, or saving throw it makes. The All other original material in this work is
creature can wait until after it rolls the d20 before deciding to copyright 2016 by Christopher Buza and published
use this advantage, but must decide before the DM says under the Community Content Agreement for
whether the roll succeeds or fails. Dungeon Masters Guild.
Celestial Navigation. Byconcentrating for 10 minutes, you
can use your Channel Divinity to be guided toward your goal.
You name a specific creature or object. If the creature or
HEROES OF FLESH AND FAITH | Created
6 by Christopher Buza

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