Eternal Warrior Legends say long time ago, a demon and an angel fought against each other since the existence of the planes. Some legends say they were the first creations of a god. They are opposite beings that their only goal is to destroy one another.

Thousands of years ago the angel stopped the fight, imprisoning the demon inside a bow at the expense of imprisoning himself in an identical bow. Despite the bows being identical, at the moment of the imprisonment the bows color changed completely now that the bows contained the essence itself of the opposite beings.

Stories tell that the entities were twin brothers, sons a powerful god that where cast out to live in exile in the astral plane and that the one that returned victorious to their home plane will become a god, as absorbing the other half essence missing from its brother at the moment of killing it would turn the winner into a god. The angel used a forbidden spell of the gods that tortures your soul in an agonizing pain until set free from your imprisonment. Legends say that these bows exist and can be found and used by anyone, for a price to pay as a deal must be made. The demon bow seeks vengeance from his brother for imprisoning him and the angel to be set free of his pain by killing his brother and becoming a god. Adventurers that find these weapons usually leave them behind or are consumed by the immense power of it. The alignment of the adventurer that finds the bow usually changes to chaotic neutral as the mind and voice of the entity is still trapped in the weapon and speaks to the adventurer, changing their way of acting. There is nowhere in the legends or stories that say what happens when the entity fulfills its task of killing his brother, since no adventurer has ever been seen with these weapons. These stories and legends are extremely old and lost in history because of the vague knowledge that exists of the weapons and entities. “Then this drunken dwarf said to everyone in the pub to hear the story of how his friend became the most powerful archer that ever existed after finding a bow. Of course no one took him serious, but the story caught my eye, since I’m a merchant of magical items. The dwarf’s story was short, as he said that his friend only used the bow for a couple of weeks and then while taking watch at night died. The dwarf claimed that his friend felled unconscious and after a couple of minutes turned into ashes as the bow glowed and disappeared. Can you believe him? Ha! Neither do I. I am the most famous merchant of magic items and I have never seen anything like it!” -- Aloras Tholomont, magic item merchant. 1

Eternal Warrior Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Eternal Path, The Price of Power — — — — — 2nd +2 — 2 — — — — 3rd +2 Death Mark 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 — 4 2 — — — 7th +3 Harvest Life 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Improved Concentration 4 3 2 — — 11th +4 — 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Retaliation 4 3 3 1 — 15th +5 — 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 — 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 True Form 4 3 3 3 2 Creating an Eternal Warrior Character background its extremely important at the moment to create an eternal warrior. Is your character someone that has endured a lot of pain in the past? Is the player someone that seeks revenge no matter what? Was the player captured in war and tortured for years and has endured and learned to withstand pain? Or does the player seek to kill someone specifically? The player has the option to choose between being the warrior of vengeance or pain according to its background story. Quick build You can make an Eternal Warrior quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Charisma. Second, choose the charlatan background. Class features As an Eternal Warrior, you gain the following class features. Hit Points Hit Dice: 1d8 per eternal warrior level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per eternal warrior level after 1st Proficiencies: Armor: Light armor, medium armor

Weapons: Simple weapons, martial weapons

Tools: None

Languages: Celestial

Saving Throws: Dexterity, Charisma

Skills: Choose two skills from Arcana, Deception, History, Perception, Insight, Intimidation, Investigation and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Any martial weapon or (b) any simple weapon.

(a) a dungeoneer's pack or (b) an explorer's pack. 2

Eternal Path Starting at 1st level, you find a magical bow that changed your life forever, granting you unimaginable power after making a pact with a mysterious voice that you heard in your head speaking celestial. You can choose between the Path of Vengeance or Path of Pain. You can’t change your eternal path once chosen. Your choice grants you a magical weapon, specific spells and features at different Spellcasting Ability Charisma is your spellcasting ability for your eternal warrior spells; you were granted powerful spells by the entity chosen from your path. You use your charisma whenever an eternal warrior spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an eternal warrior spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier. The Price of Power Starting at 1st level, when you slay a foe (with a challenge rate higher than 4), you gain 1d6 + 3 points of temporarily health that fades on your next rest.

Every time you are knocked unconscious in battle, you permanently lose 1d4 + 2 points of health permanently as a fragment of your soul is torn apart from your body.

If you have temporarily hitpoints, you lose these points instead Death Mark When you reach 3th level, you gain the ability to mark for death your enemies as a bonus action giving you the following traits: Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.

Your weapon attacks score a critical hit on a roll of 19 or 20. Wasted Mark: If you don't kill the marked creature, you cannot cast Death Mark until your next long rest.

If you don't kill the marked creature, you cannot cast Death Mark until your next long rest. Consuming Mark: Keeping death mark on your enemy consumes most of your life essence, taking 1d6 points of necrotic damage every turn that cursed mark is affecting an enemy. You can choose to drop death mark instantaneously.

Keeping death mark on your enemy consumes most of your life essence, taking 1d6 points of necrotic damage every turn that cursed mark is affecting an enemy. You can choose to drop death mark instantaneously. Life Steal: If you kill the creature you gain 1/4 of the damage dealt as temporarily health that fades on your next rest. You can also as a free action cast death mark on another enemy. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Harvest Life Beginning at 7th level, as an action you can harvest the life of the plants and the ground that surrounds you in a sphere. The sphere radius increases at level 14th and 20th along with the heal.

All plant monsters take half damage of the heal rolled and every non-magical plant instantly withers and dies. 3

Harvest Life Level Radius Heal 7th 5ft 1d8 + 2 14th 10ft 2d8 + 4 20th 20ft 4d8 + 8 You can only use once per long rest and it takes 6 seconds to cast. There has to be plant life around you inside the radius. Improved Concentration Beginning at 10th level, the mind of your weapon helps you maintain concentration of one spell of your choice.

As long as you are holding your weapon, you can maintain concentration up to two spells at the expense of taking 1d6 + 3 points of damage. Retaliation Starting at 14th level, when you take damage from a creature that is more than 30 feet away from you, you can use your reaction to make a weapon attack against that creature. True Form At 20th level, you can attempt to draw the life essence in your bow into your body. The player must roll a d100 and roll 25 or higher. On a failed roll you can no longer attempt to use true form for 5 days. On a successful roll you are surrounded by power that emanates from your bow that transforms you into a form that resembles the creature trapped in your bow, gaining the following features depending on the path: All Forms: If you drop unconscious in this form, you automatically fail 3 death saving throws and die.

Once true form is used, it can no longer be used for 10 days.

As a bonus action True Form can be reverted, leaving the player with +2 exhaustion.

Uncontrollable power: Your body is not a proper vessel for all this amount of power since it is too much to hold. You take every round 1d12 + 6 points of damage. Path of Vengeance: Demonic Wings: Wings that resemble the ones of your entity sprout from your back. You can now fly for the duration of the form at a speed of 60ft.

Wings that resemble the ones of your entity sprout from your back. You can now fly for the duration of the form at a speed of 60ft. Demonic essence: Demonic shadow essence emanates through your body and weapon making your attacks faster and harder to dodge. +5 to hit on every attack roll.

Demonic shadow essence emanates through your body and weapon making your attacks faster and harder to dodge. +5 to hit on every attack roll. Life Steal: Every successful hit against an enemy heals you for 20% of the damage dealt.

Every successful hit against an enemy heals you for 20% of the damage dealt. Last Resort:You can choose to put all your remaining life essence on your next attack role. You can choose a certain amount of hit points to take as damage to put it as damage on your next attack so that the hit creature takes that amount as damage as well. Using last resort, instead of dropping you to 0 hitpoints it leaves you at 1 hitpoint. Path of Pain: Angel Wings: Wings that resemble the ones of your entity sprout from your back. You can now fly for the duration of the form at a speed of 60ft.

Wings that resemble the ones of your entity sprout from your back. You can now fly for the duration of the form at a speed of 60ft. Reduced to ashes: Angel magic light surrounds your body and weapon, making your attacks stronger. Every successful attack against an enemy deals an extra 2d10 + 10 points of fire damage, as all your attacks are covered in celestial flames.

Angel magic light surrounds your body and weapon, making your attacks stronger. Every successful attack against an enemy deals an extra 2d10 + 10 points of fire damage, as all your attacks are covered in celestial flames. Life Steal: Every successful hit against an enemy heals you for 20% of the damage dealt.

Every successful hit against an enemy heals you for 20% of the damage dealt. Divine Armor:You take half all damage from your enemies. Eternal Path You can choose between Path of Vengeance or Path of Pain. This cannot be changed in the future as you receive an item that cannot be unnatuned. The pact with the entity its specified on its section. Path of Vengeance You agree to give your entity trapped in your weapon every soul of the enemies you kill, so that he can grow stronger along with you and to help fulfill his revenge against his brother, in exchange for power to get revenge on someone from your past. You gain the weapon “Agaron Renzol”, which translates from celestial to “Agonizing Revenge”. You also have always prepared the following spells: Path of Vengeance Prepared Spells Eternal Warrior Level Spell 1th Hex, Detect Magic, Shield, Hunters Mark 7th Misty Step, Invisibity, Hold Person 10th Dispel Magic, Hunger of Hadar 13th Blight, Dimension Door 16th Seeming Path of Pain You agree to give your entity trapped in your weapon every soul of the enemies you kill, so that he can grow stronger along with you and to help fulfill his task to eliminate his brother and be set free of his painful imprisonment, in exchange of reliving you from most of the pain in the world and power. You gain the weapon “Agaron Eiol”, which translates from celestial to “Agonizing Pain”. You also have always prepared the following spells: Path of Pain Prepared Spells Eternal Warrior Level Spell 1th Detect Magic, Shield of Fate, Shield, Hunters Mark 7th Misty Step, Invisibity, Mirror Image 10th Fly, Haste 13th Polymorph, Stone Skin 16th Modify Memory 4

Agaron Renzol The Agonizing Revenge Unending Revenge. Once attuned, cannot be unatunned. Damage dice. d8 (total damage determined by Reaper of soul's damage formula).

Languages. Speaks celestial only in the mind of its true owner and only when touching it. True Revenge Starting at 1st level, if you kill an enemy which you trully want revenge from, you get +50 on your Evolving Revenge number. This is determined by the DM with the help of your background story. You can only gain this benefict once. Evolving Revenge Starting at 1st level, every time Agaron Renzol deals the killing blow to an enemy, the number of Evolving Revenge increases by one.

This number, after reaching 100, resets to 0 and increases Evolving Wrath's number by one.

For every 24 hours withouth getting a soul sacrificed to Agaron Renzol, evolving revenge number is reduced by one. Demonic Arrow Starting at 3rd level, every arrow shot through this bow transforms into a black arrow with a jet black pointy edge. +1 to hit on every range attack roll made with this weapon that fires an arrow. Thrill of the kill Starting at 5th level, every time Agaron Renzol deals the killing blow to an enemy (Challenge Rate must be higher than 4) the number of Thrill of the kill increases by one.

This number decreases by one after 12 seconds. The maximum amount of thrill of the kill is capped by the following table: Level Maximum number 5th 3 8th 4 11th 5 Exploding Overexcitement Rolling a natural 1 makes all the Thrill of Agaron Renzol to fade, reseting Thrill of the kill’s number to 0 automatically and the wielder to take:

(Thrill of the kill's number) d10 points of necrotic damage. Uncontrollable Revenge Starting at 7th level, if your Evolving Revenge number has decreased by 30 In the past 30 days, Agaron Renzol will try to take your soul as revenge for not being worthy of using it.

The user must succeed on a WIS saving throw or go unconcious to fight his "Shadow Self" (Shadow self has the exact same stats, hp, Inventory, and weapons as the user).

The player can-not wake up until the fight its over and won.

If the player goes unconscious againts its Shadow Self, the player automatically dies as Agaron Renzol tryes to devour his soul.

The player can only be resurected 1 hour after dieing or have his soul lost forever, being unable to be resurected. . Share Pain Starting at 9th level, as a bonus action you can activate Share Pain to Inflict an extra 1d6 + CHA mod points of fire damage on every succesfull attack role made this round as you share the bourden of your pain to your enemies through blue fire that shoots from your bow. You heal half the damage dealt by share pain. You can only use this once per short rest. Reaper of Souls Reaper of souls. Agaron Renzol devours the souls of its enemies to become stronger and evolve to fulfill true revenge upon its enemies. The damage of this weapon is determined with Thrill of the kill and Evolving Wrath's number by the following formula: (Evolving Wrath) d8 points of piercing damage

points of piercing damage (Thrill of the kill) d8 points of necrotic damage Make this rolls for every attack roll made with Agaron Renzol. Agaron Renzol's Damage example If in your turn you have 3 points of Thrill of the kill and 1 point of Evolving wrath, then Agaron Renzol's damage for this turn would be 1d8 points of piercing damage + 3d8 points of necrotic damage for every succesful attack role made againts an enemy. NOTE: If a natural one is roled on an attack role in this turn, the user of Agaron Renzol would take 3d10 points of necrotic damage because of "Exploding Overexcitement". 5