Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

The Ironclad

The Ironclad is a warrior that has sold his soul in exchange of power. Unlike warlocks, where the pact is merely a deal, the Ironclad lacks free will of their own soul. Their blood is tainted with demonic heritage, developing horrific features. Some develop serious damage on the skin, much like a leper, while others may even loose facial features, such as loosing half their nose, their eyers and the like. Therefore, ironclads are usually pariahs. Another note about ironclads is with the lack of free will over their own soul, resurrection becomes less of finding the soul and urging it to come back, and more bargaining with the souls new owner to allow it to come back.

Burning pact

Starting at 3rd level, when you choose this archetype, spells that would bring you back to life cost twice the material components. However, when a spell would bring you back to life, you incure no penalties as a result of being brought back.

Hemokinesis

Also at 3rd level, your pact has granted you powers in exchange for your vitality. When you hit a creature with a melee weapon attack, you can expend one hit dice to deal fire or necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 1d10 for one hit dice, plus 1d10 for each additional hit dice expended, to a maximum of 5d10.

Feed

At 7th level, with every enemy you strike down, you fuel yourself to continue the fight. When you reduce an enemy to 0 hp you can use a bonus action to regain a number of spent hit dice equal to your Strength modifier (minimum of one).

Once you use this ability, you must finish a short or long rest before you can use it again.

Dark embrace

At 10th level, you grow stronger as you gain resilience from your demonic pact. Choose from Fire or Necrotic damage. You gain resistance to the chosen damage type.

Whirlwind

Starting at 15th level, as an action, you can expend 5 hit dice to cast destructive wave. The DC for this is 8 + your proficiency + your Strength modifier. When you cast destructive wave this way, you deal thunder and necrotic damage.

Limit Break

At 18th level, for brief instances of time, you can surpass the limits of man. At the start of your turn, you can choose to use this ability. If you do, your Strength becomes 30 until the end of this turn. Once you use this feature, you can’t use it again until you finish a long rest.