Martial Archetype Scion of the Pale King The Pale King is an enigmatic figure, a king of the insects whose power, though immense, has been absent for millenia. A warrior bearing his royal mark often knows not where or how their deal with the king was forged, but is entirely dedicated in their duty to carry out his will. King's Nail At 3rd level, the king grants you access to a nail, the weapon befitting warriors in his service. The nail takes the damage and properties of a shortsword, but deals slashing damage. You are considered to be proficient with the nail as a weapon, and it deals magical damage for the purposes of overcoming resistance or immunities. Soul From 3rd level, your connection to the king allows you to manipulate the very essence of your being: your soul. Whenever you deal damage to a creature with your nail, you gain 1 Soul Point. You can hold a maximum number of Soul Points equal to your fighter level. You gain the following two ways to spend Soul Points: Focus Soul: You draw the soul from your body further inwards, healing wounds and restoring your vitality. As an action, you can spend 3 soul points to regain 1d6 hit points.

Vengeful Spirit: You unleash the soul in the form of a furious phantom. As an action, you can spend 3 soul points to force each creature in a 5 foot by 15 foot line to make a Dexterity saving throw or take 2d10 force damage, or half as much on a successful save. Charms From 7th level, the Pale King bestows upon you charms, small badges that grant you improvements to yourself and your abilities. Choose 2 charms for which you meet the prerequisites from the Charms list at the end of the document. You can change your selected charms on a long rest. You can have a 3rd charm active at 12th level, and a 4th at level 16. Nail Arts From 10th level, the king grants you the wisdom of nailmasters past and present, unlocking special strikes with your nail. You gain the following abilities: Great Slash: As a bonus action, you charge your nail, ready to unleash a mighty blow. The first time this turn you deal damage with your nail, it deals an additional 1d8 damage.

As a bonus action, you charge your nail, ready to unleash a mighty blow. The first time this turn you deal damage with your nail, it deals an additional 1d8 damage. Cyclone Slash: As a bonus action, you charge your nail, ready to unleash a flurry of strikes. This turn, when you take the attack action, you can take one extra attack, with disadvantage.

As a bonus action, you charge your nail, ready to unleash a flurry of strikes. This turn, when you take the attack action, you can take one extra attack, with disadvantage. Dash Slash: As a bonus action, you charge your nail, ready to unleash a rapid slice forwards. This turn, when you take the attack action, you can move 10 feet before you take the action. You can only use one Nail Art per turn.

Soulcasting From 10th level, your mastery over soul has grown, allowing you more options to use it. You gain the following two abilities: Desolate Dive: You launch yourself into the air, crashing down with a screaming release of soul energy. As an action, you can spend 5 Soul Points to leap into the air, slamming down at your current location, which does not provoke opportunity attacks. Each creature within 5 feet of the position you land at must make a Dexterity saving throw or take 3d8 force damage, or half as much on a success.

Howling Wraiths: You turn to face the sky, unleashing a raw scream empowered by the souls you possess. As an action, you can spend 5 soul points. Each creature in a 10 foot cone extending from you must make a Dexterity saving throw or take 3d10 force damage, or half as much on a success. King's Blessing From 18th level, the royal mark of your king glows bright, and your souls capacity for energy deepens. Whenever you roll initiative, if you have no Soul Points remaining, you gain 5 Soul Points. Charms The following list contains all the charms available for choice from level 7. Wayward Compass Whispers its location to the bearer.

While this charm is equipped, you always know which way is north, and you cannot become lost except by magical means. Gathering Swarm A swarm will follow the bearer, aiding them.

You can retrieve objects or take the Use an Object action from a range of 10 feet. Stalwart Shell When recovering from damage, the bearer will become more resistant.

As a reaction to taking damage, you can gain resistance to the next instance of damage you take before the end of your next turn. Soul Catcher Grants the wielder of the nail more soul.

When you deal damage to a creature with the nail, you regain an extra Soul Point. Shaman Stone Prerequisite: 10th level

Increases the power of spells, dealing more damage to foes.

Vengeful Spirit, Desolate Dive and Howling Wraiths deal an additional die of damage. Soul Eater Prerequisite: 10th level

Greatly increases the chance to gain soul when striking an enemy with the nail.

When you deal damage to a creature with the nal, you regain 2 extra soul points. Dashmaster The bearer is bestowed great speed.

You can take the Dash action as a bonus action on your turn. Thorns of Agony When taking damage, sprout thorny vines that damage nearby foes.

When you take damage from a melee attack, you can use a reaction to cause the attacker to take piercing damage equal to your Charisma modifier. Fury of the Fallen When close to death, the bearer's strength will increase.

While your hit points are below half your maximum, you can add your Strength or Dexterity modifier (even if you already do so) to any damage you deal. Fragile Heart Prerequisite: 10th level

Increases the health of the bearer.

At the start of your turn, you gain 10 temporary hit points. If you have taken damage since the end of your last turn, you cannot benefit from this effect.

Fragile Greed Prerequisite: 10th level

Causes the bearer to find more valuables when defeating enemies.

Reducing a creature to 0 hit points grants you 1d4 copper pieces. If you have taken damage since the end of your last turn, you cannot benefit from this effect. Fragile Strength Prerequisite: 10th level

Strengthens the bearer, increasing the damage they deal to enemies with their nail.

Attacks made with your nail have a +2 to the attack and damage rolls. If you have taken damage since the end of your last turn, you cannot benefit from this effect. Spell Twister Prerequisite: 10th level

Reduces the soul cost of casting spells.

Vengeful Spirit only takes 2 Soul Points to cast, while Desolate Dive and Howling Wraiths take 4 Soul Points to cast. Steady Body Keeps its bearer from recoiling from the strength of their foes.

You have advantage on saving throws against being knocked prone or moved against your will. Heavy Blow Increases the force of the bearer's nail, causing enemies to recoil when hit.

Once per turn when you deal damage with your nail, you can use a bonus action to make a Shove attack against one of the targets. Quick Slash Allows the bearer to slash much more rapidly with their nail.

Once per turn, you can use your bonus action to make a weapon attack with your nail with disadvantage. Longnail Increases the range of the bearer's nail.

Your nail gains reach of +5 feet. This does not stack with the benefits granted by Mark of Pride. Mark of Pride Prerequisite: 10th level

Greatly increases the range of the bearer's nail.

Your nail gains reach of +10 feet. This does not stack with the benefits granted by Longnail. Baldur Shell Protects its bearer with a hard shell after focusing soul.

When you use your Focus Soul feature, your AC increases by 1 until the start of your next turn. Flukenest Prerequisite: 10th level

Transforms the bearer's spells into hordes of volatile baby flukes.

When you use Vengeful Spirit, each d10 of damage is replaced by 2d6. Defender's Crest Causes the bearer to emit a heroic odour.

Any creature that ends its turn within 5 feet of you takes 1 poison damage. Glowing Womb Drains the soul of its bearer and uses it to birth hatchlings.

At the begining of your turn, if you have at least 2 Soul Points, you spend 2 Soul Points and summon a hatchling (see Appendix A). It takes its own turn in initiative, attacking the nearest hostile creature to you, otherwise following you closely. It lasts for 1 hour or until it dies. You can have a maximum number of hatchlings summoned at any given time equal to your Constitution modifier. Quick Focus Increases the speed of focusing soul, allowing the bearer to heal faster.

You can use the Focus Soul feature as a bonus action on your turn.

Deep Focus Prerequisite: 10th level

The bearer will focus soul at a slower rate, but the healing effect will increase.

You can use the Focus Soul feature on your turn by expending your action and your bonus action, restoring double the amount shown on the die. Lifeblood Heart When resting, the bearer will gain a coating of lifeblood that protects from a modest amount of damage.

After a short or long rest, you gain temporary hit points equal to half your fighter level that last until you take a short or long rest. This stacks with the benefits granted by Lifeblood Core and Joni's Blessing. Lifeblood Core Prerequisite: 10th level

When resting, the bearer will gain a coating of lifeblood that protects from a large amount of damage.

After a short or long rest, you gain temporary hit points equal to your fighter level that last until you take a short or long rest. This stacks with the benefits granted by Lifeblood Heart and Joni's Blessing. Joni's Blessing Prerequisite: 15th level

The bearer will have a healthier shell and can take more damage, but they will not be able to heal themselves by focusing soul.

At the beginning of each turn, gain a number of temporary hit points equal to half your fighter level. While this charm is active, you cannot use the Focus Soul feature. This stacks with the benefits granted by Lifeblood Heart and Lifeblood Core. Grubsong Gain soul when taking damage.

Whenever you take damage, gain 1 Soul Point. Grubberfly's Elegy Prerequisite: 15th level

Imbues weapons with a holy strength. When the bearer is at full health, they will fire beams of white-hot energy from their nail.

While your hit points are equal to their maximum value, your nail deals radiant damage instead of piercing, and your nail gains a new attack. You can use to make a 30 feet ranged weapon attack that deals 2d6 radiant damage and uses your Charisma modifier for the attack and damage as a beam of light flies from your weapon. Hiveblood Prerequisite: 10th level

Heals the bearer's wounds over time, allowing them to regain health without focusing soul.

As a reaction to taking damage, you can regain a number of hit points equal to your Constitution modifier (up to a maximum of the damage taken). Spore Shroom When focusing soul, emit a spore cloud that slowly damages enemies.

When you use the Focus Soul feature, all creatures within 5 feet of you must make a Constitution saving throw or take poison damage equal to your Constitution modifier. Sharp Shadow Prerequisite: 10th level

When using Shadow Dash, the bearer's body will sharpen and damage enemies.

Once per turn as an action, you can move up to half your movement speed in a straight line. If this movement would take you through the square of an enemy, you can make a single nail attack against that enemy. You cannot use nail arts on this attack. Shape of Unn While focusing soul, the bearer can move freely to avoid enemies.

When you use the Focus Soul feature, you benefit from the effects of a Disengage action for the rest of your turn. Nailmaster's Glory Prerequisite: 15th level

Increases the bearer's mastery of Nail Arts, giving them a chance to preserve their soul.

Using a Nail Art takes a free action instead of a bonus action; however, it can still only be done once per turn. Dreamwielder Prerequisite: 10th level

Allows the bearer to summon the Dream Nail, collecting soul when striking foes.

You can transform your nail into the Dream Nail as a bonus action. When you make an attack with the Dream Nail, it does no damage, but on a hit you gain 3 Soul Points. After a successful attack with the dream nail, it reverts back to a normal nail.

Kingsoul Prerequisite: 15th level

Holy charm symbolising a union between higher beings. The bearer will slowly absorb the limitless soul contained within.

At the beginning of each of your turns, you gain 1 Soul Point. Void Heart Prerequisite: 15th level

Unifies the void under the bearer's will.

When you use the Vengeful Spirit, Desolate Dive or Howling Wraiths feature, they deal necrotic damage instead of force damage, and deals +1d4 damage per damage dice the attack uses. Dreamshield Prerequisite: 10th level

Conjures a shield that follows the bearer and attempts to protect them.

Once per turn, when you are targeted by a ranged attack, you can use your reaction to roll a d4 and add it to your AC against the attack, potentially causing it to miss. Weaversong Prerequisite: 10th level

Summons weaverlings to give the lonely bearer some companionship and protection.

As an action, you can expend 3 Soul Points to summon a weaverling (see Appendix A). It takes its own turn in initiative, attacking the nearest creature that isn't you, otherwise following you. It lasts for 1 hour or until it dies. You can have a maximum number of weavers summoned at any given time equal to your Constitution modifier. Sprintmaster Increases the running speed of the bearer, allowing them to avoid danger or overtake rivals.

While this charm is equipped, your movement speed increases by 10 feet. Grimmchild Worn by those who take part in the Grimm Troupe's Ritual. The bearer must seek the Grimmkin and collect their flames.

When you reduce a creature to 0 hit points, you collect from them a Grimm flame. After collecting a Grimm flame, your next nail attack, Vengeful Spirit, Desolate Dive or Howling Wraiths attack you make within the next minute deals a bonus 1d6 fire damage. Carefree Melody Prerequisite: 10th level

Contains a song of protection that may defend the bearer from damage.

As a reaction to taking damage, you can roll a d6 and reduce the damage you take by the number shown.