Path of the Chosen

Some warriors leave dust in their armour, bones turned to nothing in forgotten labyrinths. Others leave behind legends. There are warriors, a rare sort, who aspire to carve their name into the very earth; an echo of courage, or destruction, written into the world so as never to be forgotten, and as often destroy themselves as they would succeed. But such power does not go without notice.

Epic Destiny

Beginning when you select this archetype at 3rd level you catch the attention of otherworldly powers. You are not the first they've seen, but maybe you won't fall like the others. Select a Fae, Fiend or Great Old One patron, and choose your class features according to this path.

Mark of the Chosen

At 3rd level you recieve a blessing from your chosen Patron. A small nudge toward their goal, or simply a gift to help you on your way.

  • Fae - When you begin a Rage each hostile creature within 10ft of you must make a Wisdom saving throw. Choose whether creatures that fail their saving throws are Frightened or Charmed when you begin your Rage. This condition lasts until the beginning of your next turn. The DC for this save is as follows:

    Save DC = 8 + Profiency + Strength Modifier

  • Fiend - When you begin to Rage you gain Temporary Hit Points equal to your Barbarian level + your proficency bonus. If a melee attack reduces these Temporary Hit Points to zero, the creature takes fire damage equal to the amount you originally gained.
  • Great Old One - You gain resistance to Psychic damage. When you have no Rages remaining, you may choose to Rage by channeling the unknowable being of your Patron. During this additional Rage you take Psychic damage at the beginning of each of your turns equal to your Rage modifier. You must finish a long rest before you can use this ability again.

Carve the Path

Beginning at 6th level your name is synonymous with your Patron. Anywhere you go people who would recognise the nature of your Patron will also recognise you, and give you the same respect, admiration or fear. Inciting the name, or nature, of your Patron will give you advantage on Intimidation or Persuasion rolls, where applicable.

Additionally, your chosen weapons are imbued with the power of your Patron. Any attack you make is considered magical for the purposes of overcoming Resistance and Immunity to non-magical atttacks and damage.



Champion of the Watcher

Beginning at 10th level your Patron is fully committed to your path, believing in your ability to shape the world to your, or their, end. You may begin to take on physical aspects of your patron, or see their influence in the world around you.

  • Fae - You become immune to being Charmed, and any creature attempting to Charm you must succeed on the same DC you would have faced, or be Charmed itself unless it is normally immune to being Charmed. Additionally, you become proficient in Persuasion, unless you already were.
  • Fiend - You become immune to being Frightened, and any creature attempting to Fear you must succeed on the same DC you would have faced, or be Frightened itself unless it is normally immune to Fear. Additionally, you become proficient in Intimidation, unless you already were.
  • Great Old One - You become immune to magically or chemically induced sleep. You become proficient in Perception, unless you already were, and gain an additional +5 to Passive Perception.

Inevitable Legend

At 14th level your bond with your Patron is supreme and their blessings are plentiful. Once per day you may call upon their strength and regain Hit Points equal to twice your Barbarian level as an action. Additionally, you gain a final boon based on your choice of Patron:

  • Fae - While Raging you may use up to half your movement per turn as an instantaneous step, moving from one place to another as the spell Misty Step, up to the distance of the movement spent.
  • Fiend - While Raging your attacks deal one additional die of damage, once per turn. This damage can be treated as any damage type you choose.
  • Great old One - Your mind can not be read unwillingly. While Raging you have Advantage on all saving throws, and when you are subjected to an effect that allows you to make a Dexterity 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.