## Martial Archetype ### Lord of Cinderfall The Lords of Cinderfall are a long-standing and time-honored order, though not many realize their sinister origins. Sworn and beholden to the Castle Cinderfall to defend Valorus from Ma'ak Ghur, these knights live and die for the Seven Planes. In their shame, they have buried their dark secret so deep in the annals of history that even the wisest sages believe that the legends of Castle Cinderfall are merely that ----- legends passed down through the generations; a story to keep children from seeking the powers of hell. #### Ember Shroud Starting at 3rd level, you may use a bonus action on your turn to deal 1d4 fire damage to all hostile creatures within 5 feet of you. Affected creatures make a Constitution saving throw, taking half damage on a successful save. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier). This damage increases at higher levels. You gain an additional 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Ashen Blade Starting at 7th level, your weapon attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical weapons. #### Brand of Cinderfall Starting at 10th level, you gain the ability to infuse your blade with magic drawn from Cinderfall. The curse of Ma'ak Ghur requires you to sacrifice your own blood to gain the powers granted by this ability of the Lrods of Cinderfall. You may expend one hit die, rolling it, and reduce your hit point by the total of the roll + your Constitution modifier. For 1 minute your weapon attacks deal an additional 1d8 fire damage. You may use this ability a number of times equal to your Constitution modifier (minimum of 1) per long rest. At 14th level you may choose to deal cold damage instead of fire damage. Your hit point maximum cannot be restored until you complete a long rest. #### Lordly Might Starting at 15th level, you are terrifying to behold on the battlefield. As an action, you let loose a terrifying roar, channeling the power of Cinderfall. All hostile creatures that can hear you must make a Wisdom saving throw or become frightened for 1 minute. Affected creatures repeat their saving throw at the end of their turn, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier. #### Demon's Bane Starting at 18th level, you gain immunity to cold and fire damage. ``` ``` #### Undying Lords You do not suffer the effects of old age, and you cannot die of old age. In addition you are immune to disease. The Lords of Cinderfall were cursed for their transgressions, and now they must spend eternity repenting for their sins.