As the robbers stalk forward, the gaunt wood elven woman disappears. When the dubious pair suddenly stops the elf reappears in the shadows behind them. Silently drawing a dagger, she wordlessly calls ghostly fire to course up and down the blade and stalks forwards. A long-haired firbolg whistles their way through an ancient hymn, forming their energy into a current around them. As they spin their double-ended glaive between their hands the wind picks them up and they dissolve into formless air. They burst forward, congealing again in the air as they fly over the head of the ogre. It is only when they land and have already soared into the air again that the brute's head falls to the ground. A goliath man catches the back edge of his own sword with his forearm guard, sending sparks spraying over his shoulder. As the orc warlord presses down on the blade with her massive club two chunks of rock from beneath the woman fly up from the ground, and burst into rubble in between the warriors. As the orc shields her eyes from the dust, the rocks begin to swarm around the goliath in a defensive curtain. These are archaic warriors. People who have discovered lost techniques capable of harnessing the bygone magic of ancient civilizations. Students of the Ancients The archaic arts focus on an ancient energy called resonance. Resonance is in essence, residual energy of life. Resonance was widely used long ago by forgotten races, but in modern times this method to pull power from life has been forgotten. Archaic warriors have rediscovered this practice, whether they did so through an ancient mentor, a tome from long ago, an innate connection they have within themselves, or something else, their unique talents are very hard to match in battle. Variety in Tradition While these combatants draw from the same family of skills to form their arsenal, none of them have found the exact same arts. While one warrior might wield freezing energy as she blinks from place to place around the battlefield, another may send opponents and himself flying through the air with the power of the storm on his heels. Creating an Archaic Warrior As you put together your character, consider how they have come to know these primordial fighting arts. What did they unearth in their travels that lead them to the practice? Do they seek to understand the ancients who left them behind in order to gain more power? Are they scared that others may learn such abilities as well? What drove them to the intense discipline required to command resonance? Do you want to take the flavor to another place entirely? Is resonance no longer a form of ancient magic in the world of your dungeon master, but something else entirely?
Resonance Starting at 1st level, your training allows you to tap into your reserve of resonance. Resonance is the force that flows through all natural things, the magic that is tethered to the world that allows it to function. Your ability to manipulate this power within yourself is represented by a number of resonance points. Your archaic warrior level determines the number of resonance points you have, as shown in the resonance points column of the archaic warrior table. You can spend these resonance points to fuel various resonation features. You start out knowing the Archaic Stances feature. You gain more resonance features as you gain levels in this class. When you spend a resonance point it is unavailable to you until after you finish a long rest, at which point you reassume control of the energy you have altered previously. You must spend at least 30 minutes of the rest meditating to gain your resonance points. Some of your resonance features require your target to make a saving throw to resist the feature’s effects. The DC for these saves is calculated as follows. Resonation save DC = 8 + your proficiency bonus + your Intelligence modifier Archaic Stances Starting at 1st level you learn to alter the resonation within you to call the elements to your presence through stances, attunements of energy. Stances are acheived in different ways, as many techniques of accessing this power existed before they were lost. You start out knowing two such stances and learn additional stances as you gain levels in this class, as shown in the stances known column of the Archaic Warrior table. In order to learn a stance you must have enough resonance points to activate it. The stances available to you can be found in the Archaic Stances section of this document. Whenever you gain a level in this class you may choose one of the stances you know and replace it with another available to you. At the beginning of your turn you may choose to activate a stance by spending the amount of resonance points listed in the stance. Once a stance is activated it remains in effect until the start of your next turn, ending immediately before you are able to select another one. You may not activate a stance on a turn where the same stance has ended. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range unless the creature successfully hides from you. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack that you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial melee weapon to use this reaction. Resonative Fighting Your weapon attacks count as magical for the purposes of overcoming resistance or immunity to nonmagical attacks and damage. Shield Fighting While holding a light weapon in one hand and wielding a shield you are proficient with in the other you may treat the shield as a martial melee weapon with the light property that deals points of bludgeoning damage equal to your strength modifier on a hit (minimum of 1 point of damage). Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack. Lethal Resonation Also at 2nd level, you learn to pull some of your resonance through your body and into your weapon, charging your attacks with deadly power. While under the effects of a stance the first time on your turn that you hit with a weapon attack the attack deals an additional d6 of damage. The damage type is determined by the stance and listed in the resonation damage table. This damage increases as you gain levels in the archaic warrior class, as shown in the resonation die column of the archaic warrior table. Resonation Damage Damage Type Stances Acid Rain, Water Bludgeoning Earth, Stone Cold Cloud, Cold, Ice, Snow Fire Air, Fire, Growth Lightning Lightning, Spark Piercing Wind, Tornado Poison Spore, Toxic Psychic Predator, Prey, Scavenger Slashing Hurricane Thunder Storm, Thunder Archaic Discipline At 3rd level, you choose a discipline that follows the styles you seek to master through your resonation wielding. Choose Shadow Caller, Guardian Demon, Stance Master or Wind Skirmisher, all detailed in this document. The disciple you choose grants you features at 3rd, 6th, 11th, 13th, and 18th level. 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. Martial Versatility Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to archaic warriors. This replacement represents a shift of focus in your martial practice. Extra Attack Starting at 5th level you can attack twice, instead of once, whenever you take the attack action on your turn. Dual-Energy Surge Beginning at 7th level your control over your resonance has expanded to such an extent that you can influence enough energy at once to devote yourself towards two different attunements at the same time. You can choose to activate two stances at once at the beginning of your turn. When you do so you gain the benefits of both stances and you add two resonation dice to your damage, each corresponding to one of the stances. Once you have entered a dual stance in this way you cannot do so again until you have finished a short or long rest. Starting at 15th level you may use this feature twice before a rest. Reinforced Physique Beginning at 9th level, the energy that you call to your weapons and presence also surrounds you in a ward. Whenever you activate a stance, you gain temporary hit points equal to a roll of your resonation die. While you have these hitpoints, any damage matching the type of your lethal resonation that is dealt to your temporary hitpoints is halved. Any excess damage dealt to you is not halved. When the stance ends, any temporary hitpoints from this feature that you still have are lost. Dismantle the Arcane At 10th level, you gain the ability to hone your weapons with resonation that is capable of unraveling magic. As an action you may spend 3 resonance points to choose a target you can see within range or reach of a weapon you are holding and attempt to destroy the threads of a magical effect tied to it. You do not need to know what the effect is, but you must know it is present. Make an attack with the weapon you used to activate this ability, on a hit, any spell of 3rd level of lower or any similar magical effect immediately ends. If a target effect is of 4th level or higher, make an intelligence check. The DC equals 10 + the spell's level (or other effects corresponding strength). On a successful check the magic is dispelled. You make both the attack roll and check with advantage when attempting to destroy a tangible magical barrier, such as that created by the wall of stone or magic circle spells. Harmonious Energy Starting at 14th level, your mastery over resonance allows you to reach out towards other people's resonance, relaxing their subconcious by matching their energy. People often feel as if they have met you, and you sometimes seem to fade into the background. For example an archaic warrior who simply put on a guard's uniform would likely be welcomed into a garrison or castle as a friend so long as they were mindful of their speech, despite the fact that nobody actually recognized their face. Unless given an obvious reason to question you, creatures will not become suspicious of your presence. Additionally, creatures suffer disadvantage on Wisdom (insight) checks made to tell if you are lying and you have advantage on Wisdom (animal handling) and Charisma (persuasion) checks made to calm down creatures. Volatile Response Beginning at 17th level, your martial talent is honed to a deadly perfection, and you have learned to capitalize on any weakness in yours opponent's defenses. When a creature within 5 feet of you makes a melee attack against you, you can use your reaction to make a melee spell attack against them using a weapon you are holding. You may make this attack even if it is not a melee weapon, as the attack is made with the resonance attached to it. On a hit, the counterattack deals force damage equal to a roll of your resonance die plus your strength modifier. If the target weapon had the ranged or finesse properties you may add your dexterity modifier in place of strength. Ceaseless Resonance Beginning at 20th level, the erupting energy from your surrounding and self not only briefly flares alongside your attacks, but is carried in each one of your movements at full strength. You can now add your lethal resonation damage to all weapon attacks you make while under the effects of a stance, not just the first one you hit with on your turn.
You start with the following equipment in addition to your background equipment: (a) chain mail or (b) leather armor, a recurve bow, and 20 arrows (a) a katana and a skirmish shield, (b) any weapon (a) 2 shortswords or (b) 4 throwing knives (a) an explorer's pack (b) a dungeoneer's pack
Level | Proficiency Bonus | Resonance Points | Stances Known | Resonation Die | Features |
---|---|---|---|---|---|
1st | +2 | 1 | 2 | - | Rasonance, Archaic Stances |
2nd | +2 | 3 | 2 | 1d6 | Fighting Styles, Lethal Resonation |
3rd | +2 | 4 | 2 | 1d6 | Archaic Discipline |
4th | +2 | 6 | 3 | 1d6 | Ability Score Improvement, Martial Versatility |
5th | +3 | 7 | 3 | 1d8 | Extra Attack |
6th | +3 | 9 | 3 | 1d8 | Discipline Feature |
7th | +3 | 10 | 4 | 1d8 | Dual-Energy Surge |
8th | +3 | 12 | 4 | 1d8 | Ability Score Improvement |
9th | +4 | 13 | 4 | 1d8 | Reinforced Physique |
10th | +4 | 15 | 5 | 1d8 | Dismantle the Arcane |
11th | +4 | 16 | 5 | 1d10 | Discipline Feature |
12th | +4 | 18 | 5 | 1d10 | Ability Score Improvement |
13th | +5 | 19 | 6 | 1d10 | Discipline Feature |
14th | +5 | 21 | 6 | 1d10 | Harmonius Energy |
15th | +5 | 22 | 6 | 1d10 | Dual-Energy Surge(Two Uses) |
16th | +5 | 24 | 7 | 1d10 | Ability Score Improvement |
17th | +6 | 25 | 7 | 1d12 | Volatile Response |
18th | +6 | 27 | 7 | 1d12 | Discipline Feature |
19th | +6 | 28 | 8 | 1d12 | Ability Score Improvement |
20th | +6 | 30 | 9 | 1d12 | Ceaseless Resonance |