Warheart's Fury
At 3rd level, when you pick this path, you gain a series of latent magics, called states, that becomes active when certain conditions are met while you are in combat. These states enhance your phsyical capabilities beyond your nomral capacity, but can only become active while you are raging. If your rage ends early, and you have active states, you can attempt to make a DC 15 Constitution saving throw. On a successful save the states do not end, but are instead inert until you re-enter your rage or a minute has passed.Avenger's Fury: If an ally you can see within 30 ft of you is knocked unconscious, you gain advantage on all attacks rolls made against the creature that dealt the damage to them. Killer's Momentum: If you kill a creature with a melee attack, you add your rage damage twice when you deal damage with a melee weapon attack. You can only have one instance of this state active, even if you kill multiple creatures. Slayer's Rush: If you hit with an attack that is a critical hit, or are hit by critical hit, your weapon attacks now score a critical hit on a 19-20. A second critical, given or received, causes you to score critical hits on an 18-20.
Warheart's Armor
At 6th level, you gain access to states that your alow your body to withstand great punisment. You also have advantage on the constitution save to not lose your active states when your rage ends early.Conqueror's Resilience: If you take damage of a type you are not resistant to, you gain resistance to that type of damage after the damage is taken. Every damage type you gain resistance to creates an additional version of this state. Demon's Frenzy: So long as you have of half your maximum hit points, rounded up, or less, you cannot be restrained, stunned, or paralyzed.
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