Called to Arms
In times of war many unlikely individuals are forced into the dire situation of war. Very rarely the violence and desperation of war can cause a Heroic Factor to awaken either out of a need to survive or the desire to defend someone or something important. Heroes that awaken this way are often referred to as War Heroes though that moniker is not tasteful, it does embody the combat-centric powers of these Heroes. Many of these Heroes did not set out to become Heroes but the Noble Calling was extended to them and they are now on a journey filled with death and violence. Sadly most War Heroes do not have happy endings due to the very circumstances that awoke their powers.
Warpath Journey: A Called to Arms Hero’s Journey is a tragic one where they tread bloody and treacherous paths that lead to their next conflict. Their main tenet is to not run from a fight they can win.
Subclass Features
Heroic Presence
Warfare seems to come almost frightfully easy to you at times feeling like your hand is guided by an unseen force. You have a 1D4 bonus to attack rolls.
Limit Break- True Warrior
Your journey is a long and bloody one but your heroic skills rise to meet the challenge. You can use an action and for the next minute an iridescent aura surrounds you and extends from your weapon(s) and you gain almost superhuman capabilities. During this time you have the following features
You gain a +2 bonus to your AC.
Your melee weapon’s range is increased by 5 ft and your ranged weapon’s reach is increased by 30 ft.
You can use a bonus action to make an additional melee attack.
Backlash: At the end of the minute your body takes on the strain of the exertion and deep fatigue sets in. You gain 1 level of Exhaustion at the end of this feature’s duration. While you have this level of Exhaustion you have a 1D6 penalty to STR based D20 tests and damage rolls from STR based attacks.
You can use this feature once per long rest.
Heroic Spirit
The desperation or drive of battle sticks with you forging your soul with grit and grim determination to fight on. When you take damage you can use your reaction to reduce the amount of damage taken by 2D6 + your Hero level (This feature cannot reduce the amount of damage you would take to less than 0). You can use this feature one per long or short rest.
True Limit Break- Perfect Warrior
The challenges on your journey have made you into a threat that will be carved into the history of your enemies. When you use your Limit Break the power you take on is increased, granting you the following benefits
You gain a +4 bonus to your AC.
Your melee weapon’s range is increased by 5 ft and your ranged weapon’s reach is increased by 30 ft.
You can use a bonus action to make an additional melee attack.
You can use your reaction in response to taking the attack action to make an additional melee attack.
Though your power has greatly increased, so has the toll you take, you gain two levels of Exhaustion instead at the end of this feature’s duration and while you have any level of Exhaustion with this feature you have a D6 penalty to STR based D20 tests and damage rolls from STR based attacks.
You can use this feature twice per long rest.
Legendary Attack- Thousand Blows
Time seems to stand still as you unleash a series of lightning fast attacks that split the air. Once per long rest at the start of your turn, you can push your body past mortal limits and each time you make an attack this turn you make two attacks instead. As you complete your last attack a thunderous blast is unleashed from you that can be heard for 300 ft.