Fighter
Base Class: Fighter

Warriors of the Sacred Bloodline hail from ancient tribes, their lineage tracing back to the revered champions of the Tenochxica. Through generations, the essence of their ancient gods has flowed in their veins, a potent, dormant power waiting to be awakened. These fighters learn to tap into this divine heritage, drawing strength from the very blood that binds them to their ancestors and the powerful deities they served. Their might is not merely physical prowess, but a channel for godly energy, often manifesting through acts of personal sacrifice or intense focus, allowing them to unleash devastating blows and endure unimaginable trials.

Blood Sacrifice

When you choose this archetype at 3rd level, you learn to draw upon your own vitality to fuel your divine powers. Many of your Sacred Bloodline features require you to sacrifice a portion of your current hit points. The hit points sacrificed cannot be reduced in any way, and this sacrifice cannot be prevented by any ability or effect.

Level 3: Ancestral Might

Also at 3rd level, you learn to imbue your attacks with the power of your ancient gods. When you take the Attack action on your turn, you can choose to sacrifice 1d4 hit points to empower one of your attacks. Before you make the attack roll, you choose one of the following effects:

  • Crushing Blow: The attack deals an additional 1d6 bludgeoning damage. If this attack hits, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or be knocked prone. This represents the unyielding force of the earth.

  • Piercing Strike: The attack deals an additional 1d6 piercing damage. If this attack hits, the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or be disarmed of one item it is holding (your choice). The item lands at its feet. This reflects the swift and precise strike of a serpent.

  • Divine Gaze: The attack deals an additional 1d6 radiant damage. If this attack hits, the target has disadvantage on its next attack roll made before the end of its next turn. This embodies the overwhelming presence of the sun god.

The additional damage for this feature increases as you gain levels in this class: to 2d6 at 15th level, and 2d8 at 18th level.

 

Level 3: Bless of Coatlicue

Also at 3rd level, your connection to the Mother Goddess allows for a miraculous recovery in dire moments. When you are reduced to 0 hit points but not killed outright, you can choose to immediately regain hit points equal to half of your hit point maximum (rounded down). Once you use this feature, you lose the ability to use any other Sacred Bloodline features until you finish a long rest. This feature can only be used once per long rest.

 

Level 7: God's Blood

Starting at 7th level, As an action, you can sacrifice 1d10 hit points. When you do, choose one of the following effects, which manifests in a 20-foot radius centered on a point you can see within 60 feet of you. The effect lasts for 1 minute or until you use this feature again. 

  • Huitzilopochtli's Scorched Earth: The ground within the radius becomes supernaturally hot and cracked. It becomes difficult terrain. Any creature that starts its turn in the area or enters it for the first time on a turn takes 1d6 fire damage.
  • Tezcatlipoca's Shrouding Mist: A thick, magical mist fills the radius, heavily obscuring the area. Creatures within the mist have disadvantage on Wisdom (Perception) checks that rely on sight.
  • Quetzalcoatl's Zephyr Gale: Powerful, swirling winds erupt within the radius. The area becomes difficult terrain for flying creatures. Ranged weapon attacks that pass through the area or are made from within it have disadvantage.
  • Tlaloc's Muddy Rain: You call a cloud of Rain. The ground within the radius of the pouring rain transforms into a thick, clinging mud. It becomes difficult terrain. Any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or have its speed reduced by half until the start of its next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Level 10: Ancient Healing

At 10th level, whenever you sacrifice hit points for any of your Sacred Bloodline features, you also gain temporary hit points equal to your proficiency bonus + your Constitution modifier.

This feature also allows you to sacrifice 1d6+2 hit points to heal another creature for 2d8 + your Wisdom modifier, usable a number of times equal to your proficiency bonus per long rest

 

Level 15: Avatar of the Ancient Ones

Beginning at 15th level, as an action, you can sacrifice 2d6 hit points to undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Your weapon attacks deal force damage instead of their normal damage type.
  • Your Ancestral Might damage increases to 2d6 (this replaces the 1d6 from earlier levels for the duration).
  • Once on each of your turns when you hit a creature with a weapon attack, you can choose to either push the creature up to 15 feet away from you, or pull it up to 15 feet closer to you.

Once you use this feature, you can't use this feature again until you finish a long rest.

Level 18: Enduring Legacy

At 18th level, If your current hit points are below half your hit point maximum, the hit point cost of your Ancestral Might feature is halved (rounded down, minimum 1 hit point). Additionally, your Ancestral Might damage increases to 2d8 (this replaces the 2d6 from 15th level).

 

Divine Apex

At 18th level,  your resistance from Avatar of the Ancient Ones now applies to all bludgeoning, piercing, and slashing damage (magical and non-magical). Additionally, when you use your God's Blood feature, the radius increases to 30 feet, and you can choose to make the effect last for 10 minutes.

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