Fighter
Base Class: Fighter

You are a chosen mortal vessel of the All-Father’s will. Odin’s ravens, Huginn (Thought) and Muninn (Memory), are ever-present, guiding your mind and blade. They mark your foes for death, whisper truths only you can hear, and reveal hidden threads of fate across the battlefield.

 

Raven's Mark

When you choose this archetype at 3rd level, you gain the ability to mark enemies as targets of Odin's ravens, designating them for ruin. At the start of combat you may mark one creature within 30ft with either Huginn or Muninn. Additionally, you can change the mark or apply to another creature within 30ft that you can see as an bonus action.

  • You can have two creatures marked at a time, one by each raven.
  • A mark lasts until the creature drops to 0 HP, you mark a new target with the same raven, or you fall unconscious.

 

Huginn's Mark. 

Your weapon attacks against the marked creature ignore resistance to slashing, piercing, and bludgeoning damage. Once per turn when you hit a Huginn-marked creature, you can add 1d6 fonce of psychic damage.

Muninn's Mark. 

The marked creature suffers the memories of the past and when the creature misses an attack against you or an ally the it takes psychic damage equal to your wisdom modifier once per round. Additionally when you hit the marked creature it must take a Wisdom saving throw equal to DC (8+Strength or Dexterity modifier+proficiency bonus) or it suffers either of the two effects:

    • Frightened of you until the end of your next turn.
    • Unable to take reactions until the start of its next turn.

Whisper of the Ravens

At 3rd level, your connection to Huginn and Muninn grants you strange insights and spectral guidance:

  • When you make an Insight or History check, you may add +1d4 to the roll. You can do this a number of times equal to your Wisdom modifier (minimum once) per long rest.
  • Once per long rest, you may call upon the ravens to reveal a hidden truth, you can cast Augury, Identify, and Comprehend Language each once without components. 

Raven's Talons

At 7th Level, when you hit a marked creature with a weapon attack, you can choose to invoke your raven's wrath, manifesting magical talons that lash through fate.

  • You may choose to force the target to make a Strength or Dexterity saving throw (your choice), DC = 8 + proficiency + Strength or Dexterity modifier.
  • On a failure, they are either pushed 10 feet, knocked prone, take 2d6 force damage or be disarmed (your choice).

You can use this effect a number of times equal to your Wisdom modifier (minimum 1) per long rest.

 

Foresight of the All-Father

The ravens perch within your mind, alerting you to danger.

  • You can’t be surprised while conscious.
  • Add your Wisdom modifier to your initiative rolls.
  • When you roll initiative and have no uses of Raven’s Talons remaining, regain one use.

Mark of Destiny

Your marks are threads of fate — long-lasting and divine.

  • While a marked creature is within 60 feet, you always know its direction and distance.
  • All attacks deal an additional 2d6 force damage.
  • When a marked creature is reduced to 0 HP, choose one:
    • Regain a use of Raven’s Talons.
    • Gain temporary hit points equal to your Fighter level + Wisdom modifier.
    • Move up to half your movement without provoking opportunity attacks.

 

The All-Father's Champion

You fully embody the divine vision of Odin — one eye in the present, the other in the future.

  • Your attacks against marked targets crit on a 19–20.
  • You can have two Huginn and two Muninn marks active at once (four total marks).
  • As a bonus action once per long rest, summon spectral wings of the ravens and enter a divine trance for 1 minute:
    • You gain a fly speed equal to your walking speed.
    • Once on each of your turns, you can make an additional weapon attack against a marked creature.

 

Comments

Posts Quoted:
Reply
Clear All Quotes