Path of the Myrmidon
Howling over the storm, the antlered demons funneled into the pass. The demon blades were as numerous as the driving spikes of sleet, but the half-orc, with his shattered armor and broken body, held his ground. It must have seemed to the demons that the mountains that flanked them would sooner yield an inch.
Amidst a chaotic battle a slender elf clad in iron breaks into the melee in a heedless charge, two soldiers move in to strike. 7b their horror she endures the devastating blows, her blade erupts with holy light as her furious reprisal cleaves the larger in half. His comrade looks on in horror as her wounds close before him.
A man in black plate stands before a temple, addressing a burly dwarf in splint armor that blacks the door. With a small gesture the black knight signals his crossbowmen to fire; each shot connecting with the dwarf, puncturing his simple mail and his heart. Bloodied and faltering, he steps forward drawing his axe; Cleave to your weapons tyrant, you”ll find them lacking. Only the gods may choose where I fall.’
Some knights are made: nobility forged into a weapon by a youth spent perfecting themselves and their art of battle. These a re not those knights; most were once common folk with little training to speak of and before they were chosen could scarcely dream to stand at the shoulder of their noble brethren. Myrmidons are raised up; chosen by their deity from the desperate and spurred to feats of impossible mettle by the belief that their gods themselves have chosen their fated moment. Furious crusaders: as much savage as knight. a Myrmidon’s faith carries her in battle when a ll else has failed.
Beginning when you choose this path at 3rd level, you gain a pool of divine energy when you enter a rage. This pool is empty when you begin your rage. and you gain a point of Wrath each time:
- You score a critical hit with a melee weapon attack on the roll of the die.
- An enemy scores a critical hit against you.
- You are forced to make a saving throw by another creature.
- A creature is reduced to 0 hit points within 10 feet of you.
The Wrath point is gained after the damage and effects of the triggering event have been resolved. if you are still capable of gaining it. Your pool of Wrath has a maximum of 3 and once full you cannot gain any more until you have expended one. When your rage ends you lose any remaining Wrath in your pool. While you h ave this pool when you hit with a melee attack roll using Strength, you may expend a point of Wrath to gain one of the following blessings:
- Blessing of Judgement. You deal an extra 2d6 damage to the target. in addition to the weapon’s damage. The damage is necrotic or radiant: you choose the type of damage when you gain this feature.
- Blessing of Grace. You regain hit points equal 2d6 plus your charisma modifier. in addition to dealing the weapon’s normal damage. In the case of a critical s trike. in addition to dealing critical damage roll all of the healing dice twice and add them together. Then add your charisma modifier as normal.
The dice for both blessings become a 2d8 at 6th level. 2d10 at 10th level. and 2d12 at 14th level.
At 3rd level. you fight like a savage but are armed for a civilized age. You gain proficiency in Heavy Armor and may gain the benefits of your Barbarian class features whilst wearing it.
Al 3rd level, the gods have chosen your final battle long before you will ever face it. If a spell would have the sole effect of restoring you to life (but not undeath). the caster does not need material components to cast the spell on you.
Additionally when you adopt this path. you gain the ability to cast the augury spell. but only as a ritual, as described in chapter 10 of the PHB.
At 6th level. you gain proficiency in the Persuasion and Intimidation skills. Your proficiency bonus is doubled for any ability check you make that uses either of these s kills.
At 10th level. you gain proficiency in Charisma saving throws. Additionally. before you make an Intelligence or Wisdom saving throw while raging you may as a reaction spend one of your Wrath points to beat the save as a Charisma saving throw instead.
Chant of the Faith
At 10th level. you can cast the commune spell, but only as a ritual. When you do so. a spiritual avatar of your deity appear s to convey the information you seek.
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While raging. having 0 hit points doesn’t knock you unconscious.
You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, your pool of Wrath immediately fills and you don’t die until your rage ends.