Chosen

A Warrior Archetype marked by a power, with extra damage of a chosen type, a reaction that cancels a hit or failed save, and a 1-minute flying capstone.

Identity

Chosen are Warriors picked out by a power that did not say why. They are not clergy, most are not devout, and a fair number resent the arrangement, since a power that finds a Warrior useful has not promised to protect them. Each bears a mark in skin or bone, or in a scar that healed wrong, and the mark does work the Warrior cannot account for: a blow lands harder than it should, a killing stroke goes wide, a door opens on a name that was never spoken.

Features

  • L3 The Mark

    Choose the type of power that marked you and the damage type that comes with it: radiant, necrotic, fire, cold, lightning or psychic. The choice is permanent. Once per turn when you hit a creature with a weapon attack, the attack deals an extra 1d8 damage of that type. The mark sheds dim light in a 5-foot radius whenever you are below half your hit point maximum, and you cannot suppress it.

  • L7 Unasked Intervention

    Once per long rest, you can use your reaction to turn a saving throw you failed into a success, or turn an attack that hit you into a miss. You declare the use after seeing the result.

  • L11 Recognition

    Creatures aligned with the power that marked you recognize you on sight, whether or not you want them to. You have advantage on Charisma checks made against them, and any creature opposed to that power makes the first attack roll of a fight against you with disadvantage. You can also cast Detect Evil and Good at will without expending a spell slot.

  • L15 Mark Aura

    You have resistance to your mark's damage type. Whenever a creature within 10 feet of you makes an attack roll against you, it takes damage of your mark's type equal to your proficiency bonus, whether the attack hits or misses.

  • L18 Ascendant Form Capstone

    Once per long rest, as a bonus action, you call on the power that marked you for 1 minute. For the duration, you gain a flying speed of 40 feet and can hover, your weapon attacks deal an extra 2d8 damage of your mark's type, you cannot be Charmed or Frightened, and you regain hit points equal to your proficiency bonus at the start of each of your turns. When the minute ends, you gain one level of the Exhausted condition.