Fighter: Talon of Horus Martial Archetype in Midgard | World Anvil

Fighter: Talon of Horus Martial Archetype

The hawk‐headed harbinger of law, the god Horus is master of the wide‐open sky in the Southlands. The martial‐minded among Horus’s pious understand that their god fights against the chaotic forces that would plunge the Southlands into despair, and they similarly vow to uphold their homes’ sanctity and peace. Taking this oath one step further are the Talons of Horus: members of a prestigious order that is often, but not always, tied to a temple or another holy house of the Sky Lord. Fighters who claim membership in the Talons of Horus receive training from one of many such bands scattered throughout the Southlands. The prerequisite to this training is, of course, faith in the Sky Lord or in his ideals, as well as an oath to follow his faith’s vision of law and protection above all. Worship of Horus is not required among the Talons’ ranks, as this order is technically secular, although many high‐ranking members are also the Sky Lord’s priests. Talons of Horus are often heru, but any race is accepted into the Talons’ ranks as long as their martial aptitude and morals are keen. Whether they work in bands as small as a single individual or in groups of many fighters, Talons of Horus embark upon sacred missions to stamp out enemies of the law and those who would see the Sky Lord’s faith burn. These fighters marshal the strength of both their arms and their faith to accomplish their goals.

Hawk’s Light

When you reach 3rd level, your devotion to law grants you the ability to cast a limited number of spells from the cleric spell list.
Cantrips. You learn three cantrips of your choice from the cleric spell list.
Spell Slots. The Talon of Horus Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your cantrips, since you learn them through devotion to Horus or the law. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Talon of Horus Spellcasting

Fighter Level Spells Known 1st 2nd 3rd 4th
3 2 1
4 2 1
5 3 1
6 3 2
7 3 2 1
8 4 2 1
9 4 2 1
10 4 3 1
11 5 3 1
12 5 3 1
13 5 3 1 1
14 6 3 1 1
15 6 3 2 1
16 7 3 2 1
17 7 4 2 1
18 8 4 2 1
19 8 4 2 1 1
20 9 4 2 1 1

Combat Conviction

When you choose this archetype at 3rd level, you can harness the power of your devotion to Horus’s vision of the law to boost your skill on the battlefield and beyond. 
Protection Dice. You have two protection dice, which are d6s. As a reaction when you make an ability check, attack roll, damage roll, or saving throw, you can expend a protection die and add the protection die to the result of the roll. You regain all of your expended protection dice when you finish a short or long rest. You gain another protection die at 7th level and one more at 15th level.

Focused Conviction

Beginning at 7th level, when you use the Attack action, you can expend a protection die as a bonus action to cast a spell of 1st level or higher with a casting time of 1 action or 1 bonus action that restores hit points to a creature. Add the protection die to the hit points that your spell restores.

Improved Combat Conviction

Beginning at 10th level, your protection dice turn into d8s. At 18th level, they turn into d10s.

Sky Lord’s Strike

At 15th level, you learn the fly spell. It is a cleric spell for you and doesn’t count against your number of cleric spells known. You can’t replace this spell when you gain a fighter level. As a bonus action on your turn, you can expend one protection die to gain a flying speed of 40 feet until the start of your next turn. You add the protection die result to your Armor Class for any opportunity attacks you provoke during that duration.

Comments

Please Login in order to comment!