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Carkade Spartoi (Martial Archetype)

After returning to the common era, Carkade Magicians who have relinked with Ammutseba have harnessed the aura of the Time Void and necrotic energy syphoned from Ammutseba, to raise the bones of fallen Carkade to raise a new generation of undead Spartoi warriors.   Spartois harness this unique dark magical amalgam to strike harder and faster than other Carkade warriors.  
hit dice: 2d10 + constitution bonus
hit points at 1st level: 22
hit points at higher levels: d10+3
armor proficiencies: All armour types
weapon proficiencies: All martial weapons
tools: All weapons wielded by Spartoi count as magical
saving throws: Dexterity, Strength
skills: Stealth, Acrobatics, Athletics
starting equipment:
2x martial melee weapons


4x javelins
spellcasting:
class features:
Armour Class 19 (natural 12 + dex + breastplate)
  Strength 13 (+1)
Dexterity 16 (+3)
Constitution 17 (+3)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 8 (-1)
  Damage Vulnerabilities bludgeoning
Damage Immunities poison, necrotic
Condition Immunities exhaustion, poisoned
Senses 60" darkvision
Languages understands Carkade but can't speak
  Level 1 Phase link
In preparation for linking with a Phase companion, Spartoi undergo a ritual to link them to the phase energy of the Time Void. As a reaction, a Spartoi links with the Time Void, partially phasing out and increasing their AC by their proficiency bonus. Additionally, a Spartoi exploits this link to the Time void and floats at the edge of probabillity, gaining +1 to hit and damage rolls.   Level 2 Phase companion
A Spartoi companion from the Time Void can be summoned to to assist the Carkade Spartoi and fight by its side. When taking the attack option, the Spartoi can replace one of its attacks with command to its Phase Companion to attack another creature within 30". The Phase Companion flies out and strikes with supreme quickness, bypassing all defences and dealing d6 magical slashing damage. This increases to d8 damage at 4th level and d10 damage at 8th level.   Level 3 Phase confusion
When the Phase companion deals damage, it extracts phase energy that infusions the Spartoi. The Spartoi gains one of the following abilities for 1 minute:
  • Amp, infused with greater strength and accuracy, all weapon attacks deal d4 additional damage
  • Hasten, infused with greater speed, speed increases by 10"
  • Harden, infused with greater strength, AC increases by 1
The Spartoi can have a maximum number of infusions equal to half proficiency bonus. If another infusion is gained at the maximum number of infusions, the oldest is replaced   Level 5 Phase Forged
The link to the Phase companion has augmented the Spartoi. The Spartoi now has a long jump of 40" and a high jump of 25", with or without a running start and falling damage is reduced by Spartoi level + profieincy bonus. Additionally the Spartoi now has resistance to non-magical slashing or piercing damage, and is non longer vulnerable to bludgeoning damage.   Level 7 Phase Evolution
The Phase companion has gained so much energy from the phase energy of the time void it gains one of the following powers:
  • Horned, damage dealt by the Phase companion increases by proficiency bonus +1
  • Swift, the range of the Phase companion's attack range extends to 60"
  • Armoured, the first time an opponet is struck by the Phase companion, the oppoent must make a strength saving throw of DC 8 + proficiency bonus + dex or strength modifier, or be knocked prone
Level 9, Aerial master
The link to the Phase companion has further augmented the Spartoi. The Spartoi now has a long jump of 50" and a high jump of 30", with or without a running start and falling damage is reduced by Spartoi level + 2x proficiency bonus. When successfully hitting an opponent immediately after a long jump or high jump, the Spartoi's level is added to the damage   Level 10 Phase Evolution
The Spartoi has gained much phase energy from its connection to the time void and once between short rests it can take an additional action and become incorporeal gaining the following until the end of its next turn:
  • can move through solid objects or creatures (including moving through creatures' spaces), treating these spaces as difficult terrain.
  • take d10 force damage if they end their turn inside an object or creature
  • Are immune to all non magical bludgeoning, slashing or piercing damage
  • Resistant to all other types of damage, except phantom energy or force energy damage
  • Any attacks made by the Spartoi have the same penalties, except for attacks made by the Phase companion
  Level 12, Phase Rush
As a bonus action, when a Spartoi is using an ability that is infused from phase energy, all effects are tripled for 1 minute. This cannot be used again until a long rest
subclass options:

Created by

Holocene Witches.

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