<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Home Page](Home%20Page.md) / [Prism](Prism.md) / [Character Paths](Character%20Paths.md)** >[!recite|no-i clean]+ # <center><font size="-1">Quick Access Menu</font></center> >>[!column|3 center clean no-i nmg no-t] >>> [!info|no-t clean no-i nmg] >>> - [Archetype Paths](Level%203%20Character%20Paths.md#Archetype%20Paths) # Level 3 Character Paths <!Character Paths without info: Storm Blessed, Hand of Gold, Path of the Storm Speaker> The Following Character Paths are available to be chosen at Level 3. Do note that most of these have prerequisites to have access to them. <br> ### Archetype Paths These Character Paths require one of the four [Archetypes](Archetype.md) ([Faith](Archetype.md), [Mana](Archetype.md), [Wanderer](Archetype.md), [Warrior](Archetype.md)). They aim at specializing the abilities generally found within their respective Archetype. <br> ### <center>Faith</center> >[!Columns| 2 no-t n-th] >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Anointed Plate](Anointed%20Plate.md)</font></font> >><br> >><center>"Faith is armor the soul wears first."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must have Proficiency with Medium Armor, and have survived an encounter while Wounded/Shattered in at least 5 combats.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Vigor and Willpower</center> >><br> >><center><font color="#8555d5">Special: </font>While wearing Medium Armor, whenever you would gain an Affliction, you may spend Mana Points to reduce the Affliction by a number of Tiers equal to Mana spent this way.</center> >> >><br> >> >><center>In addition, a number of times per combat equal to your Authority, whenever you would take damage from an enemy's Melee Weapon, you may gain a point of Mana.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Blessed Edge](Blessed%20Edge.md)</font></font> >><br> >><center>"Every strike is a prayer made manifest."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must have Proficiency with a Weapon Group, and have dealt damage with it while under the effect of one of your own Imbuements in at least 5 combats.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Prowess</center> >><br> >><center><font color="#8555d5">Special: </font>While you are Imbued by a spell with an incurred Imbuement, you gain a bonus to Attack and damage rolls with weapons equal to the highest Tier of of those Imbuements.</center> >> >><br> >> >><center>In addition, a number of times equal to your Authority per combat, whenever you would deal damage with a weapon, you can choose to dispel a spell on you that is incurring an Imbuement. If you do, all enemies within 15 ft. take Radiant damage equal to the Tiers of Imbuement dispelled this way. Allies in this aura are healed for the same amount.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hymn of Ascension](Hymn%20of%20Ascension.md)</font></font> >><br> >><center>"What is sung in devotion does not go unanswered."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must know at least 8 spells.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Sovereignty</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Sovereignty</center> >><br> >><center><font color="#8555d5">Special: </font>All spells you cast have the Divine Keyword.</center> >> >><br> >> >><center>In addition, whenever you would cast a spell while affected by a Blessing, Boon or in Hallowed ground of your Deity, you automatically ascend spells you cast by 1.</center> >> >><br> >> >><center>You may cast a spell without spending Mana. You can do this a number of times equal to your Sovereignty, and each Mana Point used in this spell counts as a use of this ability.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Sanctified Aegis](Sanctified%20Aegis.md)</font></font> >><br> >><center>"I stand so that you may kneel another day."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must have Proficiency with a Shield, and have successfully Blocked at least 5 or more attacks.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Willpower</center> >><br> >><center><font color="#8555d5">Special: </font>You add your Willpower to your Shield Rating. In addition, you add a bonus equal to your current Mana Pool on Block attempts. You may also attempt to Block Magic attacks.</center> >> >><br> >> >><center>Whenever you would be hit in combat and take no damage from that attack, you and all of your allies within 15 ft. gain 1 Courage.</center> <br> ### <center>Mana</center> >[!Columns| 2 no-t n-th] >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Arcanist's Weave](Arcanist's%20Weave.md)</font></font> >><br> >><center>"Cloth and current, woven as one."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have Proficiency with Light Armor, and have Channeled for Mana while Wounded during 5 combats.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Grace</center> >><br> >><center><font color="#8555d5">Special: </font>While wearing Light Armor, whenever you would Channel for Mana, you gain AC equal to the Action Points spent on that Channel.</center> >> >><br> >> >><center>In addition, you may spend additional Action Points when you Channel. For each Action Point over 2, you add an additional Mana Point.</center> >> >><br> >> >><center>This lasts a number of rounds equal to your current Grace. While benefiting from this effect, you may not Channel. You lose this effect when your Mana Pool reaches 0.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Augmenter](Prism/Character%20Paths/Level%203/Archetype%20Paths/Mana/Augmenter.md)</font></font> >><br> >><center>"One color was never going to be enough."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have cast a spell using an Augment at least 10 times.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Willpower</center> >><br> >><center><font color="#8555d5">Special: </font>A number of times per combat equal to your Authority, you may cast a spell with one of its Augment's Mana cost reduced to 0.</center> >> >><br> >> >><center>You may apply more than one Augment to a spell. If you already can, a spell with more than one Augment is automatically Ascended by 1.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Channel's Grip](Channel's%20Grip.md)</font></font> >><br> >><center>"The implement does not make the caster — but it remembers every spell that passed through it."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have Proficiency with an Implement, and have cast at least 10 spells through it.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Competence</center> >><br> >><center><font color="#8555d5">Special: </font>A number of times per day equal to their Competence, the wielder may empower their Channel. If they do, they generate an additional Mana Point for each implement they are wielding.</center> >> >><br> >> >><center>In addition, the APC of Channeling is reduced by 1 point.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Deepwell](Deepwell.md)</font></font> >><br> >><center>"The Prism does not run dry for those who know how to drink from it."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have spent your entire Mana Pool in a single round of combat in at least 5 combats.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Willpower</center> >><br> >><center><font color="#8555d5">Special: </font>Your maximum Mana Pool increases by 2.</center> >> >><br> >> >><center>In addition, a number of times in combat equal to your Willpower, you may use Action Points instead of Mana Points to ascend a spell you cast.</center> <br> ### <center>Wanderer</center> >[!Columns| 2 no-t n-th] >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Adrenal Reserve](Adrenal%20Reserve.md)</font></font> >><br> >><center>"Most run out of nerve. You simply keep more in reserve."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have a Class Feature that spends Adrenaline, and you must have reached maximum Adrenaline in combat 5 times.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Initiative and Stamina</center> >><br> >><center><font color="#8555d5">Special: </font>Your maximum Adrenaline increases by 2.</center> >> >><br> >> >><center>In addition, you may spend Maximum adrenaline to prevent an Injury you would normally gain. You may only do this once per round.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[On the Edge](Prism/Character%20Paths/Level%203/Archetype%20Paths/Wanderer/On%20the%20Edge.md)</font></font> >><br> >><center>"Every close call is fuel for the next one."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have a Class Feature that spends Adrenaline, and you must have spent a total of 10 Adrenaline in a single combat.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Initiative</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Initiative and Stamina</center> >><br> >><center><font color="#8555d5">Special: </font>Whenever you would gain a point of Adrenaline, you also gain a point of Courage. In addition, you may use Courage as well as Adrenaline to fuel abilities that require Adrenaline.</center> >> >><br> >> >><center>In any round at the end of which you have failed to produce Adrenaline, you lose all Courage you possess.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Quickdraw Adept](Quickdraw%20Adept.md)</font></font> >><br> >><center>"It's over before they hear the blade leave its sheath."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have Proficiency with a Weapon Group, and have struck the first blow in at least 5 combats.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Initiative</center> >><br> >><center><font color="#8555d5">Special: </font>You may add your Grace to Initiative checks to determine turn order.</center> >> >><br> >> >><center>In addition, whenever you would strike an enemy that has yet to act in a round, you may attack that enemy again without APC. You may do this a number of times in a combat equal to your Grace.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Second Skin](Prism/Character%20Paths/Level%203/Archetype%20Paths/Wanderer/Second%20Skin.md)</font></font> >><br> >><center>"Why wear a wall when you can wear the wind?"</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have Proficiency with Light Armor, and have survived an encounter while Wounded/Shattered in at least 5 combats.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Stamina</center> >><br> >><center><font color="#8555d5">Special: </font>While wearing Light Armor, you ignore the Burden of that armor.</center> >> >><br> >> >><center>In addition, you gain a bonus to your AC equal to your current Grace if you have acted before the attacker this round.</center> <br> ### <center>Warrior</center> >[!Columns| 2 no-t n-th] >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Bastion's Plate](Bastion's%20Plate.md)</font></font> >><br> >><center>"Let them break themselves against you."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must have Proficiency in Heavy Armor, and have worn it through an encounter in which you ended combat Bloodied or worse in at least 5 different combats.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center> >><br> >><center><font color="#8555d5">Special: </font>While wearing Heavy Armor, increase your base Burden by an amount equal to your Spirit.</center> >> >><br> >> >><center>In addition, you reduce all Physical damage you would take by an amount equal to your Vigor (with the exception of Fall damage).</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Iron Bulwark](Iron%20Bulwark.md)</font></font> >><br> >><center>"Behind this wall, no one falls alone."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must have Proficiency with a Shield, and have successfully Blocked at least 5 or more attacks.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Presence and Vigor</center> >><br> >><center><font color="#8555d5">Special: </font>Increase the Shield Rating of any shield you wield by an amount equal to your Vigor. In addition, you may add a bonus to Block attempts equal to the Burden of the Shield you are using.</center> >> >><br> >> >><center>Once per Long Rest, when you successfully Block an attack, you may extend that Block to also reduce the damage of the next attack made against an adjacent ally before the start of your next turn, using the same Shield Rating roll. These extensions stack but fade at the same time.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Stance Adept](Prism/Character%20Paths/Level%203/Archetype%20Paths/Warrior/Stance%20Adept.md)</font></font> >><br> >><center>"The body remembers what the mind has mastered."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must know at least 8 Martial Discipline stances.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Initiative</center> >><br> >><center><font color="#8555d5">Special: </font>You gain Maneuver Specialist. You add a number of slots for Martial Stances equal to your Competence.</center> > >>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Veteran Edge](Veteran%20Edge.md)</font></font> >><br> >><center>"A blade is only as sharp as the hand that's bled for it."</center> >><br> >><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must have Proficiency with at least one Weapon Group, and have made 20 attacks with weapons of that group over the course of play.</center> >><br> >><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center> >><br> >><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center> >><br> >><center><font color="#8555d5">Special: </font>You may use your Prowess instead of your Strength or Dexterity for Attack rolls for weapons.</center> >> >><br> >> >><center>One-Handed Weapons may add their Prowess to their damage rolls instead of Strength or Dexterity.</center> >> >><br> >> >><center>Heavy Weapons may add twice their Prowess to damage rolls instead of Strength or Dexterity.</center> >> >><br> >> >><center>Once per Long Rest, when you score a Critical Hit with a weapon from your chosen group, you may immediately make one additional attack with that weapon at no APC cost. This bonus attack cannot itself Critically Hit.</center>