Martial Unkindled
Unkindled who walk this path train with weapons to become fearsome fighters. They typically reject the dark magic inside of them, embracing the humanity they have left, refusing to succumb and become hollow.
Bonus Proficiencies
When you choose this path at 3rd level, you gain proficiency with heavy armor.
Parry
At 3rd level, you also gain the ability to parry attacks. When a creature makes a melee attack against you, you can spend your reaction to make a melee weapon attack against them. If your attack roll is higher than theirs, their attack misses, and your attack hits. Their turn resumes as normal afterwards. You have a number of uses of this equal to your proficiency bonus that recharge after a short or long rest.
Block
At 7th level, when you use the Dodge Roll ability, you suffer no damage from bludgeoning, piercing, or slashing damage instead of half. You can do this a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.
Riposte
At 10th level, whenever you successfully use your Parry ability, the attack is a critical hit.
Visceral Attack
At 15th level, you have learned to attack weak spots with devastating force. Once per turn when you make an attack roll with advantage, you deal additional damage equal to half your level.
Additionally, whenever you score a critical hit, you roll all the attack's damage dice three times instead of twice.
Absorption
At 18th level, if you are wearing armor or wielding a shield, you take 5 less damage from all sources. This does not stack with other features that cause you to take less damage like this.