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==== Consult the Spirits ==== | ==== Consult the Spirits ==== | ||
''10th Level Path of Ancestral Guardians Feature''<br> | ''10th Level Path of Ancestral Guardians Feature''<br> | ||
You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your | You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these spells.<br> | ||
You can cast either spell in this way a number of times equal to your | You can cast either spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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==== Vengeful Ancestors ==== | ==== Vengeful Ancestors ==== | ||
''14th Level Path of Ancestral Guardians Feature''<br> | ''14th Level Path of Ancestral Guardians Feature''<br> | ||
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of | Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of Force Damage equal to the damage that your Spirit Shield prevents. | ||
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==== Imbue Spikes ==== | ==== Imbue Spikes ==== | ||
''3rd Level Path of Battleragers Feature''<br> | ''3rd Level Path of Battleragers Feature''<br> | ||
When you finish a Long Rest you can touch a set of Medium Armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).<br> | |||
If the set of | If the set of Medium Armor was magical in any way, that benefit is transferred to your Spike Armor.<br> | ||
Additionally, you can use this | Additionally, you can use this Spike Armor for offense. While you are wearing Spike Armor, you gain Spikes which you can used as an Unarmed Weapon dealing 1d8 Piercing Damage. | ||
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==== Grappling Spikes ==== | ==== Grappling Spikes ==== | ||
''3rd Level Path of Battleragers Feature''<br> | ''3rd Level Path of Battleragers Feature''<br> | ||
You learn better how to use your spikes to grab onto enemies. While Raging, if you Grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier.<br> | |||
While you are Raging, at the start of creature's turn that is Grappled by you, it takes Piercing Damage equal to your Strength Modifier. | |||
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==== Reckless Abandon ==== | ==== Reckless Abandon ==== | ||
''6th Level Path of Battleragers Feature''<br> | ''6th Level Path of Battleragers Feature''<br> | ||
When you use Reckless Attack while Raging, you also gain Temporary Hit Points equal to your Constitution Modifier. You lose these Hit Points when your Rage ends. | |||
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==== Battlerager Charge ==== | ==== Battlerager Charge ==== | ||
''6th Level Path of Battleragers Feature''<br> | ''6th Level Path of Battleragers Feature''<br> | ||
Your pure raging chaos quickens your stride. Your Speed increases by 10ft, and you can take the Dash action as a Bonus Action. | |||
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==== Vice Grip ==== | ==== Vice Grip ==== | ||
''10th Level Path of Battleragers Feature''<br> | ''10th Level Path of Battleragers Feature''<br> | ||
You become a natural at grabbing onto your foes. Whenever you take the Attack Action, you can also attempt to Grapple a creature as part of that Action.<br> | |||
Also, you are not Slowed while dragging a | Also, you are not Slowed while dragging a Grappled creature, and you can Grapple creatures up to two Sizes larger than you. | ||
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==== Spiked Retribution ==== | ==== Spiked Retribution ==== | ||
''14th Level Path of Battleragers Feature''<br> | ''14th Level Path of Battleragers Feature''<br> | ||
When a creature enters a space within 5ft of you, or a creature within 5ft of you takes an Action or a Bonus Action, you can deal Piercing damage equal to your Proficiency Bonus to that creature. | |||
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==== Form of the Beast ==== | ==== Form of the Beast ==== | ||
''3rd Level Path of Beasts Feature''<br> | ''3rd Level Path of Beasts Feature''<br> | ||
When you enter your Rage, you transform, revealing the bestial power within you. For the duration of your Rage, you manifest one of the following Natural Weapons, chosen when you enter your Rage: | |||
*'''Bite.''' Your mouth transforms into a bestial | *'''Bite.''' Your mouth transforms into a bestial maw or great mandibles. It acts as a Natural Weapon which deals 1d8 Piercing Damage on a hit. Once on each of your turns when you deal Damage to a creature with this attack, you regain a number of Hit Points equal to your Proficiency Bonus. | ||
*'''Claws.''' Each of your hands transforms into a claw, which | *'''Claws.''' Each of your hands transforms into a claw, which act as Natural Weapons which deal 1d6 Slashing Damage. Once on each of your turns when you Attack with these Claws as part of the Attack Action, you can make one additional Claw Attack as part of that same Action. | ||
*'''Tail.''' You grow a lashing, spiny tail, which | *'''Tail.''' You grow a lashing, spiny tail, which acts as a Natural Weapon dealing 1d8 Bludgeoning Damage and has the Reach property. If a creature you can see within 10ft of you hits you with an Attack Roll, you can use your Reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled. | ||
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==== Bestial Soul ==== | ==== Bestial Soul ==== | ||
''6th Level Path of Beasts Feature''<br> | ''6th Level Path of Beasts Feature''<br> | ||
The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest: | |||
*'''Climbing.''' You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. | *'''Climbing.''' You gain a Climbing Speed equal to your Walking Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. | ||
*'''Jumping.''' When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. | *'''Jumping.''' When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. | ||
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==== Infectious Fury ==== | ==== Infectious Fury ==== | ||
''10th Level Path of Beasts Feature''<br> | ''10th Level Path of Beasts Feature''<br> | ||
When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice): | |||
*The target must use its reaction to make a melee attack against another creature of your choice that you can see. | *The target must use its reaction to make a melee attack against another creature of your choice that you can see. | ||
*The target takes 2d12 Psychic Damage. | *The target takes 2d12 Psychic Damage. | ||
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==== Call the Hunt ==== | ==== Call the Hunt ==== | ||
''14th Level Path of Beasts Feature''<br> | ''14th Level Path of Beasts Feature''<br> | ||
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled. | |||
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==== Frenzy ==== | ==== Frenzy ==== | ||
''3rd Level Path of Berserkers Feature''<br> | ''3rd Level Path of Berserkers Feature''<br> | ||
You go into a wild frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one. | |||
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==== Mindless Rage ==== | ==== Mindless Rage ==== | ||
''6th Level Path of Berserkers Feature''<br> | ''6th Level Path of Berserkers Feature''<br> | ||
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. | |||
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==== Intimidating Presence ==== | ==== Intimidating Presence ==== | ||
''10th Level Path of Berserkers Feature''<br> | ''10th Level Path of Berserkers Feature''<br> | ||
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. | |||
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. | If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. | ||
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==== Retaliation ==== | ==== Retaliation ==== | ||
''14th Level Path of Berserkers Feature''<br> | ''14th Level Path of Berserkers Feature''<br> | ||
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. | |||
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==== Thermal Core ==== | ==== Thermal Core ==== | ||
''3rd Level Path of Crucibles Feature''<br> | ''3rd Level Path of Crucibles Feature''<br> | ||
You slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).<br> | |||
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.<br> | You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.<br> | ||
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.<br> | When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.<br> | ||
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==== Burning Heart ==== | ==== Burning Heart ==== | ||
''3rd Level Path of Crucibles Feature''<br> | ''3rd Level Path of Crucibles Feature''<br> | ||
Your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you. | |||
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==== Blazing Core ==== | ==== Blazing Core ==== | ||
''6th Level Path of Crucibles Feature''<br> | ''6th Level Path of Crucibles Feature''<br> | ||
Your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.<br> | |||
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius. | Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius. | ||
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==== Molten Core ==== | ==== Molten Core ==== | ||
''10th Level Path of Crucibles Feature''<br> | ''10th Level Path of Crucibles Feature''<br> | ||
You learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice: | |||
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice. | *When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice. | ||
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you. | *You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you. | ||
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==== Blazing Mastery ==== | ==== Blazing Mastery ==== | ||
''14th Level Path of Crucibles Feature''<br> | ''14th Level Path of Crucibles Feature''<br> | ||
Your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.<br> | |||
Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.<br> | Additionally, you gain your heat more quickly, now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.<br> | ||
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.<br> | Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.<br> | ||
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== Path of Giants == | == Path of Giants == | ||
Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental | Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental powers. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might. | ||
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew. | During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew. | ||
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==== Giant Power ==== | ==== Giant Power ==== | ||
''3rd Level Path of Giants Feature''<br> | ''3rd Level Path of Giants Feature''<br> | ||
You learn to speak, read, and write Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell. | |||
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==== Giant’s Havoc ==== | ==== Giant’s Havoc ==== | ||
''3rd Level Path of Giants Feature''<br> | ''3rd Level Path of Giants Feature''<br> | ||
Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits: | |||
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll. | *When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll. | ||
*Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change. | *Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change. | ||
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==== Elemental Cleaver ==== | ==== Elemental Cleaver ==== | ||
''6th Level Path of Giants Feature''<br> | ''6th Level Path of Giants Feature''<br> | ||
Your bond with the elemental might of giants and their power grows, and you learn to infuse weapons with primordial energy.<br> | |||
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it. | When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it. | ||
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon. | While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon. | ||
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==== Mighty Impel ==== | ==== Mighty Impel ==== | ||
''10th Level Path of Giants Feature''<br> | ''10th Level Path of Giants Feature''<br> | ||
Your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.<br> | |||
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone. | If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone. | ||
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==== Demiurgic Colossus ==== | ==== Demiurgic Colossus ==== | ||
''14th Level Path of Giants Feature''<br> | ''14th Level Path of Giants Feature''<br> | ||
The primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6. | |||
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==== Permafrost ==== | ==== Permafrost ==== | ||
''3rd Level Path of Glaciers Feature''<br> | ''3rd Level Path of Glaciers Feature''<br> | ||
Your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.<br> | |||
In addition, your rage is a cold and patient well of power. You maintain your rage even if you did not take damage or make an attack if you took the Dodge Action. | In addition, your rage is a cold and patient well of power. You maintain your rage even if you did not take damage or make an attack if you took the Dodge Action. | ||
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==== Frostbite ==== | ==== Frostbite ==== | ||
''3rd Level Path of Glaciers Feature''<br> | ''3rd Level Path of Glaciers Feature''<br> | ||
You can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.<br> | |||
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.<br><br> | When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.<br><br> | ||
==== Cold Fortress ==== | ==== Cold Fortress ==== | ||
''6th Level Path of Glaciers Feature''<br> | ''6th Level Path of Glaciers Feature''<br> | ||
You learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier. | |||
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==== Deep Sleep ==== | ==== Deep Sleep ==== | ||
''6th Level Path of Glaciers Feature''<br> | ''6th Level Path of Glaciers Feature''<br> | ||
You can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.<br> | |||
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice. | You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice. | ||
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==== Icy Burst ==== | ==== Icy Burst ==== | ||
''10th Level Path of Glaciers Feature''<br> | ''10th Level Path of Glaciers Feature''<br> | ||
You can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
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==== Never-Ending Fortitude ==== | ==== Never-Ending Fortitude ==== | ||
''14th Level Path of Glaciers Feature''<br> | ''14th Level Path of Glaciers Feature''<br> | ||
You become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed. | |||
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==== Emotional State ==== | ==== Emotional State ==== | ||
''3rd Level Path of Impulse Feature''<br> | ''3rd Level Path of Impulse Feature''<br> | ||
Whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.<br> | |||
'''Sorrow.''' You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.<br> | '''Sorrow.''' You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.<br> | ||
'''Fury.''' You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.<br> | '''Fury.''' You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.<br> | ||
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==== Ardent Strikes ==== | ==== Ardent Strikes ==== | ||
''6th Level Path of Impulse Feature''<br> | ''6th Level Path of Impulse Feature''<br> | ||
The emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.<br> | |||
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2. | When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2. | ||
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==== Drain Passion ==== | ==== Drain Passion ==== | ||
''10th Level Path of Impulse Feature''<br> | ''10th Level Path of Impulse Feature''<br> | ||
You gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability<br> | |||
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. | You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. | ||
When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated. | When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated. | ||
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==== Catharsis ==== | ==== Catharsis ==== | ||
''14th Level Path of Impulse Feature''<br> | ''14th Level Path of Impulse Feature''<br> | ||
You can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.<br> | |||
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest. | Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest. | ||
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==== Bottomless Stomach ==== | ==== Bottomless Stomach ==== | ||
''3rd Level Path of Ravenous Warriors Feature''<br> | ''3rd Level Path of Ravenous Warriors Feature''<br> | ||
Your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion. | |||
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==== Breakfast ==== | ==== Breakfast ==== | ||
''6th Level Path of Ravenous Warriors Feature''<br> | ''6th Level Path of Ravenous Warriors Feature''<br> | ||
You’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. <br> | |||
*'''Medicinal.''' Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition<br> | *'''Medicinal.''' Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition<br> | ||
*'''Spicy.''' Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.<br> | *'''Spicy.''' Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.<br> | ||
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==== Lunch ==== | ==== Lunch ==== | ||
''10th Level Path of Ravenous Warriors Feature''<br> | ''10th Level Path of Ravenous Warriors Feature''<br> | ||
The pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.<br> | |||
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28. | If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28. | ||
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==== Dinner ==== | ==== Dinner ==== | ||
''14th Level Path of Ravenous Warriors Feature''<br> | ''14th Level Path of Ravenous Warriors Feature''<br> | ||
You can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it. | |||
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==== Storm Aura ==== | ==== Storm Aura ==== | ||
''3rd Level Path of Storm Heralds Feature''<br> | ''3rd Level Path of Storm Heralds Feature''<br> | ||
You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. | |||
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.<br> | Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.<br> | ||
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. | If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. | ||
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==== Storm Soul ==== | ==== Storm Soul ==== | ||
''6th Level Path of Storm Heralds Feature''<br> | ''6th Level Path of Storm Heralds Feature''<br> | ||
The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura. | |||
*'''Desert.''' You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. | *'''Desert.''' You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. | ||
*'''Sea.''' You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one. | *'''Sea.''' You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 10ft if you already have one. | ||
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==== Shielding Storm ==== | ==== Shielding Storm ==== | ||
''10th Level Path of Storm Heralds Feature''<br> | ''10th Level Path of Storm Heralds Feature''<br> | ||
You learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. | |||
<br><br> | <br><br> | ||
==== Raging Storm ==== | ==== Raging Storm ==== | ||
''14th Level Path of Storm Heralds Feature''<br> | ''14th Level Path of Storm Heralds Feature''<br> | ||
The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. | |||
*'''Desert.''' Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. | *'''Desert.''' Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. | ||
*'''Sea.''' When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. | *'''Sea.''' When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. | ||
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==== Titan ==== | ==== Titan ==== | ||
''3rd Level Path of Strikers Feature''<br> | ''3rd Level Path of Strikers Feature''<br> | ||
You find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br> | |||
Additionally, you gain Proficiency and Expertise in Athletics. | Additionally, you gain Proficiency and Expertise in Athletics. | ||
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==== Fists of Havoc ==== | ==== Fists of Havoc ==== | ||
''3rd Level Path of Strikers Feature''<br> | ''3rd Level Path of Strikers Feature''<br> | ||
Your rages are empowered by your thunderous might. While raging, you gain the following benefits: | |||
*You gain Resistance to Lightning Damage. | *You gain Resistance to Lightning Damage. | ||
*Your jump heights and distances are doubled. | *Your jump heights and distances are doubled. | ||
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==== Storm’s Arsenal ==== | ==== Storm’s Arsenal ==== | ||
''6th Level Path of Strikers Feature''<br> | ''6th Level Path of Strikers Feature''<br> | ||
Your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description. | |||
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.<br> | You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.<br> | ||
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.<br> | A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.<br> | ||
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==== Trample ==== | ==== Trample ==== | ||
''10th Level Path of Strikers Feature''<br> | ''10th Level Path of Strikers Feature''<br> | ||
Nothing alive or otherwise can stop the storming force that you’ve become. | |||
Lightning damage you deal ignores resistance.<br> | Lightning damage you deal ignores resistance.<br> | ||
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects. | Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects. | ||
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==== Thundercrash ==== | ==== Thundercrash ==== | ||
''14th Level Path of Strikers Feature''<br> | ''14th Level Path of Strikers Feature''<br> | ||
You have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.<br> | |||
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.<br> | All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.<br> | ||
You have also mastered the ultimate Striker technique; The Thundercrash.<br> | You have also mastered the ultimate Striker technique; The Thundercrash.<br> | ||
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==== Grisly Treasure ==== | ==== Grisly Treasure ==== | ||
''3rd Level Path of Subjugators Feature''<br> | ''3rd Level Path of Subjugators Feature''<br> | ||
You draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.<br> | |||
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.<br> | Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.<br> | ||
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed. | You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed. | ||
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==== Savage Lore ==== | ==== Savage Lore ==== | ||
''3rd Level Path of Subjugators Feature''<br> | ''3rd Level Path of Subjugators Feature''<br> | ||
You can summon the spirit of your fallen foe. As an Action, you hold forth a creature's trophy to summon its shade to an unoccupied space you can see within 30 feet of you.<br> | |||
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.<br> | The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.<br> | ||
The shade can only obey simple commands such as guarding a location, or following an ally.<br> | The shade can only obey simple commands such as guarding a location, or following an ally.<br> | ||
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==== Grim Countenance ==== | ==== Grim Countenance ==== | ||
''6th Level Path of Subjugators Feature''<br> | ''6th Level Path of Subjugators Feature''<br> | ||
while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.<br> | |||
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who's trophy you bear. | While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who's trophy you bear. | ||
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==== Primal Sovereignty ==== | ==== Primal Sovereignty ==== | ||
''10th Level Path of Subjugators Feature''<br> | |||
Your dominance over the dead becomes stronger and grows in reach.<br> | |||
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions. | Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions. | ||
In addition, you can now use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions. | In addition, you can now use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions. | ||
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==== Dread Knowledge ==== | ==== Dread Knowledge ==== | ||
''14th Level Path of Subjugators Feature''<br> | ''14th Level Path of Subjugators Feature''<br> | ||
You can call upon the greater powers that your enemies possessed in life.<br> | |||
As an action, you hold forth a trophy to absorb the spirit held within it.<br> | As an action, you hold forth a trophy to absorb the spirit held within it.<br> | ||
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.<br> | As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.<br> | ||
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==== Spirit Seeker ==== | ==== Spirit Seeker ==== | ||
''3rd Level Path of Totem Warriors Feature''<br> | ''3rd Level Path of Totem Warriors Feature''<br> | ||
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. | Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals, as described in the Spellcasting section. | ||
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==== Totem Spirit ==== | ==== Totem Spirit ==== | ||
''3rd Level Path of Totem Warriors Feature''<br> | ''3rd Level Path of Totem Warriors Feature''<br> | ||
When you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. | |||
*'''Bear.''' While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. | *'''Bear.''' While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. | ||
*'''Chimera.''' While you’re raging, you have advantage on saving throws to resist spells and magical effects and cannot be Blinded or Deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness. | *'''Chimera.''' While you’re raging, you have advantage on saving throws to resist spells and magical effects and cannot be Blinded or Deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness. | ||
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==== Aspect of the Beast ==== | ==== Aspect of the Beast ==== | ||
''6th Level Path of Totem Warriors Feature''<br> | ''6th Level Path of Totem Warriors Feature''<br> | ||
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. | |||
*'''Bear.''' You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. | *'''Bear.''' You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. | ||
*'''Chimera.''' You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana. | *'''Chimera.''' You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana. | ||
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==== Spirit Walker ==== | ==== Spirit Walker ==== | ||
''10th Level Path of Totem Warriors Feature''<br> | ''10th Level Path of Totem Warriors Feature''<br> | ||
You can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. | |||
<br><br> | <br><br> | ||
==== Totemic Attunement ==== | ==== Totemic Attunement ==== | ||
''14th Level Path of Totem Warriors Feature''<br> | ''14th Level Path of Totem Warriors Feature''<br> | ||
You gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. | |||
*'''Bear.''' While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. | *'''Bear.''' While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. | ||
*'''Chimera.''' While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell does not cast and the caster loses its turn and and takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage. | *'''Chimera.''' While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell does not cast and the caster loses its turn and and takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage. | ||
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==== Magic Awareness ==== | ==== Magic Awareness ==== | ||
''3rd Level Path of Wild Magic Feature''<br> | ''3rd Level Path of Wild Magic Feature''<br> | ||
Your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br> | |||
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. | You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. | ||
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==== Wild Surge ==== | ==== Wild Surge ==== | ||
''3rd Level Path of Wild Magic Feature''<br> | ''3rd Level Path of Wild Magic Feature''<br> | ||
The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier. | |||
{| class="wikitable" | {| class="wikitable" | ||
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==== Bolstering Magic ==== | ==== Bolstering Magic ==== | ||
''6th Level Path of Wild Magic Feature''<br> | ''6th Level Path of Wild Magic Feature''<br> | ||
You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature: | |||
*For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. | *For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. | ||
*Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. | *Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. | ||
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==== Unstable Backlash ==== | ==== Unstable Backlash ==== | ||
''10th Level Path of Wild Magic Feature''<br> | ''10th Level Path of Wild Magic Feature''<br> | ||
When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. | |||
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==== Controlled Surge ==== | ==== Controlled Surge ==== | ||
''14th Level Path of Wild Magic Feature''<br> | ''14th Level Path of Wild Magic Feature''<br> | ||
You gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects. | |||
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==== Divine Fury ==== | ==== Divine Fury ==== | ||
''3rd Level Path of Zealots Feature''<br> | ''3rd Level Path of Zealots Feature''<br> | ||
You can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. | |||
<br><br> | <br><br> | ||
==== Warrior of the Three ==== | ==== Warrior of the Three ==== | ||
''3rd Level Path of Zealots Feature''<br> | ''3rd Level Path of Zealots Feature''<br> | ||
Your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. | |||
<br><br> | <br><br> | ||
==== Fanatical Focus ==== | ==== Fanatical Focus ==== | ||
''6th Level Path of Zealots Feature''<br> | ''6th Level Path of Zealots Feature''<br> | ||
The divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. | |||
<br><br> | <br><br> | ||
==== Zelous Presence ==== | ==== Zelous Presence ==== | ||
''10th Level Path of Zealots Feature''<br> | ''10th Level Path of Zealots Feature''<br> | ||
You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. | |||
<br><br> | <br><br> | ||
==== Rage Beyond Death ==== | ==== Rage Beyond Death ==== | ||
''14th Level Path of Zealots Feature''<br> | ''14th Level Path of Zealots Feature''<br> | ||
The divine power that fuels your rage allows you to shrug off fatal blows.<br> | |||
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points. | While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points. | ||