Barbarian: Difference between revisions

21 bytes removed ,  17:49, 22 July 2022
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'''Primal Champion.''' At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
'''Primal Champion.''' At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


=== Primal Paths ===
== Primal Paths ==


==== Path of the Ancestral Rager ====
=== Path of the Ancestral Rager ===
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.


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'''Vengeful Ancestors.''' At 14th level, 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.
'''Vengeful Ancestors.''' At 14th level, 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.


==== Path of the Battlerager ====
=== Path of the Battlerager ===
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you.  
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you.  


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'''Honed Reactions.''' At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause them to take 3 Piercing Damage.
'''Honed Reactions.''' At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause them to take 3 Piercing Damage.


==== Path of the Beast ====
=== Path of the Beast ===
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.


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'''Call the Hunt.''' At 14th level, 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.
'''Call the Hunt.''' At 14th level, 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.


==== Path of the Berserker ====
=== Path of the Berserker ===
 
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.


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'''Retaliation.''' Starting at 14th level, 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.
'''Retaliation.''' Starting at 14th level, 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.


==== Path of the Beast ====
=== Path of the Beast ===
Barbarians who take the Path of the Giant embody size and power.
Barbarians who take the Path of the Giant embody size and power.


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'''Demiurgic Colossus.''' At 14th level, 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.
'''Demiurgic Colossus.''' At 14th level, 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.


==== Path of the Glacier ====
=== Path of the Glacier ===
'''Permafrost.''' Starting when you choose this path at 3rd level, 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.
'''Permafrost.''' Starting when you choose this path at 3rd level, 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.
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage, you can choose to maintain it instead. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest.
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage, you can choose to maintain it instead. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest.
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'''Avalanche Stomp.''' At 14th level, you become as mighty as an unstoppable glacier. As an action, you can stomp the ground to send out a magical tremor. All creatures of your choice within 15 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier.
'''Avalanche Stomp.''' At 14th level, you become as mighty as an unstoppable glacier. As an action, you can stomp the ground to send out a magical tremor. All creatures of your choice within 15 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier.


==== Path of the Storm Herald ====
=== Path of the Storm Herald ===
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
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:'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
:'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.


==== Path of the Totem Warrior ====
=== Path of the Totem Warrior ===
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
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:'''Wolf.''' While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.
:'''Wolf.''' While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.


==== Path of the Wild Magic ====
=== Path of the Wild Magic ===
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.