Barbarian: Difference between revisions

482 bytes added ,  19:09, 8 November 2022
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= Primal Paths =
= Primal Paths =


== Path of Ancestral Ragers ==
== Path of Ancestral Guardians ==
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.<br>
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.


==== Ancestral Protectors ====
==== Ancestral Protectors ====
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.<br>
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.


==== Spirit Shield ====
==== Spirit Shield ====
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==== Consult the Spirits ====
==== Consult the Spirits ====
At 10th level, 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.
At 10th level, 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 proficiency bonus, regaining expended uses at the end of a long rest.
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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==== Imbue Spikes ====
==== Imbue Spikes ====
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. 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).
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. 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 medium armor was magical in any way, that benefit is transferred to your Spike Armor.


==== Battlerager Armor ====
==== Battlerager Armor ====
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==== Grappling Spikes ====
==== Grappling Spikes ====
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of the creature's turn, it takes this Damage again if it is still grappled and you are still raging.
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of the creature's turn, it takes this Damage again if it is still grappled and you are still raging.


==== Wild Sprint ====
==== Reckless Abandon ====
At 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.


==== Increased Grappling ====
==== Battlerager Charge ====
At 10th level, you become a natural at grappling creatures, whenever you take the Attack Action you can attempt to grapple a creature as a bonus action. Additionally, when a creature attempts to escape your grapple, you choose whether they use Strength (Athletics) or Dexterity (Acrobatics).<br>
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.
 
==== Vice Grip ====
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.<br>
Also, are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.
Also, are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.


==== Honed Reactions ====
==== Spiked Retribution ====
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 Piercing Damage equal to your Proficiency Bonus
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 Piercing Damage equal to your Proficiency Bonus