Primal Path: Path of
the Divine Avatar
Some barbarians revere divine spirits, and seek them out to be their guides and personal connection to the gods. A few barbarian clans have pre-established connections to these spirits, and for those clans taking this path is merely proving yourself worthy of that spirit’s power. For many barbarians, however, taking this path requires them to search far and wide for a spirit willing to let them become an avatar. Almost any divine spirit is capable of granting a barbarian this path. The most common among these are unicorns, nightmares, and low-ranking angels of all alignments, who accept these barbarians as their avatars — extensions of their power that help them carry out their divine will. For some barbarians that take this path, their rage becomes reminiscent of divine possession—In rage, their personality can take on some of the attributes of their divine guide’s personality.
Unearthly Bearing
When you pick this path at 3rd level, the divinity infused within you grants you the following benefits: You can speak, read and write Celestial, you gain proficiency in Intimidation, Persuasion, or Religion, and you know your choice of the thaumaturgy, light or umbraturgy cantrips. Charisma is your spellcasting ability for this spell.
Divine Infusion
Also at 3rd level, your body has taken on qualities associated with your guide, signifying your bond. You gain Divinity Points, as shown in the table below. You can spend Divinity points in the following ways. You cannot spend more points than your Divinity Point maximum, as shown in the table. You regain all expended Divinity Points at the end of a long rest.
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Divine Touch. You can use your action to touch a creature, channeling holy energy into its body, knitting its wounds and mending its flesh. You can spend one divinity point to cause the creature to regain hit points equal to 1d6 plus your Charisma modifier. You can spend additional points to heal the target further, healing 1d6 for each additional point spent, to a maximum of 4d6. This feature has no effect on constructs.
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Divine Rage. When you hit a creature with a melee weapon attack whilst raging, you can expend one divinity point to deal damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for one divinity point, plus 1d6 for each additional point, to a maximum of 5d6. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
You do not gain the benefits of the Divine Rage feature if you have the Divine Smite or Eldritch Smite features. Instead, you gain the Holy Rage feature.
Holy Rage
While you rage, you can charge your attacks with divine energies. Once per turn, when you hit with a weapon attack, divinity infuses the strike. The weapon’s damage type for the attack becomes radiant or necrotic. In addition to your primary target, you can choose any number of secondary targets that are also within your weapon’s reach. If the attack hits its primary target, holy power arcs onto the secondary targets. If the attack roll that was made against the primary target would also hit a secondary target, that secondary target takes radiant or necrotic damage equal to 1d8 plus a third of your Barbarian level.
Divinity Points
Barbarian Level | Divinity Points | Divinity Point Maximum |
---|---|---|
3rd | 4 | 1 |
4th | 6 | 1 |
5th | 6 | 1 |
6th | 6 | 1 |
7th | 14 | 2 |
8th | 14 | 2 |
9th | 14 | 2 |
10th | 17 | 2 |
11th | 17 | 2 |
12th | 17 | 2 |
13th | 27 | 3 |
14th | 27 | 3 |
15th | 27 | 3 |
16th | 32 | 3 |
17th | 32 | 3 |
18th | 32 | 3 |
19th | 38 | 4 |
20th | 38 | 4 |
Deific Blessing
At 6th level, you gain resistance to radiant and necrotic damage, and immunity to disease, as the divine magic flowing within you strengthens your body. Additionally, you can add half your proficiency bonus, rounded down, to any saving throw you make that doesn’t already include your proficiency bonus. Finally, the dice for your Divine Rage turn into d8s, and whenever you roll dice for your Divine Infusion feature, you can roll one of the dice twice, taking the higher result.
Avatar Steed
At 10th level, you learn to form the divinity of your soul into a separate entity — a mighty steed. You can cast the find steed spell without expending a spell slot or requiring material components. When cast using this feature, your steed has the same damage resistances, immunities and condition immunities as you do. Additionally, you are immune to poison damage and the poisoned condition, and while you rage, you cannot be frightened. Also, the changes wrought in you have slowed your aging. While not immortal, you age more slowly. For every 10 years that pass, your body ages only 1 year.
Divine Ascension
Starting at 14th level, during your rage, you emanate a divine aura. For the duration of your rage, creatures of your choice within the 20 feet gain resistance to radiant damage, necrotic damage, and one other damage type of your choice. You choose the damage type whenever you activate your rage.
Additionally, allied creatures within your aura have advantage on attack rolls against any hostile creature within 5 feet of you, as well as advantage on saving throws against spells and effects they cast and create.
Finally, when you fail a saving throw, you may choose to succeed instead. You may use this feature once per rage.
Spells
Light
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a firefly or phosphorescent moss)
- Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Thaumaturgy
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Umbraturgy
Transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Up to 1 hour
You compel shadows to create one of the following effects at a point you can see within range:
- The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 hour.
- You cause shadows to conceal up to 2 creatures within a 15- foot radius area of dim light or darkness, allowing them to hide as a bonus action on their next turn if they remain in the area.
- The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Credits:
The Front cover: "Yasha" Jose Vega
The Middle image: "The Hunt" Banished Potato (@BS_artsss)
The Back cover: "Bound" Reliah A. Szade
Gmbinder for this theme.
Created and balanced by drogn#0797
Special thanks to Alexa, Dee and Nuff - Alexa for balancing, Dee and Nuff for enabling my gayness.