Path of the Crimson Wings

by Groggen2

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Path of the Crimson Wings

Followers of the path of the Crimson Wings throw themselves into battle with a reckless abandon befitting creatures many times their size and hardiness. Fairies are often associated with nature and chaos, but these fairies excel at spreading seeds of destruction and sowing carnage, fervently believing that offense is the best defense.

While their blatant disregard for their own safety might make them seem almost feral, the truth is that they put their lives on the line so that others don't have to, whether that be their clan, their family, or their friends. So when a pack of dangerous beasts move into the fairies' domain, it's these warriors that head first out to drive them away, and when their village is on the brink of being overrun, they charge their assailants, acting as both the first and last line of defense, so that others may escape.

Restriction - Fairies Only

Only fairies can follow the Path of the Crimson Wings. The Crimson Wings fill a particular niche in fairies' society and culture.

Your DM can lift this restriction to better suit the campaign.

Fairy Fling

When you adopt this path at 3rd level, you learn how to really throw your weight around. While raging, when you take the Attack action, you can replace one of your attacks with an attempt to ram into a creature that is at least 15 feet away from you. This counts as an unarmed strike, dealing 2d6 plus your Strength modifier bludgeoning damage to the target if you hit. This attack must be within range of your movement speed, but does not spend your movement.

Additionally, if the creature is no more than one size larger than you, it must succeed on a Strength saving throw against 8 + your proficiency bonus + your Strength modifier or be knocked prone or pushed 5 feet away from you.

Raging Reserves

At 6th level, your anger and desire to protect becomes a reservoir of energy for you. When you enter your rage, you can immediately duplicate the effects of one of your racial spells as part of the same action. If you do, the effect lasts until the end of your next turn. On subsequent turns. you can use a bonus action to extend the duration until the end of your following turn.

In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Vigorous Vision

Starting at 10th level, your unwavering will to safeguard those around you increases your awareness as your vitality decreases. While you are at half your hit point maximum or lower, you have advantage on saving throws and ability checks using Wisdom. Additionally, whenever you make camp or take a rest outdoors, you can spend 10 minutes securing a 30-foot radius area. If you do, creatures within that area suffer disadvantage on Dexterity (Stealth) checks until you and all your allies leave the area.

Erratic Evasion

Starting at 14th level, your constant dodging and weaving makes you a truly elusive target. While raging, when a creature you can see hits you with a melee attack, and it isn't a critical hit, you can use your reaction to make it miss instead.

Credits
  • Created by redditor groggen2
  • Thanks to everyone on the 'Discord of Many Things' who helped me along the way.
  • Template provided by GMBinder
  • Art created by Marc Simonetti
  • This is version 1 (2022-03-16)

 

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