Barbarian

by CalvinTheRed

Search GM Binder Visit User Profile

Primal Path

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The Path of the Crypt Warrior and the Path of the Heavens are options available to a barbarian making that choice.

Path of the Crypt Warrior

"You're... creepy. Like, really creepy. Can't we just let the dead rest in peace?" - Shuffles

Most races have rituals they perform when one of their members dies. While most rituals of this nature are intended to ease the passage of the dead to the afterlife, some are designed to bind the dead to the world of the living. If this practice of binding the dead to the living is practiced over several generations, the living become empowered by the spirits bound to them. Users of this power have access to frightening abilities and transformations which they use to augment their combat prowess and terrify their enemies. Due to their prolonged connection to death, those who practice this tradition to the point of acquiring special powers have come to be known by the rest of the world as Crypt Warriors.

Wrath of the Dead

3rd-level Path of the Crypt Warrior feature


Starting when you choose this path at 3rd level, when you enter your rage, you take on the appearance of the dead as they empower your attacks. You gain the following benefits while you are raging:

  • You gain resistance to necrotic and poison damage.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). If it fails, the target is frightened of you until the end of your next turn.

Your appearance reflects some aspect of the dead, and you can choose a different appearance each time you rage. For example, you might grow thin and bony to reflect the appearance of a skeleton, or your body might rot and decompose to reflect the appearance of a decaying corpse. These changes are temporary, and you assume your normal appearance when your rage ends.

Tomb Teller

6th-level Path of the Crypt Warrior feature


At 6th level, you become sensitive to the whispers of the dead all around you. You gain proficiency in one skill of your choice.

Furthermore, you can cast Speak with Dead using this feature. Constitution is your spellcasting ability for this spell. Once you use this feature, you can't use it again until you finish a long rest.

Art: 'Undead Warrior' by NinjaArt1st on deviantart.com

Shield of Spirits

10th-level Path of the Crypt Warrior feature


At 10th level, you can wrest a degree of vitality from those you fell in combat. When you kill a creature with an attack on your turn, you can use your reaction to gain temporary hit points equal to 3 times the creature's CR.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Undying Rage

14th-level Path of the Crypt Warrior feature


At 14th level, your rage transcends death itself. If you take damage that reduces you to 0 hit points while you are raging, you do not fall unconscious, and you can act on your turns as normal. While you have 0 hit points during this time, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. If your rage ends, you fall unconscious if you still have 0 hit points.

Path of the Heavens

"It's all well and good to have your head in the clouds, as long as you've got something grounding you." - Shuffles

Those who are drawn to wide, open spaces, a clear view of the sky, and the fresh air of the wilderness might find themselves following the Path of the Heavens. This tradition places great respect on the heavenly bodies, believing they embody important divine and spiritual entities and foretell of auspicious moments in history.

Through study and observation, those who follow this path learn to augment their own strength with the powers of these heavenly bodies. While the tradition is not as academic as other means of studying the heavenly bodies, scholars acknowledge that the tradition has found something which most others have missed. Members of the druidic circle of stars oftentimes find themselves working alongside these individuals and serving as consultants for each other as they observe the stars, moon, and sun.

Cosmic Rage

3rd-level Path of the Heavens feature


Starting when you choose this path at 3rd level, when you enter your rage, you can harness the power of the cosmos to augment your rage. Choose a cosmic body: the Moon, the Stars, or the Sun. You make this choice each time you rage, and your choice determines the benefits you receive while raging:


Moon. While you are raging, you radiate the cold light of the moon. You emit dim light in a 20-foot radius around you. Furthermore, when a creature you can see within 20 feet of you hits you with an attack, you can use your reaction to deal cold damage to it equal to 1d6 plus half your level.


Stars. While you are raging, the stars in the heavens guide your destiny. You can roll a d6 and add the number rolled to an attack roll, an ability check, or a saving throw you make. Once you do, you can't do so again until the start of your next turn.


Sun. While you are raging, you shine with the light of the sun. You emit bright light in a 20-foot radius around you, and dim light for an additional 20 feet. A creature can't benefit from being invisible while it is in the bright light created by this feature.

Celestial Navigator

3rd-level Path of the Heavens feature


Also at 3rd level, you can glean knowledge of your location from observing the heavens. If you can see the stars, you can spend 1 minute studying them to learn which plane of existence you are on, your approximate location, and which direction is north.


Art: 'Barbarian' by Joodraws on artstation.com

Celestial Strikes

6th-level Path of the Heavens feature


At 6th level, your attacks are enhanced by the heavens. The first time you hit a creature with a melee weapon attack on your turn while you are raging, you can deal additional damage corresponding to the cosmic body you manifested for your rage: 1d8 cold damage (the Moon), 1d8 radiant damage (the Stars), or 1d8 fire damage (the Sun).

Once you deal this damage, you can't do so again until the start of your next turn.

Heavenly Attunement

10th-level Path of the Heavens feature


At 10th level, you become attuned with the heavens. You receive additional benefits while raging depending to the cosmic body you manifest:


Moon. Hostile creatures treat the area within 20 feet of you as difficult terrain, and you gain temporary hit points equal to your level when you enter your rage. These temporary hit points remain until your rage ends. Furthermore, your weapon attacks are considered to be silvered if they aren't already.


Stars. When you make an attack roll, an ability check, or a saving throw, you can reroll the d20. You must use the new result, even if it is lower. You can choose to do this after you roll the die, but before the outcome is determined. You can use this feature only once per rage.


Sun. The light created by your rage is sunlight. If a creature within the bright light created by your rage makes an attack, you can use your reaction to impose disadvantage on the attack roll.

Empyrian

14th-level Path of the Heavens feature


When you reach 14th level in this class, your connection to the heavens can elevate you high into the sky. You gain a flying speed equal to your movement speed while you are raging. If you are flying when your rage ends, you descend safely to the ground at a rate of 60 feet per round.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.