Barbarian
Base Class: Barbarian

The barbarians who take the path of the mountainborn seem to be to most wild of the wild- almost feral. But the truth is that they have intense bonds with nature and are honest about their desires; they have little to no interest in the subtleties of society, and will typically speak bluntly and honestly(if at all). As they grow closer to the land and their instincts their powerful rages increase in intensity rapidly. Their chief desire is for combat, and with true challenges harder and harder to come by, many experienced barbarians of the path head out to the mountains one last time- some say to break open the mountain and challenge the sleeping primordial or titan within, or else to vanish into the wilderness and become truly wild.


Despite the mountainborn barbarians seeming so unruly and unorganized, there are actually packs of them around the wilds. There is a clear leadership by strength within their packs, but any can rise and fall within it by their own merit, and there are secretive initiation rituals. There are not only barbarians within mountainborn packs, but sometimes also druids, and rangers. They live a nomadic hunter-gatherer lifestyle which some see as backwards, but others see the simple and honest way of the packs as spiritual- and indeed, there is a certain spirituality to the path of the mountainborn. It could be that you came into contact with one such pack when you were lost in the wilderness, or perhaps you were a child born in one; but in any case, you have heard the call of the mountain and have set off to find it.

Rockslide Fury

Starting when you choose this path at 3rd level, you can draw on a rage as deep as the roots of a mountain, giving your attacks an overpowering might. While raging, your first attack each turn deals Strength modifier extra damage, and the target can't take Reactions until the start of your next turn.

Tougher Than A Mountain

Beginning at 6th level, your fortitude has increased to the point where few things truly challenge it. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Erupting Critical

Beginning at 10th level, your paroxysms of violence have gained seismic force. Your weapon damage die rolls are maximized when determining the extra damage for a critical hit with a melee attack.

Mountain-Breaking Blow

Starting at 14th level, your might is so ferocious little can stand against it. Occasionally you can swing so hard and fast your target has no chance to dodge, and takes the full force of your blow. Your melee weapon attacks count as magical and adamantine and silvered for the purposes of overcoming resistances and immunities. Once after a short rest, you can turn a melee weapon attack hit into critical hit, or a melee weapon attack miss into a hit.

Comments

Posts Quoted:
Reply
Clear All Quotes