Base Class: Barbarian
The night before a battle, Woad Warriors would dance around fires and walk through hot coals to prove their immunity to pain. The day of the battle, they imbibed from an enemy's skull an elixir of war, the ingredients of which have been lost in the mists of time. They then danced around, bit their shields, and screamed and bellowed at each other. At the height of their frenzy, they charged headlong towards the enemy, bearing spiked shields, with no regard to pain, injury, or death. Many enemies fled merely at the sight of the crazed horde of naked fanatics charging towards them.
Rituals of War
Starting when you choose this path at 3rd level, you must complete the rituals of war on the eve of combat. The success of the rituals depends on your commitment to them. A successful ritual can aid you in battle, but a half-hearted attempt could cost you your life!
Roll a d6 to determine the outcome of the rituals of war...
1. +1 Reaction
2. Bonus to + Hit + Damage = 2 + Proficiency bonus
3. Bonus to all Saving Throws = 1 + Proficiency bonus
4. +15 to movement speed (Walking + Climbing) + you can move unhindered in any terrain
5. Nat 20 does not crit
6. During the day you are not allowed to use any Hit Die to restore health
You gain the Claymore Master Feat.
Art of Woad
Starting from level 3, you gain the knowledge of mixing and applying Woad paint. Each pattern grants you a different boon.
Mark of the Caledonii - Advantage on CHA based Intimidation Checks.
Mark of the Brigantes - You cannot be surprised
Mark of the Icenii - You are resistant to the Cold
Mark of the Vacomagi - You can go several days without food or water.
Highland Fury
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
In addition, you can cast Vicious Mockery as a reaction to taking damage from someone. You can cast this spell a number of times equal to your Charisma modifier. Resets on long rest.
Your enemy's save against this spell is a DC of 8 + Charisma modifier + Barbarian level
Instil Fear
Beginning at 10th level, you can use your bonus action to inflict a wound upon yourself.
When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Blow for Blow
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Comments