Barbarian
Base Class: Barbarian

The power of the moon controls the ebb and flow of the tides, inspires tales of lycanthropy, and cuts through the dark of the night. It is only natural that some barbarians would seek out its otherworldly nature. Those who follow the Path of the Crescent channel the heavenly body's raw strength into something that seems calm, almost serene on the surface. That battle meditation hides their inner fury.

Radiant Rage

At 3rd level, when you enter a rage you eminate dim light in a 10 foot radius, almost as if the moon itself is shining from within you. You also gain a resistance to radiant damage while raging.

Phases of Your Anger

New, waxing, full, waning; much like the moon, your rage has phases. Once you reach 3rd level, when you rage, choose one of these additional effects to occur. Only one phase can be chosen per rage but you may choose any even if the current moon is not in the same phase. Some more scholarly Path of the Crescent Barbarians only rage in the current phase, both to pay homage to the moon and as a challenge.

New

Just because it is not visible does not mean it is not there. While raging in the new phase, you turn semi transluscent. When another creature makes an attack roll against you, you can use a reaction to become even more incorporeal causing the next attack roll made against you to have disadvantage. You can use this reaction after the roll has been been made but before you find out if they hit.

Waxing

Embrace the growing light. When you are raging in the waxing phase all weapon attacks deal an additional d6 radiant damage.

Once per rage you may choose any creature you've hit that turn to glow faintly. The next attack roll made against them has advantage. This feature can only be used at the end of your turn.

Full

Brightness and radiance are your allies. While raging in the full phase, that dim glow temporarily grows to a blinding aura, attracting the attention of enemies around you.

When actived, choose any number of creatures to save from the excessive light. All others within 10 feet of you must make a Constitution saving throw against a DC = 8 + your proficiency modifier + Constitution modifier. On a failure, those creatures roll with disadvantage on attack and spell attack rolls against anyone other than you for the duration of your rage. They can make this saving throw at the end of each of their turns. On a success, they continue to fight as normal.

Waning

Fading light and fading life forces. When you chose to rage under the waning phase all attacks deal an additional d6 necrotic damage.

Once per rage you may choose any creature you've hit that turn to go partially blind. The next attack roll they make has disadvantage. This feature can only be used at the end of your turn.

These benefits increase in power at 10th level.

Lunar Sight

The moon allows you to shed more light on things that are not what they seem. At 6th level, you gain the ability to cast the spell See Invisibility without the need for the material components. While this version of the spell is cast, you also see through magic used to change an object or a creature's form as though there is a slight veil between what they are and what they appear to be. You may cast the spell in this way once per long rest.

Enhanced Phases

The phases you choose to rage in now increase in the following ways;

New

While raging in this phase, you may use a bonus action to turn invisible until the start of your next turn. Attacking and dealing damage do not break this invisibility. You may use this feature once per rage.

Waxing

The radiant damage you deal from this phase increases to 1d8. In addition, you may grant advantage twice per rage. This can include twice one the same turn targeting different creatures.

Full

The blinding light you shed increases to 30 feet and anyone within 10 feet now makes the saving throw with disadvantage.

Waning

The necrotic damage you deal from this phase increases to 1d8. In addition, you may grant disadvantage twice per rage. This can include twice one the same turn targeting different creatures.

Power of the Eclipse

At 14th level in lieu of a phase of the moon, you may choose to borrow power from the eclipse to fuel your rage. When you enter the Eclispe rage, the core of your body turns black but a rim of white surrounds you. Choose any number of creatures that can see you within 30 feet. They must make a Wisdom saving throw against a DC = 8 + your proficiency bonus + your Constitution modifier. On a failed save, they are frightened of you for 1 minute. They may repeat this saving throw at the end of each of their turns. On a successful save, they are no longer frightened.

In addition, all damage from your attacks during this rage are radiant damage. You also gain an extra 1d10 to all weapon attacks you make during this rage.

You may only enter the Eclipse rage once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/26/2022 4:47:28 PM
7
0
1
Coming Soon
6/26/2022 5:03:59 PM
6
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes