Barbarian
Base Class: Barbarian

Leaders of the barbarian culture exemplify the traits to which individuals aspire. For you rage is an opportunity to demonstrate to your clan what they can achieve if they choose to follow you. Barbarians that follow the Path of the Shaman inspire their allies, intimidate enemies, and call on the spirits to assist them.

Path of the Shaman Features

Barbarian Level Feature
3rd For Honor, For Glory
6th Battle Cry, The Vanquished
10th Roll the Bones
14th We are one

For Honor

Beginning at level 3 when you enter rage at the start of a battle you inspire your allies. The each gain one inspiration die to use on their next turn, they may roll 1d4 and add the result to any roll they make on that turn. If they do not use the inspiration die by the start of their following turn it is no longer available, they may save it to use on a reaction after their next turn and before the following turn.

For Glory

At level 3 when you enter rage, you gain temporary hit points equal to 1d4 plus your Constitution modifier per level. When your rage ends you take damage to your regular hit points equal to your remaining temporary hit points, you cannot drop below 1 hit point due to this effect.

Battle Cry

As of level 6, when you enter rage at the start of a battle, in addition to the inspiration to your allies from For Honor, you also strike fear into your enemies causing them to have 1d4 subtracted from their first roll on their next turn.

The Vanquished

At level 6 you learn to call upon the spirits of your vanquished enemies to serve you from the afterlife. Once per long rest you can use your action to summon forth the spirit of an enemy you have previously defeated. The spirit appears from your location and may move before performing one of it's available attacks of your choice, so long as it can be completed in a single round of combat. The spirit's attack does psychic damage instead of any other type that it would normally do. The spirit then dissipates along with any conditions that it's attack would normally have caused, such as items being set on fire, blindness, individuals freezing in place, etc.

For you to be able to summon a particular enemy you must have delivered the final blow to them in battle. You must also have a symbol to focus on, such as a scar given to you by them, a tattoo or brand you received to commemorate the victory, or a trophy of their remains like a tooth, claw, or shrunken head. One of these items may be attuned to you so that if it is lost or stolen you will always know where it is, unless you attune to a new item from a vanquished enemy. Though you can only attune to one vanquished enemy's remains, you can have any number of enemies available to call upon.

You also learn how to create a shrunken head from the remains of a humanoid. This process requires two weeks and 1 pound of salt for a medium size head.

Roll the Bones

At level 10 you learn to commune with the spirits of your ancestors through the ancient tradition of casting bones. You learn the spell Augury as a ritual, and once per short rest they may grant you one of the following abilities until your next short rest:

Roll Ability
1 You can know the Spare the Dying cantrip until your next rest.
2 You can cast Cure Wounds a number of times equal to your Charisma modifier, Charisma is your spellcasting ability for this. If you do not use this before your next rest then it expires and is no longer available.
3 You can cast Lesser Restoration a number of times equal to your Charisma modifier, Charisma is your spellcasting ability for this. If you do not use this before your next rest then it expires and is no longer available.
4 You can cast Pass without Trace once before your next rest. If you do not use this before your next rest then it expires and is no longer available.
5 Find Steed is cast immediately on your behalf, if you already have a steed from this effect then you may choose to trade it for a new one but cannot keep more than one.
6 You can cast Prayer of Healing once before your next rest, Charisma is your spellcasting ability for this. If you do not use this before your next rest then it expires and is no longer available.
7 Create Food and Water is cast immediately on your behalf.
8 You can cast Remove Curse once before your next rest. If you do not use this before your next rest then it expires and is no longer available.
9 Tiny Hut is cast immediately on your behalf without material components. If you are in a location that would not fit the hut then you may choose for this effect to fizzle.
10 You can cast Arcane Eye once before your next rest. If you do not use this before your next rest then it expires and is no longer available.

We Are One

At level 14, as a bonus action you can spend any number of your temporary hit points to heal another person or creature you can see. You cannot spend more hit points on a target than they are injured. You can use this ability while enraged.

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