Base Class: Barbarian
Some barbarians seek the attention of their deity, through glorious deeds in battle. Unlike their zealot brethren, these warriors seek gifts from their gods and perhaps one day become their champion.
Witness
3rd-level Exalted feature
Starting when you choose this path at 3rd level, you learn to harness power of the gods by seeking favor. Dedicate yourself to a deity, if you haven't already. Once per combat, when you are at or below half of your maximum hit points (rounded down), you can use your reaction call upon your deity to lend you power and bear Witness. Gain the following effects:
- Enter Rage, if not already.
- Can only make Reckless Attacks, when attacking.
- Movement speed increased by 10ft.
- Melee attacks deal an extra 1d4 radiant or necrotic damage; you choose the type of damage when you gain this feature. This feature's extra damage increases when you reach certain levels in this class: 1d6 at 6th level, 1d8 at 14th level.
Necrotic
The extra damage you deal is necrotic.
Radiant
The extra damage you deal is radiant.
Gift of Champions
3rd-level Exalted feature
Favor
At 3rd level, you desire power from your deity, but you must earn it through battle. While being Witnessed, you can earn Favor from your deity. Depending on the outcome, you either gain or lose Favor. The DM can award or prevent loss if they felt you performed well enough in battle.
- Staying above 0 hit points when combat ends, gains you 1 Favor.
- Reducing a hostile to 0 hit points on a critical hit, gains you 1 Favor.
- Rolling a 20 on a saving throw, gains you 1 Favor.
- Being reduced to 0 hit points, loses you 1 Favor.
- If you go without being Witnessed for 7 or more days, you lose 1 Favor.
Starting at 3rd-level, you can earn up to two Favors of your choice, from among the list described below. Each time you earn Favor, you can add or replace one with a different one from this feature, once combat has ended. When you reach certain levels in this class, you can earn additional Favor, as shown in the Favor table.
Favors Known
|
BARBARIAN |
NUMBER OF FAVORS |
|---|---|
| 3rd | 2 |
| 6th | 3 |
| 10th | 4 |
| 14th | 5 |
The following Favors are available to you when you gain one during Witness. If a Favor has a level requirement, you must be at least that level in this class to gain the Favor. If a Favor requires a saving throw, your save DC equals 8 + your proficiency bonus + your Constitution modifier.
Fury. This Favor causes your body to become a instrument of destruction. You can use your action to attack a number of enemies up to your proficiency bonus with a weapon you are using. These enemies must be within your melee range, and must be adjacent to each other. While being Witnessed, they do not need to be adjacent to each other.
Haste. This Favor provides you extra vigor across the battlefield. Movement is increased by 10 feet.
Sight. This Favor allows you to always be aware of nearby foes. Grants Blindsight in a 10-foot radius.
Recover . This Favor grants you the gift of unnatural regeneration. While being Witnessed, gain 1 temporary hit point + your proficiency bonus at the end of each of your turns.
Challenge (Requires 6th Level or Higher). This Favor allows you to provoke your enemies by making you their biggest threat. During Witness, as an action, you can produce a shout in a 10-foot radius. All hostile creatures in range must make Wisdom saving throw. On a failed save, they have Disadvantage on attacks other than yourself, for 1 minute. Once you use this feature, you can’t do so again until you finish a short or long rest.
Valor (Requires 6th Level or Higher). This Favor emboldens your will to stay in the fight. You are immune to being Charmed or Frightened.
Precision (Requires 6th Level or Higher). This Favor allows you to maintain focus while making heavier attacks. During Witness, your Reckless Attacks do not give attack rolls against you with advantage.
Inspire (Requires 10th Level or Higher). This Favor encourages your allies. During Witness, allies who can see and hear you within 20 feet of yourself gain advantage on all weapon attacks.
Fortitude (Requires 10th Level or Higher). This Favor surrounds you with energy as protection against arcane forces. While Witnessed, you gain advantage on saving throws against spells.
Challenge
This Favor allows you to provoke your enemies by making you their biggest threat. During Witness, as an Action, you can produce a shout in a 10-foot radius. All hostile creatures in range must make Wisdom saving throw. On a failed save, they have Disadvantage on attacks other than yourself, for 1 minute. Once you use this feature, you can’t do so again until you finish a short or long rest.
Fotitude
This Favor surrounds you with energy as protection against arcane forces. While Witnessed, you gain advantage on saving throws against spells.
Fury
This Favor causes your body to become a instrument of destruction. You can use your action to attack a number of enemies up to your proficiency bonus with a weapon you are using. These enemies must be within your melee range, and must be adjacent to each other. While being Witnessed, they do not need to be adjacent to each other.
Haste
This Favor provides you extra vigor across the battlefield. Movement is increased by 10 feet.
Inspire
This Favor encourages your allies. During Witness, allies who can see and hear you within 20 feet of yourself gain advantage on all weapon attacks.
Precision
This Favor allows you to maintain focus while making heavier attacks. During Witness, your Reckless Attacks do not give attack rolls against you with advantage.
Recover
This Favor grants you the gift of unnatural regeneration. While being Witnessed, gain 1 temporary hit point + your proficiency bonus at the end of each of your turns.
Sight
This Favor allows you to always be aware of nearby foes. Grants Blindsight in a 10-foot radius.
Valor
This Favor emboldens your will to stay in the fight. You are immune to being Charmed or Frightened.
Manifestation
6th-Level Exalted feature
Starting at 6th level, harnessing power from your deity over a period of time has begun to alter you body.
- Jump distance is doubled.
- Resistant to fall damage.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- If you are Small, you do not have disadvantage on attack rolls when using heavy weapons.
- Gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Sacrifice
10th-level Exalted feature
At 10th level, power from your deity has become easier to manipulate, keeping you in the fight longer. You can lose 1 Favor of your choice to perform the following:
- Stabilize yourself during death saving throws.
- Use a reaction to automatically succeed a saving throw or ability check.
- Use a bonus action to heal 1d12 x proficiency bonus.
- Gain resistance to one damage type of your choice, for 1 minute.
Wrath & Ruin
14th-level Exalted feature
At 14th level, you’ve mastered the power gifted by your deity. Now you can wreak annihilation upon your enemies. After a successful melee attack, you can lose 1 Favor of your choice to automatically inflict critical damage. If a critical hit was rolled, you can lose 1 Favor to double the normal amount of weapon die when determining the extra damage for a critical hit.
Previous Versions
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4/1/2023 8:11:24 PM
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5/11/2023 9:02:33 PM
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