Barbarian
Base Class: Barbarian

Path for Brehenor 

Spellcasting

By the time you reach 3rd level, you have learned to use the magical essence of time itself to cast spells. See chapter 10 for the general rules of spellcasting

Preparing and Casting Spells

The Spell table table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Constitution modifier + half your barbarian level (rounded down) (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of barbarian spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to time. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a barbarian spell you cast and when making an attack roll with one.

 

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

 

 

Spell attack modifier = your proficiency bonus + your Constitution modifier
 

Echo State

When you chose this form, time begins to bend in a 15-foot radius around you, roll a d6 consulting the following table for the result

1

Difficult Terrain in the area

2

You’re weapon attacks gain an additional 10 feet in range, additionally all your weapons have the thrown property with a range of 15 feet

3

As a bonus action of each of you’re turns you can choose a creature within 15 feet. That creature must make a Constitution saving throw or be stunned until the end of its next turn

4

You gain an unarmed attack that deals 1d4+STR force damage and have a range of 15 feet. (Damage increases to 1d6 at 6 level, 1d8 at 10and 1d10 at 14) Additionally if you use this unarmed strike, you can use your bonus action to make one additional attack.

5

Time begins to glitch around you. Targets you designate must make a Constitution Saving Throw at the start of their turn or take 2D6 force damage (increases by 1d6 at 6, 10and 14level to a maximum of 5d6)

6

Cast SLOW centred on self, ignoring allies

Temporal Retaliation

Whilst raging, if you take damage, the creature that dealt the damage takes 1d12 force damage. (Increases to 2d12 at 14 level)

Force Beat

This is the unarmed attack if you roll a 4 on the Echo State table.

How Time Flies

whilst raging you gain a flight speed equal to your walk speed

Temporal Mastery

Temporal Retaliation damage increases to 2d12 force damage.

Additionally, you can cast the Spell Legend Lore 1/day If you succeed on a Constitution Saving throw you can cast it again. If you fail you cannot cast this spell for 1 week (10 day)

You can cast Time Stop 1/day

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