Barbarian
Base Class: Barbarian

Path of the Sacred Fig


 

For centuries ancient Barbarian tribes would gather at her roots to seek shelter from the cold Faerûnian winters. For months they would live beneath her roots and feed off of the feast of figs she left for them, spending most of their time eating or embracing her illusory whims. They knew her simply as Mother Fig. A dense, ancient fig tree composed of near white wood, decorated in teal-to-gold leaves and sky-blue figs half the size of your palm on average. She stands close to 200 feet tall and her branches and roots reach out for hundreds of feet. They believed her to be as old as the realm itself.

These days few Barbarians choose to follow the Path of the Sacred Fig, those that do believe themselves to be ancestors of those long forgotten tribes. They forgo the bladed axes and swords typical Barbarians would wield and instead adopt blunt weapons akin to Mother Fig's swaying branches. They seek to twist their strength with her psychic prowess to protect Faerûn's natural beauty, as well as those who wish it no harm.

 

Motherly Love

While Raging you gain resistance to psychic damage. Also, you learn the Minor Illusion illusion cantrip as well as the 1st-level spell Goodberry which you can cast once. You regain the ability cast it again with this feature when you finish a long rest. When you cast Goodberry using this feature, you instead summon up to ten sky-blue magical figs that give off a slight ethereal glow.

Ethereally Bound

Starting when you choose this path at 3rd level, you learn a ritual that creates magical a bond between yourself and one blunt martial weapon. You perform the ritual over the course of one hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Potential bound weapons include:

  • Mauls
  • Warhammers
  • Flails

A weapon you are bound to gains the following benefits while you wield it:

  • At will it sheds bright sky-blue light in a 20-foot radius and dim light for an additional 20 feet.
  • While Raging you can use your Bonus Action to briefly place your weapon on the Ethereal Plane. In exchange, receive a gift of a number of Spectral Warhammers equal to the number of Attacks remaining on your current turn. You are proficient with the Warhammers and their stats are:

Damage:  1d8 (psychic) + your Strength Modifier (bludgeoning) + your Rage Damage Bonus (bludgeoning)
Properties:  Light, Thrown (30/60), Special (weapon has Disadvantage on attacks within 5-feet)

Any target hit by your Spectral Warhammers cannot take Reactions until the start of your next turn. If you hit the same target with two Spectral Warhammers on the same turn all allies within 5 feet of that target can use their Reaction to move up to their speed away from the target. This movement does not provoke Attacks of Opportunity.

Your Spectral Warhammers disappear at the end of your current turn and your original weapon returns to your hands at the start of your next turn.

Cerebral Spectre

Starting at 6th level, when an ally you can see within 30 feet of you takes damage from a creature hostile to you, you may use your reaction to create a spectral copy of that creature, known as a Spectre, that appears in an unoccupied space of your choosing within 5 feet of you. The Spectre lasts until the start of that creatures next turn. It has a health pool equal to the amount of damage dealt by the instigating attack and it's Armour Class equals that of the creature. Spectre's do not roll their own Initiative and cannot take any Actions.

Any damage dealt to the Spectre is shared with the creature in the form of psychic damage and if the Spectre is destroyed before the start of the creatures next turn the creature is teleported into the space that was occupied by the Spectre. This movement does not provoke Attacks of Opportunity.

The Dreaded Dead

Starting at 10th level, when one of your Cerebral Spectres dies all hostile creatures within 15 feet of it, including the teleported creature, must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + half of the Spectre's total health) or become frightened of the target of the creature's initial attack until the end of your current Rage. You may only use this feature once per Rage.

Inter-Planar Bounce

Starting at 14th level, Mother Fig grants you brief access to the Ethereal Plane when you enter your Rage. On the same turn that you activate your Rage you can use your full Action to tear through the Ethereal Realm and use it to pass to an unoccupied space with 30 feet of you. Any hostile creatures within a 10-foot sphere centred on you must make a Constitution Saving Throw (DC = 8 + your Proficiency Bonus + your total number of Rages remaining at the start of this turn), taking 4d10 psychic damage on a failed save and half as much on a successful one.

When calculating the DC for the saving throw at 20th level, the number of Rages remaining always equals 6.

Previous Versions

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