Barbarian
Base Class: Barbarian

Barbarians who walk the Path of Misfortune draw their strength from a unique place; their rotten luck. Their souls have been marked with misfortune and, through the power of their will, have learned to harness their bad luck as a weapon against their enemies.

On the battlefield, this barbarian's rage turns spells that would be their end into an errant spark. Blows that come down with bone-shattering force cause the attacker to slip and fall. A rousing speech from an undead warlord is punctuated by rather uninspiring flatulence. These misfortunate warriors may seem downtrodden and cursed, but misjudge them and you too may be wrapped up in their spiral of adversity.

Rage of Errors

Starting when you choose this path at 3rd level, you can spread your bad luck to your enemies. While you're raging, enemies that hit you with a spell or weapon attack and are within 60 feet are "Marked by Misfortune" until the end of their next turn. While "Marked by Misfortune" a creature:

  • Has disadvantage on attacks while attacking creatures other than you.
  • Rolls of a 2 or lower Critically Fail (will not succeed no matter the modifier) and, if the roll was an attack roll, the creature takes your current "Bad Luck" dice in that attack's damage type as the creature hurts itself. If the creature is Resistant or Immune to this damage type this damage ignores these resistances.   

Failure to Fortune

At 3rd level, your soul is tainted with bad luck. Each time you fail an attack, skill check, or saving throw by more than 5 your bad luck level goes up by one. Your bad luck level is represented by a specific die that increases (up to the max of a d12)  every time you fail by more than 5 on these rolls. Please refer to the Back Luck table below:

 

Bad Luck Level Type of Die

1

d4

2

d6

3

d8

4

d10

5

d12

 

The next time you fail an attack, saving throw, or skill check you can choose to use this die to potentially succeed on the roll. If the roll succeeds then your Bad Luck level goes back down to 0. If the roll still fails your Bad Luck level remains the same. You may choose to fail an attack, saving throw, or skill checks to attempt to raise your Bad Luck Level but it is up to the DM if this failed attempt is successful. 

Your Bad Luck level resets to 0 at the end of a Long Rest.  

Downward Spiral

Starting at 6th level, the negative energy that surrounds you can cause your enemies to go into a downward spiral. As a reaction, ff a creature that is "Marked by Misfortune" succeeds on an attack, saving throw, or skill check roll you can make them roll again and they must use the new roll. If the new roll is a Critical Success it is, instead, a Critical Fail. You can use this ability only once per rage.

Cursed Company

At 10th level, your bad luck can be channeled and spread to those who mean you harm. As a bonus action, you release a shockwave infused with negative energy. Your Bad Luck level increases by one and creatures within 60 feet (of your choice) must make a Charisma saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or until the start of your next turn, any skill checks, attack rolls, or saving throws they make must subtract your current Bad Luck dice. If you're bad luck level is at level 5 or higher then the chosen creatures make this saving throw at disadvantage. 

Once you use this feature, you can't use it again until you finish a long rest.

Misfortune Incarnate

Beginning at 14th level, your bad luck is enough to cause a grown hag to cry. 

You are misfortune incarnate and gain the following benefits:

  • Your bad luck level can increase to level 6 and the die is a d20. This level only lasts until the end of your next turn before reducing to a level 5. 
  • Your bad luck level doesn't reset after a long rest.
  • Creatures Marked by Misfortune now Critically Fail on rolls of 5 or lower. 
  • If you manage to fail a roll by five or more when you have advantage your Bad Luck level increases by 2. 

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