Barbarian
Base Class: Barbarian

For those barbarians who resonate with the ancient call, the Path of the Weaveborn is a testament to the unbreakable bond between primal fury and the arcane web that binds reality. These warriors draw upon the legacy of the ancient Mythkeepers, channeling the powerful energy of the Weave through their martial prowess. While they do not wield Essence as their Mythkeeper kin do, Weaveborn barbarians access similar powers through sheer force of will and the strength of their spirit, blending physical might with echoes of long-forgotten magic.

Path of the Weaveborn Features

  • Ancient Erudition: at 3rd level, Your connection to the myths of old sharpens your mind. You gain advantage on Wisdom and Intelligence checks on anything that deals with weave itself. 
  • 3rd Level — Weave's Echo: Upon adopting this path at 3rd level, your rage becomes infused with the power of the Weave. When you enter your rage, choose one of the following effects to manifest. This effect lasts while you are raging and can be changed each time you enter a rage:

    • Ancient Mark: Your weapon attacks made while raging can leave a Weave Mark on your foes. The first time you hit a creature on your turn, it is marked by you for 1 minute or until you mark another creature. While a creature is marked, your attacks against it deal an extra 1d6 force.
    • Ethereal Swiftness: You gain a +10 feet bonus to your movement speed and can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage.
    • Weaveborn Resilience: You gain resistance to one type of damage of your choice (acid, cold, fire, lightning, or thunder) until your rage ends.
  • 6th Level — Mythic Reckoning: At 6th level, your aura on the battlefield becomes ever more daunting. The first creature you strike on your turn with a melee attack becomes intimidated by your mythical presence. This target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or gain disadvantage on its next attack roll against you or an ally within 30 feet of you until the end of your next turn. On a successful save, the creature is immune to this effect for the next 24 hours.

  • 10th Level — Echoing Roar: As an action while raging, you can unleash an echoing roar infused with the arcane power of the Weave. Choose one of the following effects:

    • Terrify: Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened of you for 1 minute.
    • Empower: Allies within 30 feet of you gain an inspiration die (d6) that can be used for an attack roll, saving throw, or skill check before the end of your next turn.
  • 14th Level — Avatar of the Weave: Upon reaching 14th level, you embody the raw energy of the Weave while raging. You can manifest two of the options from Weave's Echo simultaneously when you rage. Additionally, when you use your Mythic Reckoning, the intimidated creature also acquires disadvantage on any saving throws against spells or abilities from you and your allies until the end of your next turn.

Ancient Erudition

3rd-level Path of the Weaveborn feature

 Ancient Erudition: at 3rd level, Your connection to the myths of old sharpens your mind. You gain advantage on Wisdom and Intelligence checks on anything that deals with weave itself.

Weave's Echo

3rd-level Path of the Weavborn feature

  • 3rd Level — Weave's Echo: Upon adopting this path at 3rd level, your rage becomes infused with the power of the Weave. When you enter your rage, choose one of the following effects to manifest. This effect lasts while you are raging and can be changed each time you enter a rage:

    • Ancient Mark: Your weapon attacks made while raging can leave a Weave Mark on your foes. The first time you hit a creature on your turn, it is marked by you for 1 minute or until you mark another creature. While a creature is marked, your attacks against it deal an extra 1d6 force.
    • Ethereal Swiftness: You gain a +10 feet bonus to your movement speed and can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage.
    • Weaveborn Resilience: You gain resistance to one type of damage of your choice (acid, cold, fire, lightning, or thunder) until your rage ends.

Mythic Reckoning

6th-level Path of the Weaveborn feature

Mythic Reckoning: At 6th level, your aura on the battlefield becomes ever more daunting. The first creature you strike on your turn with a melee attack becomes intimidated by your mythical presence. This target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or gain disadvantage on its next attack roll against you or an ally within 30 feet of you until the end of your next turn. On a successful save, the creature is immune to this effect for the next 24 hours.

Echoing Roar

10th-level Path of the  Weaveborn feature

  • 10th Level — Echoing Roar: As an action while raging, you can unleash an echoing roar infused with the arcane power of the Weave. Choose one of the following effects:

    • Terrify: Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened of you for 1 minute.
    • Empower: Allies within 30 feet of you gain an inspiration die (d6) that can be used for an attack roll, saving throw, or skill check before the end of your next turn.

Avatar of the Weave

14th-level Path of the Weavborn feature

Avatar of the Weave: Upon reaching 14th level, you embody the raw energy of the Weave while raging. You can manifest two of the options from Weave's Echo simultaneously when you rage. Additionally, when you use your Mythic Reckoning, the intimidated creature also acquires disadvantage on its very next roll against spells or ability checks from you or your allies.

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