Base Class: Barbarian
Barbarians who follow the Path of the Savant are not bound by the stereotype of unbridled rage alone. They harness their primal fury alongside a deep connection to arcane or divine forces, melding raw power with mystical insight. These savants embody the unpredictable nature of magic, channeling spells through their rage-fueled outbursts with devastating effect.
Path of the Savant Features:
3rd Level, Strategical Strike: The first time you make a melee weapon attack on your turn, you gain advantage and the target takes 1d6 + your INT modifier.
3rd Level, Planned Rage: When you enter a rage, you may expend 2 uses to gain extra rage damage equal to your proficiency bonus.
6th Level, Destructive Intelligence: While in a rage, as a bonus action on your turn you may deal necrotic damage equal to your INT modifier to one creature up to 5 feet away from you. After you use this feature you must make an INT saving throw (DC 13), on a failure your rage ends.
10th Level, Inspirational Fighting: When you hit an enemy one or more sizes larger than you with a melee weapon, all allies that can see you gain advantage on their next attack roll.
14th Level, Intellectual Armor: While raging, your armor class is increased by your INT modifier.
Strategical Strike
Starting when you choose this path at 3rd level, you can strategically plan your attacks. The first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + your INT modifier. The extra damage is psychic.
Planned Rage
At 3rd level, you can strategically plan your rage. When you enter a rage, you may expend 2 uses to gain extra rage damage equal to your proficiency bonus.
Destructive Intelligence
Starting at 6th level, your intelligence becomes destructive. While in a rage, as a bonus action on your turn you may deal necrotic damage equal to your INT modifier to one creature up to 5 feet away from you. After you use this feature you must make an INT saving throw (DC 13), on a failure your rage ends.
Inspirational Fighting
When you hit an enemy one or more sizes larger than you with a melee weapon, all allies that can see you gain advantage on their next attack roll.
Intellectual Armor
Beginning at 14th level, your intelligence protects you.
While raging, your armor class is increased by your INT modifier.
Comments