Base Class: Barbarian
Barbarians who follow the Path of the Carrion Raven draw on the instincts of beasts to survive and thrive in the harshest environments. They emulate the primal abilities of druids, using their Rage to awaken an almost animalistic connection to the natural world.
Carrion Ravens often travel with druids and beasts studying their behavior, learning to hunt, adapt, endure, and strike with the cunning of a predator. Their bond with the natural world allows them to mimic certain primal abilities, though they rely on instinct and physical prowess rather than spellcasting. These barbarians are often viewed as strange or dangerous outsiders. They are comfortable with that reputation. To a Carrion Raven, civilization is simply another environment to survive.
Martial Maneuvers
You know three maneuvers of your choice from the list below. You can learn an additional maneuver at 5th, 7th, 9th, 11th, 13th, 15th and 17th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.
Maneuver Points
Your barbarian class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the Path of the Carrion Raven table below. You regain all spent maneuver points at the end of a long rest.
Using Maneuvers
Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver’s effects.
Maneuver save DC: 10 + your proficiency bonus + your Strength or Dexterity modifier
| Barbarian Level | Maneuver Points | Maneuvers Known |
|---|---|---|
| 3rd | 6 | 3 |
| 4th | 8 | 3 |
| 5th | 10 | 4 |
| 6th | 12 | 4 |
| 7th | 14 | 5 |
| 8th | 16 | 5 |
| 9th | 18 | 6 |
| 10th | 20 | 6 |
| 11th | 22 | 7 |
| 12th | 24 | 7 |
| 13th | 26 | 8 |
| 14th | 28 | 8 |
| 15th | 30 | 9 |
| 16th | 32 | 9 |
| 17th | 34 | 10 |
| 18th | 36 | 10 |
| 19th | 38 | 10 |
| 20th | 40 | 10 |
Maneuvers
Carrion Raven Maneuvers
The Saga of the Carrion Raven tells of a raven that could assume the form of any beast it had devoured, gaining its abilities in the process. The raven taught its allies to fight with the ferocity of predators, endure like creatures of the wild, and move with the speed of birds.
Barbarians who follow the Saga of the Carrion Raven trust their instincts and emulate the cunning, resilience, and power of the natural world. Those who master the saga can mend their wounds, take flight, and assume the forms of beasts
The maneuvers are presented in alphabetical order
Apex Dominance (5 Points)
You can use an action and spend 5 maneuver points to attempt to sunder your enemy with excessive force. When you do, a creature within your reach must succeed on a Strength saving throw. If the creature is currently grappled by you, it has disadvantage on this saving throw.
On a failed saving throw, the creature takes 6d10 force damage. On a successful save, the target takes half as much damage. If damage from this maneuver reduces a creature to 0 hit points, it immediately dies as you rip it apart.
Axolotl’s Regeneration (2 or 6 points)
You can use a bonus action and spend 2 or 6 maneuver points to regenerate your body. When you do, you regain 1d12 + your Constitution modifier hit points. If you spent 6 points, you also regrow a lost limb or organ of your choice.
Bestial Transformation (8 points)
You can use an action and spend 8 maneuver points to cast polymorph targeting only yourself without providing material components. However, you can only transform into a beast with a CR of half your level or lower, and you retain your Intelligence, Wisdom, and Charisma scores. Constitution is your spellcasting ability when you cast the spell in this way.
Call of the Beast Lord (5 points)
You can use an action and spend 5 maneuver points to howl, calling a bestial spirit to your aid. When you do, choose any beast with a CR equal to or less than your level to appear in an unoccupied space of your choice within 60 feet.
A beast conjured in this way disappears when it is reduced to 0 hit points, after 10 minutes, or when you lose concentration on this maneuver (as if you were concentrating on a spell). The summoned creature is friendly to you and your companions. The creature shares your initiative but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures by taking the Dodge action.
Carrion Feast (3 points)
You can use an action and spend 3 maneuver points to feast on an enemy’s waning life. When you use this maneuver, make a melee weapon attack. On a hit, the attack deals an additional 5d6 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt. If the attack does not succeed, no maneuver points are spent.
Falcon’s Glide (1 point)
When you fall, you can use your reaction and spend 1 maneuver point to slow your fall to 60 feet per round for 1 minute. If you land before this time elapses, you take no falling damage.
In addition, as a bonus action on each of your turns for the duration of this maneuver, you can spend 1 additional maneuver point to gain a fly speed of 30 feet until the end of the turn.
Feral Fighting (1 point)
You can use a bonus action and spend 1 maneuver point to fight with beastlike fury. When you do, make a single unarmed strike against a creature. On a hit, you can roll 1d8 in place of the normal damage of your unarmed strike.
Hibernating Bear Recuperation (4 points)
You can spend an action and 4 maneuver points to put yourself into a deep and restful sleep for the next 10 minutes. During this time you have resistance to all damage except psychic and, when you take damage, you can choose to remain asleep or wake up. If you sleep for the entire 10 minutes, you gain the benefits of having completed a short rest, immediately end any poison affecting you, and lose one level of exhaustion.
At the end of this sleep, you can spend and roll any number of Hit Die, adding your Constitution modifier to each Hit Die rolled, gaining temporary hit points equal to the total.
Pack Leader (1 point)
When an enemy creature within 5 feet of you is attacked, you can use your reaction and spend 1 maneuver point to make a melee attack at the same enemy creature. When you do, the triggering attack has advantage.
Pack Supporter (2 points)
As an action, you may expend 2 maneuver points to unleash a rallying howl, invoking a primal spirit that bolsters your companions. When you do so, each allied creature of your choice within 60 feet can use its reaction to spend any number of its unspent Hit Dice, regaining hit points accordingly. Allies at 0 hit points can benefit from this effect, allowing them to regain consciousness if they are healed.
Predator's Howl (2 points)
You can use a bonus action and spend 2 maneuver points to emit a ferocious howl that strikes terror in the hearts of your enemies. Two creatures of your choice within 30 feet of you must make a WIS saving throw. On a failed save, the creature is frightened until the start of your next turn. Each time the frightened creature takes damage from weapon attacks, they take an additional 1d6 psychic damage.
Prey-Marking Strike (1 points)
You can use an action and spend 1 point to mark an enemy you’re fighting as your prey. When you do, make a melee attack against that creature. On a hit, you deal an additional 2d8 psychic damage, and the creature is marked as your prey for the next minute. While a creature is marked as your prey, your attacks deal an additional 1d8 psychic damage and score a critical hit on a result of 19 or 20 on the attack roll.
Shape of the Behemoth (3 points)
As an action you can spend 3 maneuver points to embody the power of nature’s largest beasts for 1 minute. When you do, your size increases by one category to a maximum size of Large. In addition, for the duration your reach increases by 5 feet, your weapon attacks deal an additional 1d6 damage, and you gain 1d6 temporary hit points at the start of each of your turns. This maneuver ends early if you lose concentration (as if you were concentrating on a spell).
Slippery Otter (1 point)
You can use a bonus action and spend 1 maneuver point to embody the grace and endurance of an otter in water. For the next hour, you have a swimming speed of 30 feet and can hold your breath for a number of minutes equal to twice your Constitution ability score. While in the water, you can take the Dash action as a bonus action.
Snout of the Bloodhound (1 point)
You take a minute and spend a maneuver point to attune your senses to your surroundings, enhancing your senses of smell, sight, and hearing for the next hour. During this time, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track
- You add your proficiency bonus to initiative checks
- You do not have disadvantage on attack rolls against invisible creatures
Stoic Oxen Spirit (2 points)
When you become charmed or frightened, you can use your reaction and spend 2 maneuver points to immediately end the triggering charmed or frightened condition. In addition, you have advantage on attack rolls against the creature who attempted to charm or frighten you until the end of your next turn.
Trampling Bull (3 points)
You can use a bonus action and spend 3 maneuver points to channel the charging bull, moving up to your speed. While moving this way, you can move through the space of creatures of your size or smaller, but you must end your movement in an unoccupied space.
Each creature whose space you moved through must succeed on a STR saving throw or be knocked prone and take bludgeoning damage equal to 1d8 + your STR modifier.
Tusks of the Rampaging Mammoth (3 points)
You can use an action and spend 3 maneuver points to strike an enemy with the overwhelming force of a rampaging mammoth. When you do, make a melee weapon attack against a creature within 5 feet. On a hit, you deal 3d12 damage in addition to your attack’s normal damage. If the creature is Huge or smaller, you push the creature 15 feet in the direction of your choice.
Wolfen Tactics (1 point)
When a creature within your reach makes an attack, you can use your reaction to attempt to trip it, interrupting the triggering attack as you exploit a momentary lapse in its footing. The target must succeed on a STR saving throw (DC equal to 10 + your proficiency bonus + your Strength or Dexterity modifier, your choice) or be knocked prone. On a failed save, the creature falls prone before the attack is resolved, and its speed becomes 0. While prone as a result of this feature, the creature makes attack rolls with disadvantage. Additionally, when the target is knocked prone in this way, allied creatures within 5 feet of it can use their reactions to make one melee attack against the target with advantage.
Woolly Beast’s Hide (2 or more points)
When you are hit by an attack, you can take a reaction and expend 2 or more maneuver points to shield your vulnerabilities. Roll 2d6 for every 2 maneuver points expended, reducing the attack's damage by the total rolled. You gain temporary hit points equal to the number of maneuver points you expended that were not needed to reduce the damage.
Level 3: Feral Celerity
Your Rage awakens the swift instincts of a predator. When you enter your Rage as a Bonus Action, you can make one weapon attack as part of that Bonus Action.
Additionally, you can maintain Concentration on your Maneuvers while Raging. You still can't maintain Concentration on spells while Raging.
Level 6: Raven’s Spirit
You gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain proficiency in your choice of one the following skills instead: Athletics, Nature, or Survival.
In addition, you can cast speak with animals as a ritual.
Level 10: Ferocious Rage
When you enter your rage, creatures of your choice within 10 feet that can see or hear you must succeed on a WIS saving throw against your Martial Maneuvers save DC. On a failed saving throw, the creature is frightened of you until the end of its next turn.
Level 14: Violent Hunger
When you deal damage to a creature with a weapon attack and one or more of the attack's damage dice rolls its maximum number, you can expend 1 Maneuver Point to roll one additional die of the same type for each die that rolled its maximum. Add the additional dice to the attack's damage. You can use this Maneuver only once per Attack Action.
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