Barbarian
Base Class: Barbarian

A Barbarian that follows the path of the greater soul is different from all the others. These warriors, most of the time, do not appear to be barbarians at all. Due to their different muscular structure, people might mistake them for simple fighters or mere guards. These kind of barbarians focus on growing on inner strenght and mental limitations. Instead of doing a lot of exercices and fisical practice, they dedicate their lifes to better undestand their inner strenght, bringing that into account when they hit the battlefield.

Inner Strenght Focus

At 1st-3rd level, you have learned to focus your inner strenght when making your attacks and taking damage. You can use your intelligence score instead of strenght to make your attacks. Also, whenever you make a saving throw that requires a stenght check, you can use your intelligence score instead.

OBS.: THE ONLY REASON I ADDED THIS AS A 1ST-3RD LEVEL TRAIT IS BECAUSE IT DOES NOT MAKE ANY SENSE TO USE STRENGHT AND THEN TRADE IT FOR INTELLIGENCE LATER. YOU CAN ONLY USE YOUR INTELLIGENCE SCORE ON STRENGHT SACING THROWS AFTER YOU HIT LEVEL 3.

Vital Attack

Starting when you choose this path at 3rd level, you can focus your attacks on not only the enemy's body, but also it's inner force. Whenever you are raging and make an attack against an enemy, for the first time on that turn, you can have the enemy take extra psychic damage equal to your intelligence modifier + your proficiency.

Rage Of Mind And Body

Beginning at 6th level, whenever you rage you set vital marks on your opponent. Every attack you successfully hit on your target gives you one mark. You gain the following benefits according to number of marks your opponent has:

  • 1-3 marks: you deal 2 extra damage on all your attacks against that target.
  • 3-5 marks: whenever you successfuly hit your opponent, you can force it to make a STR Saving Throw or fall prone.
  • 5 or more marks: you create a link of mind with your opponent knowing how it thinks and reacts in battle. You have advantage on all your attacks against that opponent and you also crit on 19-20.

Mind Spike

Beginning at 10th level, you can use a bonus action to cause a mind blank on every creature within 20ft of you. Every creature must make an INT Saving Throw. If they fail, they all take extra psychic damage equal to your barbarian level the next time any friendly creature hits them and have disadvantage on all rolls against you.

Mind Blank

At 14th level, whenever you score a critical hit on an opponent, you can have it make an INT Saving Throw. If it fails, it suffers the effects of the spell feeblemind, except for the damage the spell does. This can happen more than once a day, but it cannot happen again on a creature that has succeeded the save on that day.

Path Of The Greater Soul Image

Comments

Posts Quoted:
Reply
Clear All Quotes