Base Class: Barbarian
Barbarians are characterized in part by a thirst for battle and a separation from normal society, as explored in the primal nature of their features. This Path embodies this fantasy in a focused and graceful style reminiscent of the ronin - samurai without a lord or master - of real-world Japan, with embellishing based on popular culture.
Battle Focus
You have the ability to suppress your anger rather than embrace it. Starting when you choose this path at 3rd level, you can choose to enter a battle focus instead of a normal rage. A battle focus grants all of the normal benefits of a rage except for the rage damage bonus. Instead, you gain a bonus to all weapon attack rolls equal to your rage damage bonus as indicated in the Barbarian table while in a battle focus.
Wanderer's Arts
Wanderers develop and share unique fighting techniques to complement their weapon skills. When you choose this path at 3rd level, you gain one of the following Wanderer's Arts for which you meet the requirements. You can use this feature twice, and regain expended uses after completing a short rest.
**Staggering Parry.** As a reaction when a creature makes a melee weapon attack against you and misses, you may expend a use of Wanderer's Arts to make a weapon attack against the attacker with a melee weapon you are holding. If your attack hits, the target is stunned until the start of its next turn.
**Dash Strike.** As an action, you can expend a use of Wanderer's Arts to make a melee weapon attack against a creature up to 10 feet from you and move to an unoccupied space within the same distance from the target. This movement does not provoke opportunity attacks.
**Blood Burst.** (Prerequisite: 10th level) As a bonus action after you've hit at least one creature with a melee weapon attack on your turn - whether or not damage was dealt - you can expend a use of Wanderer's Arts to deepen the wounds you've caused, dealing 3d6 slashing damage to every creature you've hit with a melee weapon attack this turn. This damage is considered magical for the purpose of overcoming resistances.
Blood Burst
As a bonus action after you've hit at least one creature with a melee weapon attack on your turn - whether or not damage was dealt - you can expend a use of Wanderer's Arts to deepen the wounds you've caused, dealing 3d6 slashing damage to every creature you've hit with a melee weapon attack this turn. This damage is considered magical for the purpose of overcoming resistances.
Dash Strike
As an action, you can expend a use of Wanderer's Arts to make a melee weapon attack against a creature up to 15 feet from you and move to an unoccupied space within the same distance from the target. This movement does not provoke opportunity attacks.
Heightened Focus
At 10th level, you can choose either a Wanderer's Art or a Heightened Focus feature. Select this Wanderer's Arts option if you are choosing a Heightened Focus feature.
Staggering Parry
As a reaction when a creature makes a melee weapon attack against you and misses, you may expend a use of Wanderer's Arts to make a weapon attack against the attacker with a melee weapon you are holding. If your attack hits, the target is stunned until the start of its next turn.
Heightened Focus
When you reach 6th level, your battle focus becomes more powerful. You gain one of the following features for which you meet the requirements, which apply only while you are in a battle focus.
**Empty Mind.** Your focus blocks out all thoughts, granting you resistance to psychic damage and advantage on saving throws against being charmed or frightened.
**Flowing Blade.** Your movements are especially quick and fluid. Attacks of opportunity against you have disadvantage. Additionally, if you would otherwise be unable to move through a hostile creature's space, you may instead treat it as difficult terrain.
**Wind Edge.** (Prerequisite: 10th level) Your melee weapon attacks carve and propel the air beyond the weapon itself. Your reach with melee weapons is increased by 10ft. and your melee weapon attacks are considered magical for the purpose of overcoming resistances.
Dancing Blade
Your movements are especially quick and fluid. Attacks of opportunity against you have disadvantage. Additionally, if you would otherwise be unable to move through a hostile creature's space, you may instead treat it as difficult terrain.
Empty Mind
Your focus blocks out all thoughts, granting you immunity to psychic damage and advantage on saving throws against being charmed or frightened.
Wanderer's Art
At 10th level, you can choose a Wanderer's Art or a Heightened Focus feature. Choose the Wanderer's Art option for Heightened Focus if you are selecting a Wanderer's Art.
Wind Edge
Your melee weapon attacks carve and propel the air beyond the weapon itself. Your reach with melee weapons is increased by 10ft. and your melee weapon attacks are considered magical for the purpose of overcoming resistances.
Wanderer Mastery
Starting at 10th level, if you are out of Wanderer's Arts uses, you can expend a Rage to perform an Art instead. Moreover, when you reach 10th level, and again when you reach 14th level, you gain an additional Wanderer's Art or Heightened Focus feature of your choice. All known Wanderer's Arts share a pool of uses.
Coup de Grace
Beginning at 10th level, when you hit with a melee weapon attack totaling 27 or greater while in a battle focus, you can choose to make that attack a critical hit. Using this feature ends your battle focus.
Steel Demon
By 14th level, your fighting style is both beautiful and horrifying to your opponents. When you reduce a creature to zero hit points with a melee weapon, you can force another creature within 30 feet who can see you to make a Charisma saving throw with a DC equal to the damage dealt by the attack, up to 20. On a failure, the target is charmed and frightened by you until the start of your next turn.
Previous Versions
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4/22/2020 2:39:19 AM
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