Barbarian
Base Class: Barbarian

"We were raiding a village in the North, fifteen or so, in our unit. Scorched earth, no prisoners. King's Orders... We peppered their homes, their tents, with arrows. It was the path of least resistance. It only took a few volleys until the screams stopped and we went to march through the village, clean up what was left. He... he was just standing there, a human pin cushion, filled with arrows and covered in blood. I'll never forget that grin, that sick grin as he saw us." - Captain Hargreaves, Scout Division. Sole Survivor of the Skystead Massacre

Blood and fury drive them forward. Those who choose the Path of the Possessed open themselves as a host to the spirits to guide them through battle. When the only option is death, these barbarians make sure that the enemy bleeds more.

For more inspiration on the source of the possession, you can roll on the Possession Source table below. Remember, these are suggestions made to inspire ways of playing this subclass.

Roll 1d4 Result

Possession Source

1

You do not remember what happens when you rage, you seek a cure.

2

It is a rite of passage to accept the spirits of the ancestors to guide you in battle.

3

Your deity longs to feel the thrill of battle as a mortal, they have chosen you as a host.

4

You can communicate with the entity inside, frequently talking to it. No one else can hear them.

Blood Fuelled Fury

Starting at 3rd level, the blood you shed awakens the entity inside, empowering your abilities.

If not already raging when you are reduced to below half of your maximum hit points you automatically enter a rage. When entering a rage this way, roll on the Possession table below. If this rage were to exceed your daily rages, you still enter a rage and gain 2 points of exhaustion when the rage ends. If you are already raging and you are reduced to below half of your maximum hit points, you roll on the table when crossing the threshold. Healing above half of your maximum hit points does not end the rage or effects. To resist the entering a rage automatically you must succeed a DC 15 Wisdom Saving throw. The bonus ends with the rage.

Possession table

1

Resistant to all damage types excluding necrotic and radiant.

2

Rage bonus damage is doubled when below half of your maximum hit points. This bonus is tripled when using reckless attack.

3

You can sacrifice all weapon attacks this turn to force all adjacent creatures to make a Dexterity saving throw. On a failed save each creature takes damage equal to 1d6 (2d6 at level 10) + your Strength modifier.

4

As an action, you can roar to unsettle your foes. Choose up to three creatures within 30 feet that can hear you to roll Charisma saving throws. On a failed save, the first attack they make before the beginning of your next turn suffers disadvantage, and if you are the target of the attack, they suffer 1d6 (2d6 at 10th level) psychic damage when they declare the attack.

5

On successfully dealing damage to an enemy you gain temporary hit points equal to your barbarian level. These are lost when your rage ends.

6

You can grapple a creature as a bonus action. A creature that starts its turn grappled by you suffers 1d4 (2d4 at level 10) + your Strength modifier bludgeoning damage. A creature that attempts to escape your grapple and fails suffers this damage as well.

Otherworldly Presence

Starting at 3rd level, you are able to show glimmers of the spirit's overwhelming and powerful presence. 

You gain proficiency in intimidation if you do not have it already. You are also able to use your strength modifier instead of your charisma modifier on intimidation checks. 

Eye for an Eye

Starting at 6th level, the rage within defies reason and nothing with stop you from reaching your target.

If hit by a ranged attack you can immediately move up to half your speed as a reaction towards the creature that attacked, ignoring difficult terrain. If you take damage from an opportunity attack this way, gain an extra 1d6 damage on your next attack for each opportunity attack that hit. The bonus damage can only be applied against the ranged attacker.

Blood for Blood

At 10th level, it doesn't matter how much you bleed as long as they bleed more. As a bonus action, you can deal 1d8 damage to yourself that can’t be resisted. If you do, your melee weapon attacks for the rest of this round deal an additional 1d8 damage. If your current hit points are less than half your maximum hit points, your melee weapon attacks deal an additional 1d12 damage instead. This action also prevents your rage from ending this round if you take no further damage or make any attacks.

Stronger Together

Beginning at 14th level, you are able to siphon more power from the rage within. Roll twice on the possession table and keep both effects when you are raging and your current hit points reach below half of your maximum hit points. If the results are the same you can re-roll a until you get a different result.

Previous Versions

Name Date Modified Views Adds Version Actions
6/10/2021 2:48:14 PM
111
3
v0.3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes