Barbarian
Base Class: Barbarian

Taking on the beliefs of The Traveller and his Trickster nature. A follower takes upon some characteristics of their god and pick up their habbits. Some may be tricksters at heart, others may be Tricksters by nature. Upon taking the Primal path, you embrace the nature of the god. While this doesn't mean your evil, it simply shows ones chaotic side of the heart and mind. Channelling their rage into a more fun side of life.

Travelers Rage

Starting when you choose this path at 3rd level, You gain access to your inner most energy. The first creature you strike on your turn with a weapon, they take an additional 1D6+half your barbarian Level. Roll a D4 on a 2 or 4 the damage is Necrotic. On a 1 or 3 the damage js Radiant 

Chaotic Roar

At 3rd Level. You can release a Chaotic Roar to Stagger and knock those around you off Balance. Roll an intimidation check against their Saving throw. If the target fails, the Roar effect remains. This feature can be used Once per long rest, at Level 6 it increases to Twice per long rest, At Level 12 Three times Per long rest.

If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1D6. At higher levels, you can reduce the damage by: 2D6 at 6th, 3D6 at 10th, and by 4D6 at 14th Level. 

Your roar can also negate Natural 20's against Ally's as a reaction once per long rest.

Using Chaotic Roar leaves you open to attack granting the Next attack against you Advantage.

This ability fails if the target is Immune to fear.

The target also has a 50% chance to either Flee or be knocked prone.

Traveler's Fury

Chaotic Surge d8 Effect
 
1-Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d8 necrotic damage. You also gain temporary hit points equal to 1d8 plus your barbarian level. . (This increases to 1D12 at lvl 8)
 
2-You teleport 30 feet in a random direction, into an unoccupied space you can see. This effect happens at the beginning of your turn every round Until your rage ends, (Roll 1d8 1=N, 2=NE, 3=E, 4=SE, 5=S, 6=SW, 7=W and 8=NW) If unable to teleport to that  location, you take 1D6 Force Damage.
 
3-An intangible spirit, which looks like cabbage appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature or player within 5 feet of it must succeed on a Dexterity  saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
(DC- 10+Str+Prof)
 
4- on a roll of two or four on a D4, A bolt of light shoots from your chest. A creature of your choice that can see you within 15 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. On a roll of one or three on a D4 a globe of darkness envelopes you and all within 30 feet of you and is blinded while within this effect takes place untill your rage ends.
 
5-Whenever a creature hits you with an attack roll before your rage ends, you and that creature takes 1d6 force damage, as magic lashes out in retribution.
 
6-Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 5 feet of you, your allies gain the same bonus. (Increases to 10 Feet at Level 6, and again to 15 Feet at Level 14) At Level 20 It increases to a +4 And ranges to 20 Feet
 
7-Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for player and creature alike.
 
8-Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn

Traveler's Gift

At 10th Level, you learn to Channel your inner rage and inspire those around you. As A bonus Action, you can unleash a Battle Cry and infuse those with your Energy. Granting Up to 10 Creatures of your choice within 60 Feet, Advantage on Attack Rolls but at the cost of Disadvantage on Saving throws. This lasts until the start of your next turn.

You can use this Feature once per long rest.

Rage of the Dead

At 14th Level, The Divine energy that fuels your rage allows you to ignore Fatal blows.

When Raging, upon reaching 0 hit points your rage keeps your body going and doesn't knock you unconscious. While you must still make Death Saving throws, you still suffer the normal effects of taking damage at 0 hit points. However, if you were to fail all three Death Saves, you will not die until your rage has ended. At the end of your rage, if you are healed above 0 Hit Points, you will instead fall unconscious.

During this Rage, Each Death save will count towards 1 point of exhaustion. If 6 death saves are failed, it will count towards 6 points of exhaustion resulting in death regardless of health.

 

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