Base Class: Barbarian
Through-out the time among nature and the study of the ancient ways and powers of your ancestors, the barbarian have learned the machinations of their voice. Legends say that the strongest caller can bring dragons to their aid. For thousands of years these barbarians have honed and practice their arts, they have learned how to focus their rage into a facet of power and projection. These primal warriors, are often times, look at by other primal rage warriors as lesser, the reality is their voices are greater than most realize.
Unlike other barbarians, they spent time in deep connect with nature. This connect affords them understanding of nature and how the workings of it empower them. Every day the Dragon callers must spend at least 10 minutes with in nature, or they feel the connection start fading inside them. Many that reside in cities often pick cities that have parks or have ease of access to being outside the cities. Finding the Callers inside large cities is rare if at all, most of the callers have no issue being in them but making anything permanent is very rare. Most times a Caller will camp outside the city if possible.
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LEVEL |
ABILITY |
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3 |
Primal Voice |
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6 |
Primal Voice feature, Air Dance |
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9 |
Primal Voice Feature |
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10 |
Mark of Assertion, Improved Primal Voice |
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12 |
Primal Voice Feature |
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14 |
Draconian Fury |
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15 |
Primal Voice Feature |
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18 |
Primal Voice feature |
Primal voice/ Improved Primal voice
Starting at 3rd level, the barbarian gains the ability to use his voice to create amazing affects, but forgoes the rage ability. Instead of raging you can now use calls, each call adds a different effect to the barbarian. Starting at 3rd level the barbarian gains access to two calls, as they gain levels they gain additional calls they can use. This means that not just one caller will be the same as another. At 6th, 9th, 12th, 15th, 18th you gain an additional call.
When you use a call, you use your Rage uses. You do not gain the benefits of Rage as presented in the PHB rather you gain the benefits of the Calls as described. Your Rage damage modifier can only be applied when a call specifies or you reach 10th level and get Improved Primal Voice, which allows you to use your Rage modifier with all Calls.
Beckon Natures Ally
Starting at 3rd level; you can now call the aid of 2 cr 2 beast, or 4 CR1 Beast, or 8 CR 1/2 beast, or 12 CR 1/4 beast with in 300 feet.All beast that respond act on your bonus action and provide advantage, for anyone in melee with the targeted creature of the beast. The beast attack with your Wis Mod, and deal 1d6 + Wis Mod in damage. The beast stay and aid the barbarian for rounds equal to your rage bonus damage signified on the barbarian progression chart. This ability can not call beast that are companions.
In addition when the shout becomes active you gain resistance to poison damage, and you deal poison damage on your attacks.
Call of Temporis
Starting at 15th level, the barbarian voice can now slow the reactions of their enemies. Any enemy with in 15-foot of the barbarian fall under the effects of the slow DC 16 Wis Save. While all allies with in 20-foot sphere gain 1 round of Haste which ends at the end of their next turn.
Additionally; the barbarian veins pump with the flow of time, they are under the effects of haste for Wisdom Modifier in rounds. After which the Barbarian takes 1d4 of force damage per each round in Haste. The barbarian suffers no other effects of Haste.
Call of the Hunt
Starting at 18th level, the barbarian incites rage and the power of the Horned lord into his allies. When calling the hunt all allies gain the following. This last for 3 rounds, after which the allies stats return to normal and can not act till the end of their next turn. While under the effects they want nothing more than to rend and tear flesh from their targets. All acts done under the forces of the Hunt do not affect alignment. If the party member wishes to not partake he may make a DC 17 Wisdom saving throw. This call can only be used once per a short rest
- Strength, Dexterity, Constitution Scores increase by 5, can not go above 22
- Wisdom, Intelligence Decreases by 5
- Gain natural claw attacks that deal 1d10 slashing damage
- Gain harden carapace, +4 AC
- Movement 40-foot
Additionally; the Barbarian gains 5 Hit Points back for each hit his party members deal
Draconian voice
Starting at 3rd Level; the barbarians voice can now expel a breath weapon. The barbarian chooses the type of energy it deals. As the Barbarian starts to vocalize a draconian scream, their eyes turn the color of the type of energy they are using. This breath weapon has a 30 foot line attack and deals 3d6 damage. The Call last for 5 rounds, It has a recharge of 4 - 6
Additionally; the type of energy they pick they also become resistant to for 1 min.
At Higher Level: Starting at 7th level the damage increases to 4d6, 12th level increases to 5d6, 17th level increase damage to 6d6
Acid Damage - Black eyes
Cold damage - White eyes
Fire Damage - Red eyes
Lightning damage - Yellow eyes
Thunder Damage - Translucent eyes
Poison Damage - Green Eyes
Radiant damage - Gold eyes
Dragons call
Starting at 18th Level, the Barbarian that wields this call plays dangerous games, but can be a force to reckon with. When the call is made the barbarian rolls a 1d6, the result is how many rounds it takes for a dragon to show up. Then he rolls a 1d4 to determine the age, after that the barbarian must roll a 1d4 to see how many rounds it stays around.
- Wyrmling Dragon
- Wyrmling Dragon
- Adult Dragon
- Ancient Dragon
The Barbarian uses its bonus action to command the dragon to do one attack, before hand he must make a Animal Handling check DC 12, if she fails the dragon takes his own action that may or may not attack the barbarian. Once the Dragons time is up it flies off with no want to stay.
Additionally; the Barbarian while in the presence of the dragon increases their Strength, Constitution, Dexterity by 5. This increase can not take the barbarian above 24 in any stat.
Earthen Roar
Starting at 9th level, the barbarian can now cause tremors and earth shifts. The barbarian release a wave of rage causing the ground around him in a 15-foot sphere to be come rough terrain. All allies in a 20-foot sphere now have resistance to Piercing, Slashing, and Bludgeoning damage for 2 rounds.
Additionally; the barbarian becomes immune to all physical damage that does not come from a magical source. This effect last 1+ Wis Modifier in rounds.
Forceful Scream
Starting at 6th level; The barbarian can now cause concussive waves that can knock opponents to the ground. When the barbarian lets his voice go in a 25-foot cone shape, any and all targets in the area must make a DC 15 Strength Check or be knocked to the ground. The attack deals 2d8 force damage on a successful save and remain standing, on a failed save the target(s) are knocked prone and take 4d8 force damage.
Additionally; the Barbarian becomes immovable, and has resistance to Slashing, Piercing, bludgeoning damage for 1 minute, the the force of his voice has harden his skin.
Frightful Voice
Starting at 9th level; The barbarian gains the ability to incite fear in their targets. As they shout a threat out to targets; equal to the Wisdom modifier of the barbarian, any affected by the voice must make a DC 16 Wisdom save, failed save requires the targets to do nothing but move away from the barbarian. Once they affected have moved up to 60-feet from the barbarian the effect ends.
Additionally; if the barbarian is the target of a spell from an affected target, they gain advantage against their spell saves, or if the spell is a ranged attack the attacker has disadvantage on the attack. This affect last for 1 + Wisdom in rounds.
Storm Caller
Starting at 15th level, the barbarian now understands how to call down the fury of the winds made into pure energy. When the call goes out, a lightning bolt strikes down centered on the barbarian. The lightning strike electrifies the barbarian, and deals 3d10 lightning damage to all with in 30-feet of the barbarian. Any ranged attack that attacks any target with in 5 -feet of the barbarian adds lightning damage to the attack.
Additionally; the barbarian is covered in a nimbus of electricity dealing 1d8 lightning damage to anyone attacking with an unarmed strike, and 1d10 lightning damage if using a metal weapon. When ever the barbarian attacks, adds 1d4 lightning damage to their melee attack. if your attacked with a lightning spell you only take 1d10 damage. This last for 1 minute.
Thunderous voice
Starting at 12th level, the barbarian can now cause a deafening wave to flow over the battlefield. The barbarians voice carries in a 60-foot line sending shock-waves that deals 1d4 thunder damage and deafened, all in the line must make a DC 16 Dex save or pushed 10-feet, DM discretion on which direction. If that target can not move in the direction pushed takes 1d10 damage for every 5 ft. they could not move.
Additionally; all the attacks dealt by the barbarian are now thunder damage for 1 minute.
Valorous Roar
Starting at 3rd level; you can now create courage and strength in your allies. When your voice echos throughout the 15-foot area, all allies in the area Advantage on their next 3 attacks, and have advantage on Saving throws vs fear effects.
Additionally; the Barbarian, gains advantage on strength rolls, and can add the Rage damage bonus to all his attacks for 1 minute.
Voice of the Primordials
Starting at 6th level, the barbarian can not only absorb elemental attacks but can utilize them for their attacks. As the barbarian lets a shout out causing the minor elements of the elemental plane to hear their cries. When doing this all in a 20-foot radius that are allies gain resistance to all elemental attacks for 2 rounds.
Additionally; the Barbarian calls forth earthen shards that glow Red, Blue, Clear, yellow. These shards protect the Barbarian from an elemental attack with the descriptors Fire, Cold, Lightning, Thunder. When a spell using any of those types are used against the barbarian they heal half the damage rolled and take no damage from the attack. This effect can only occur once, when the shard absorbs the damage it disappears into the weapon of the barbarian, then adds that damage type to their next melee damage dealt (the barbarian may only have one elemental type applicable at any time. Meaning that if the barbarian gets with with a cone of cold his weapon attack deals cold damage. Now if in that same round he gets hit by a fire spell the weapon deals fire damage instead of cold damage.) The shards last for 1 minute, when the effect ends any unspent shards heal the barbarian for 1d6 per a shard.
Weathered Shout
Starting at 12th level, the barbarian shouts to the sky cause a weather change. This can not be used in doors, but can be used in a natural cave where the weather can feasibly enter. DM discretion. When the shout goes off the barbarian chooses one of the following weather effects to take place. The weather changes over 3 rounds and in a 20-foot cylinder. All allies with in 40-foot of the barbarian gain regeneration of 5 for 2 + Wisdom modifier in rounds. These effects last for 1 minute
Additionally; The barbarian gains blind-sight for 1 minute being able to sense targets through the thick weather changes.
- Fog Bank - see fog cloud, with the added effect that any with in the fog have labored breathing due to the thickness, and therefore have their movement reduced by half.
- White Out - deals 3d8 cold damage, and the area becomes rough terrain, and visibility is only 5 ft, unless they have supernatural sense
- Sand Storm - treated like fog cloud except all that remain in the sand storm takes 5 bludgeoning damage per a turn, and must make a DC 15 survival check or be lost.
Air Dance
Starting at 6th level, the barbarian gain a climb speed of 15, additionally they treat rough terrain as regular
Mark of Assertion
Starting at 10th level, the Barbarian can, by using his reaction, mystically mark someone applying extra damage and advantage on attacks. When the barbarian marks them with a draconic mystical mark their targets take an additional 1d6 damage, the damage type must be chosen when apply the mark and taken from the following. The mark remains on the target till you change the mark or the target dies. You may do this as many times a day as your Wisdom Modifier, after which you must take a long rest to gain the uses back.
- Fire
- Cold
- poison
- acid
Draconian Fury
Starting at 14th level, the barbarian can call upon the rage of dragons twice a day as an action. The barbarian gains the following effects for 1 + Strength Modifier in rounds. Once you have used both uses you may not uses it again until after a long rest.
- AC is now a 17
- Gain 20 + Barbarian level in Temporary Hit Points
- You become 1 size larger
- Gain advantage on Str and Con Saving throws
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/30/2018 5:33:57 PM
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27
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1.0
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Coming Soon
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