Hey there, first time posting on here, just wanted to share my first homebrew subclass(Primal path) for Barbarians and mayby gain some feedback, Is it Too OP?, Lacking utility?
Primal Paths
Path of the Giants
First the Elemental Titans created the world, then life began. From life came belief, and from belief came the gods, and thus the war began. After the final battle the titans were finally defeated, though at great cost. Victorious and greatly wounded, the gods were forced to leave the physical plane, thus was born the divine realm. However, from the fallen titans flesh was born the giants and from there magic, the dragons came into being. While the dragons in their arrogance spread far claiming territories as their own, the giant chose to wander, shaping the land like their titan creators. Content to be left in peace the giants never do any harm to the life around them, unless provoked. Woe to they who suffer the rage of a giant. It is this tradition of peaceful wandering and furious rage that has carved the path you walk, the path of the Giants.
Mark of the Giants
Starting at third 3rd level when you chose the walk the path of the Giants, you begin to display the marks of the giants to show that you have walked the path of the different clans and follow their teachings, These can take the form of warpaint, tattoos, brands or even carvings on your cherished belongings. At each milestone of 3rd, 6th, 10th, 14th level, you choose one mark and gain the abilities associated with this mark. These abilities can be used a number of times equal to your Aptitude bonus and may require you to be Raging. All use’s reset after a long rest.
Mark of Stone: Stone Giants make their homes by carving great monolithic structures within caves and atop mountains, often in near total darkness. While Raging, you can use your bonus action to strike the ground, gaining Tremorsense for 10 minutes.
Mark of Fire: Fire giants are masters for crafting, able to mould even fire itself as if it were clay in their hands. Whenever you suffer Fire Damage, you can use your reaction to halve the damage you take and redirect the other half of the damage to any other creature you can see within 30ft or just throw it away. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.
Mark of Frost: The frost giants of the far north are known to be cold and cruel, and their touch colder still. As a Bonus Action you can touch any body of water and freeze upto a 15 by 15ft cube solid. You can also touch a creature using this ability, the creature must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your Aptitude bonus. On a failed save the target takes 1D10 + your character level Cold damage and is Frozen until its next turn, or half as much on a successful save and is not Frozen. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.
Mark of Hills: Hill Giants are lumbering brutes of immense strength and weight. Like them, while you're raging, your flesh becomes tough and your body heavy. You gain +1 AC as long as you are not wearing heavy armor, and you cannot be pushed or knocked prone by force.
Mark of Clouds: Cloud giants are known to be tricksters, able to walk on the air and disappear in a plume of cloud. As a Bonus action you summon a thick cloud centered on you, the area in a 15ft radius around you becomes Heavily Obscured. You can see normally within this cloud, also you can use this ability while falling to slow your fall and take no damage when you land. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.
Mark of Storms: Storm Giants are great and powerful warriors that bring the wrath of thunder and lightning to the battlefield. While Raging, you may use your reaction after moving at least 15ft in any direction to strike all enemy creatures within 5ft with lightning. All creatures affected must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your Aptitude bonus. On a failed save all targets take 1D10 + your character level lightning damage, or half as much on a successful save. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.
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Hey there, first time posting on here, just wanted to share my first homebrew subclass(Primal path) for Barbarians and mayby gain some feedback, Is it Too OP?, Lacking utility?
Primal Paths
Path of the Giants
First the Elemental Titans created the world, then life began. From life came belief, and from belief came the gods, and thus the war began. After the final battle the titans were finally defeated, though at great cost. Victorious and greatly wounded, the gods were forced to leave the physical plane, thus was born the divine realm. However, from the fallen titans flesh was born the giants and from there magic, the dragons came into being. While the dragons in their arrogance spread far claiming territories as their own, the giant chose to wander, shaping the land like their titan creators. Content to be left in peace the giants never do any harm to the life around them, unless provoked. Woe to they who suffer the rage of a giant. It is this tradition of peaceful wandering and furious rage that has carved the path you walk, the path of the Giants.
Mark of the Giants
Starting at third 3rd level when you chose the walk the path of the Giants, you begin to display the marks of the giants to show that you have walked the path of the different clans and follow their teachings, These can take the form of warpaint, tattoos, brands or even carvings on your cherished belongings. At each milestone of 3rd, 6th, 10th, 14th level, you choose one mark and gain the abilities associated with this mark. These abilities can be used a number of times equal to your Aptitude bonus and may require you to be Raging. All use’s reset after a long rest.
Mark of Stone: Stone Giants make their homes by carving great monolithic structures within caves and atop mountains, often in near total darkness. While Raging, you can use your bonus action to strike the ground, gaining Tremorsense for 10 minutes.
Mark of Fire: Fire giants are masters for crafting, able to mould even fire itself as if it were clay in their hands. Whenever you suffer Fire Damage, you can use your reaction to halve the damage you take and redirect the other half of the damage to any other creature you can see within 30ft or just throw it away. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.
Mark of Frost: The frost giants of the far north are known to be cold and cruel, and their touch colder still. As a Bonus Action you can touch any body of water and freeze upto a 15 by 15ft cube solid. You can also touch a creature using this ability, the creature must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your Aptitude bonus. On a failed save the target takes 1D10 + your character level Cold damage and is Frozen until its next turn, or half as much on a successful save and is not Frozen. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.
Mark of Hills: Hill Giants are lumbering brutes of immense strength and weight. Like them, while you're raging, your flesh becomes tough and your body heavy. You gain +1 AC as long as you are not wearing heavy armor, and you cannot be pushed or knocked prone by force.
Mark of Clouds: Cloud giants are known to be tricksters, able to walk on the air and disappear in a plume of cloud. As a Bonus action you summon a thick cloud centered on you, the area in a 15ft radius around you becomes Heavily Obscured. You can see normally within this cloud, also you can use this ability while falling to slow your fall and take no damage when you land. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.
Mark of Storms: Storm Giants are great and powerful warriors that bring the wrath of thunder and lightning to the battlefield. While Raging, you may use your reaction after moving at least 15ft in any direction to strike all enemy creatures within 5ft with lightning. All creatures affected must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your Aptitude bonus. On a failed save all targets take 1D10 + your character level lightning damage, or half as much on a successful save. You can use this Ability a number of times equal to your Aptitude bonus, all uses reset after a long rest.