Here is a subclass for Barbarian I've been working on. I've seen some others like this, but they all seemed to want to switch the Barbarian to a Dex based class. Here is my attempt at something flavorful but sticks with Strength and the Barbarians tankiness. Let me know what you think, suggested modifications, and any other ideas.
Path of Shadows
Some of your Path of Shadows features require creatures to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Shadow save DC = 8 + your proficiency bonus
+ your Constitution Modifier
Aura of Shadow
Starting at 3rd level, shadows expand out from you while you rage. These shadows create an area of darkness that extends 10 feet from you in all directions, but not through total cover.
While surrounded by these shadows, you are able to see normally in the darkness they create. Creatures that enter the shadows for the first time or start their turn there must make a Wisdom saving throw or become frightened of you. At the end of each of its turns, a frightened creature can repeat the Wisdom saving throw ending the condition on a success. If a creature succeeds on this saving throw, it cannot be affected by this ability for 24 hours.
Grasping Shadows
At 6th level, you can reach out with tendrils of shadow to pull enemies toward you. On your turn, you can use a bonus action to target a number of creatures you can see equal to your proficiency bonus within 10 feet of the edge of your aura of shadows. Each target must make a Strength saving throw or be pulled in a straight line into a space within your aura of shadow. At 14th level, when a target fails their Strength save against this feature, they take 2d6 bludgeoning damage.
Shadow Leap
At 10th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
Empowered Shadows
At 14th level, the darkness created by your aura of shadow becomes magical. You also gain the ability to see normally in darkness both magical and nonmagical, to a distance of 60 feet.
Additionally, any creature that is frightened by your aura of shadow feature has its speed reduced to zero while frightened of you.
Once per turn, when you hit a creature that is frightened of you with a melee weapon attack, you can force the creature to take an extra 2d6 psychic damage. You can use this ability a number of times equal to your proficiency bonus and then have to complete a short rest before using it again.
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Here is a subclass for Barbarian I've been working on. I've seen some others like this, but they all seemed to want to switch the Barbarian to a Dex based class. Here is my attempt at something flavorful but sticks with Strength and the Barbarians tankiness. Let me know what you think, suggested modifications, and any other ideas.
Path of Shadows
Some of your Path of Shadows features require creatures to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Shadow save DC = 8 + your proficiency bonus
+ your Constitution Modifier
Aura of Shadow
Starting at 3rd level, shadows expand out from you while you rage. These shadows create an area of darkness that extends 10 feet from you in all directions, but not through total cover.
While surrounded by these shadows, you are able to see normally in the darkness they create. Creatures that enter the shadows for the first time or start their turn there must make a Wisdom saving throw or become frightened of you. At the end of each of its turns, a frightened creature can repeat the Wisdom saving throw ending the condition on a success. If a creature succeeds on this saving throw, it cannot be affected by this ability for 24 hours.
Grasping Shadows
At 6th level, you can reach out with tendrils of shadow to pull enemies toward you. On your turn, you can use a bonus action to target a number of creatures you can see equal to your proficiency bonus within 10 feet of the edge of your aura of shadows. Each target must make a Strength saving throw or be pulled in a straight line into a space within your aura of shadow. At 14th level, when a target fails their Strength save against this feature, they take 2d6 bludgeoning damage.
Shadow Leap
At 10th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
Empowered Shadows
At 14th level, the darkness created by your aura of shadow becomes magical. You also gain the ability to see normally in darkness both magical and nonmagical, to a distance of 60 feet.
Additionally, any creature that is frightened by your aura of shadow feature has its speed reduced to zero while frightened of you.
Once per turn, when you hit a creature that is frightened of you with a melee weapon attack, you can force the creature to take an extra 2d6 psychic damage. You can use this ability a number of times equal to your proficiency bonus and then have to complete a short rest before using it again.