Base Class: Barbarian
Path of the Storykeeper Barbarians hold to the stories of those gone before and protect the stories of those they surround themselves with. Often enraged when those stories are put in danger, they call on heroes of old and feats of legend to protect the stories they desire to protect.
Hero's Quest and Call
Starting when you choose this archetype at level 3, you gain the ability to call upon the attributes of legendary archetypes during your rage. This archetype is determined by rolling on the Archetype table.
| D6 | Effect |
| 1 | Fighter – The Fighter embodies the greatest of combatants. All successful hits in combat have an additional damage die. |
| 2 | Healer – The Healer embodies the hope of the party. All allies within 15 feet of the Healer gain 1d10 temporary hit points. The Healer is also able to stabilize a fallen ally as an action. |
| 3 | Tank – The Tank holds the attention of foes in combat. When the Tank is active, when a foe attacks an ally within eyesight of the Tank, those attacks are made at disadvantage. |
| 4 | Rogue – The Rogue keeps to the shadows and strike with precision. When this archetype is active, the Barbarian gains the sneak attack ability. |
| 5 | Magician – The magician is a master of misdirection and control in battle. In addition to imbuing their weapons with magic, the Magician gains ability to cast counterspell a number of times equal to 5/level for a minimum of once. |
| 6 | Storyteller – The Storyteller is the epitome of what is strived for in this group of barbarians. When active, they become able to summon a shadow scythe (as with shadow blade) as well as roll once more on the table for an additional ability. |
Story-sight
At 3rd level, as an action, the Storyteller Barbarian is capable to see an alignment spectrum of a target seeing either good/evil or chaotic/lawful. If Neutral the target appears hazy. If the Barbarian takes a complete minute out of combat to examine the target, they gain insight into what class the character also has. For an additional ten minutes they are capable of reading the archetype, levels, and any multiclassing.
The Storyteller's Weave
At 6th level, you come to see the weave of the story around you. For a number of times equal to half your level, you can roll a check at advantage.
Narrative Sight
Beginning at level 10, you come to be able to better see the world around you for the narratives present. In regard to names and places you remember as if with the keen mind feat. Any skill checks made against people and places remembered this way are done at advantage. If an insight check is made on an individual prior to combat of dc 25, all of your attacks on them are also made at advantage.
Plot Armor
Beginning at level 14, you feel emboldened by your place in the narrative. You gain resistance to all damage types and increase your AC by 2.
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