Barbarian
Base Class: Barbarian

Many, but not all, barbarians who follow the path of devotion were at one point paladins in training but for some reason were unable to complete their training. whether they were unable to follow their oath or an innate inability to wield magic they have chosen to follow a different path to justice.

many barbarians who follow this path elect to have an oath similar to a paladins but this is mainly symbolic and is not required. 

Paladin Training

your past Training to become a paladin, while ultimately unsuccessful, has not been totally fruitless. You gain proficiency in religion and a fighting style from the paladin list.

Blind Fighting

 You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

 While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

 When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Devote Rage

when you enter rage you select a type. this gives a 1d6 bonus damage of a certain type to your attacks and a bonus effect on the first target you hit each turn. you can change which rage is active with a bonus action.(if a saving throw is need it is 8+proficency+strength mod) at later levels the damage die increases and rage types expand. the bonus damage increases to 1d8 at level 9 and 1d10 at level 17.

  • Searing: fire damage and at the start of the targets next turn they take 1d6 fire damage.
  • Thunderous: thunder damage and the target makes a con save or be pushed 10 feet backwards and knocked prone.
  • Wrathful: psychic damage and target makes a wis save or is frightened of you until the start of your next turn.
  • at 5th level Branding: radiant damage and the target is made visible if they were invisible, sheds dim light for 5 feet and can't become invisible for 1 minute. 
  • at 9th level Blinding: radiant damage and the target makes a con save or is blinded until the start of your next turn
  • at 13th level Staggering: psychic damage and the target makes a wis save or they have disadvantage on attack rolls and ability checks and can't take reactions until the start of you next turn
  • at 17th level Banishing: force damage and the target makes a cha save or is banished until the start of your next turn, if after the attacks damage the target is below 50 hitpoints and not on there home plane they are sent back to their home plane as if a full minute of banishment had elapsed. 

 

Spirit of a Paladin

you are able to wield and attune to items/equipment that usually requires a paladin and you are immune to disease.

Devote aura

while raging you and all allies within  {{scalevalue}} ft gain a bonus based on which rage you have active.

  • Searing: resistance to fire damage and advantage on saves vs being lit on fire.
  • Thunderous: resistance to thunder damage and advantage on saves vs forced movement or being knocked prone.
  • Wrathful: resistance to psychic damage and advantage on saves vs being frightened.  
  • Branding: resistance to radiant damage and shed bright light within the aura's range.
  • Blinding: resistance to radiant damage and advantage on saves vs being blinded.
  • Staggering: resistance to psychic damage and you can't have disadvantage on skill checks or lose access to your reaction.
  • Banishing: resistance to force damage and advantage on saves vs banishment effects.

 

Improved devote rage

the bonus effect from you rage applies on all hits, not just your first each turn

Comments

Posts Quoted:
Reply
Clear All Quotes