Base Class: Barbarian
A barbarian that draws strength from bonds forged trough battle, and that rages with grief for lost ones.
This Path is for warriors that forged strong bonds with their fallen brethren-in-arms, and with those who fight now by their side.
When you rage, you drawn on the strength of those who died beside you, gaining their boons or aid.
Fallen Warriors
3rd-level Path of Placeholder feature
Grief from your fallen brethren-in-arms fills you with rage, granting you their aid. When you enter your rage, roll on the Fallen Warriors table to determine the effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.
Fallen Warriors
| D6 | EFFECT |
|---|---|
| 1 | The Sorcerer. Each creature of your choice that you can see within 15 feet of you must succeed on a Charisma saving throw or take 2d6 necrotic damage. You also gain that amount of damage rolled as temporary hit points, if any targets take damage. |
| 2 | The Fighter. The first creature you hit with an attack on your turn after this effect is triggered must succeed on a Constitution saving throw or it has disadvantage on attack rolls that isn't against you while you are raging, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks |
| 3 | The Ranger. Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
| 4 | The Cleric. Until your rage ends, you are surrounded by protective lights; you gain a +1 bonus to AC, and while within 5 feet of you, your allies gain the same bonus. |
| 5 | The Bard. You and another creature you can see within 15 feet gain a 1d6 die of Bardic Inspiration that lasts a minute. This Bardic Inspiration die changes when you reach certain levels. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. |
| 6 | The Paladin. You choose a creature you can see within range and mystically mark it as your quarry. When you hit this target, and while you are raging, you may chose to deal an extra 2d8 radiant damage. This effect ends once it is used, or whenever your rage ends. |
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Forge Bond
Beginning at 6th level, the learn to use your past to protect those in your present. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
No More Room for Mistakes
At 10th level, you gain the ability to consult with your Fallen Warriors. When you do so, you cast the augury or scrying spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of scrying invisibly summons one of your Fallen Warriors to the chosen location. Wisdom is your spellcasting ability for these spells.
In addition, new bonds you forge are stronger than ever, and may choose to cast the death ward spell using this feature instead, also without using a spell slot.
After you cast either spell in this way, you can’t use this feature again until you finish a long rest.
Vengeful Warriors
At 14th level, your Fallen Warriors grow powerful enough to retaliate. When you use your Forge Bond shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Forge Bond shield prevents, and the target must succeed on a Strength Saving Throw or be pushed 10 feet back.
Previous Versions
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3/27/2022 9:30:01 PM
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0.9
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3/28/2022 6:08:01 PM
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1.0.1
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8/26/2022 11:25:18 PM
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7
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