Barbarian
Base Class: Barbarian
  • Fenrir is a mythological deity that is said to embody the idea of hunger and growth - owing to Doru Araeba's numerous clans and their war-like behavior. It is said that he was originally a great beast that roamed the heavens above, in the dark - and that he came to Val'sheen in search of food. It was here, that upon touching down unto Val'sheen he began to eat all the animals and drink the oceans dry. The more he ate, the more he grew, and soon he grew so large each step he took he would make land on another continent.
     
    His howls would shake the earth and the sun and moon would cower. In light of this threat, to quell this mad beast, the sun and moon came up with a plan. With their magic, they struck Fenrir down, and sundered him into millions of tinier parts, and these tinier parts of himself fell down unto the earth and howled in agony.
     
    And they would then go to form pacts to emulate his lost strength
    Two wolves fell to the earth, Fenrir divided in two you read further. And each held half of Fenrir's power, and half of his hatred. Sköll, he chose to chase the sun. And Hati, she chose to chase the moon.
     These two large wolves mated, their children spread acorss the many continents of Val'sheen, leading to pacts who come out in the sun to hunt - and other wolves who come out at night to hunt. And the one trait that persisted throughout all these generations as Fenrir further split and was sundered into smaller parts - an insatiable hunger.

Child of Beasts

Primal magic empowers your strikes. At 3rd level when you adopt this path, you gain the following benefits while you are raging and unarmed:

  • Access to the Rangers' Spell List and the ability to use STR as a spellcasting modifier.
  • When you use the Attack action with an unarmed strike on your turn or when you attempt a shove or grapple, you can make one unarmed strike as a bonus action.  
  • You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes to a d8 at 6th level, and a d12 at 14th level.

Wolf Hunt

At 3rd Level, your rage goes beyond mindless slaughter and hunger - entering a state of animal instinct on the hunt.  You are empowered based on how many allies are within 30ft of you.

Reckless Abandon

At 8th level, when raging an attacking a marked enemy, you roll twice the dice when making a melee attack.

Rapturous Feast

At 6th Level, you become stronger in the face of disadvantageous situations.  Every time you are Opportunity Attacked or defeat an enemy, you gain a 1d6+ STR Bloodlust Die that you can roll on your next successful melee attack.

You can gain a maximum of 5 Bloodlust Die through this trait, for a total of 6 with Wolf Hunt.

Man's Best Friend

At 6th Level, When a Marked Enemy engages with a friendly creature within 15ft and successfully lands a melee or ranged attack, you can instead expend a Reaction to reduce the damage by half, and grant them 1d10 healing for the next three rounds of combat at the start of their turn.

Victory Howl

At 6th Level, you gain the ability to howl amidst the battle field and spur your allies into a frenzy.  You can expend your entire turn to howl, and all friendly creatures within 30ft gain your Bloodlust 1d6+STR Die.

For example, if you have 4 Bloodlust 1d6+STR Die, all allies within range of this trait gain 4 Bloodlust 1d6+STR Die.

Devour the Sun

At 10th Level, your unique hunger has transformed into the ability to eat the aetherial energies which form the basis of magic. 

When targeted for a Ranged Spell Attack, if the rolled Hit Dice is below your AC, you heal half the damage the attack would have done had it connected.  When targeted for a Spell DC save, if you successfully make the saving throw, you take no damage and heal for half the damage.

Spell attacks made against you by a Marked Enemy have disadvantage, and you have advantage on Spell DCs against Marked Enemies.

Bestial Ancestor

At 10th Level, you gain access to three unique Bestial Spells.  You cast these spells using the spell slots of your Rangers' Spell List.

Bestial Claw - You slam your hand into the ground, and in a furious upheaval of earth strike your enemies.  Enemies 15ft in front of you take 2d8 Piercing Damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 2nd.

Bestial Constitution - You puff your chest out and let out a great howl.  At the start of your turn, you receive 1d10 healing as long as you maintain concentration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing is boosted by 5 HP for each slot level above 2nd.

Gleipnir - You channel the bindings which tamed your progenitor wolf, and with great force summon great chains of caustic ribbon to burn and banish your enemies.  Your target must make a DC of barbarian level (half your barbarian level rounded up)  + your Strength Modifier, or be Petrified.  For every subsequent failure, the petrified creature risks staying locked in its bindings as the DC increases by 2.  After failing 3 times, the creature is turned to stone and can only be brought back after a Greater Restoration.

At Higher Levels. No Effect.

Brutality

At 10th level, you get stronger in the face of weakened enemies.  All melee attacks made against foes not at full HP take an extra 1d8 dice worth of damage of the melee attack.  This trait stacks with Hunters' Mark for the first strike of the turn.

Scion of Black Fangs

At 14th level, you gain the ability to transform into a Challenge Rating 9 Glacier Wolf as an action.  You use the stats and attacks of the Glacier Wolf, and when knocked below its HP you resume back into your human form.

Larger than Life

Beginning at 14th level, the bestial nature that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2023 2:58:45 AM
6
1
5e
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes