Base Class: Barbarian
The Children of Skapta are barbarians who embody the warrior spirit and ferocity of the Skapta tribes. These formidable warriors are trained from an early age in the arts of warfare and in the tradition of their tribes. Their melee fighting prowess, along with their stamina and tactical skills, make them fearsome combatants
Tribal Spirit
When you choose this path at 3rd level, you align yourself with one of the four main Skapta tribes: the Black Crows, Ice Wolves, Bronze Bears, or White Tigers. Each tribe imparts a unique benefit when you enter your rage:
- Black Crows: You gain a bonus to initiative and Dexterity (Stealth) checks equal to your Dexterity modifier.
- Ice Wolves: You gain resistance to cold damage and your melee attacks deal + 1d4 additional cold damage.
- Bronze Bears: You gain a bonus to Strength and Constitution checks, and you can make an additional attack as part of your Attack action.
- White Tigers: Your speed increases by 10 feet, and you can make an additional attack when you reduce a creature to 0 hit points.
Black Crows
Black Crows: You gain a bonus to initiative and Dexterity (Stealth) checks equal to your Dexterity modifier.
Bronze Bears
Bronze Bears: You gain a bonus to Strength and Constitution checks equal to your proficiency bonus, and you can make an additional attack as part of your Attack action.
Ice Wolves
Ice Wolves: You gain resistance to cold damage and your melee attacks deal additional cold damage.
White Tigers
White Tigers: Your speed increases by 10 feet, and you can make an additional attack when you reduce a creature to 0 hit points.
Warrior's Cunning
At 6th level, you can study your enemies to exploit their weaknesses. As an action, you can choose one creature you can see. For the next minute, you have advantage on attack rolls and damage rolls against that creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Skaptan Legacy
At 10th level, your presence on the battlefield inspires your allies. When you enter your rage, you can choose a number of allies equal to your Charisma modifier (minimum of one) within 30 feet of you. Those allies gain a bonus to attack rolls and damage rolls equal to your Charisma modifier for as long as you maintain your rage.
Indomitable Spirit
At 14th level, your rage allows you to shrug off fatal blows. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.