Barbarian
Base Class: Barbarian

MARTIAL MANEUVERS:

You have trained in the manner of heroes from the old sagas, and now you can perform certain martial maneuvers. A maneuver requires you to spend maneuver points to use it.

You know three maneuvers of your choice from the list below. You learn an additional maneuver at 6th, 10th, and 14th level. Each time you level up, you can also replace one maneuver you know with a different one you can learn.

Feral Celerity

3rd-level Path of the Carrion Raven feature

Your rage grants you animalistic speed of action. As part of the bonus action to enter a rage, you can make one weapon attack.

Maneuver Points

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special points called Maneuver Points.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 6th, 10th, and 14th level. Each time you level up, you can also replace one maneuver you know with a different one.

Maneuver Points. You have six maneuver points, starting at level 3. Maneuver Points are expended when you use it, and the amount depends on the maneuver (listed next to the maneuver name). You regain all of your expended Maneuver Points when you finish a long rest.

You gain two Maneuver Points every level after 3rd, as listed in the table below.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Barbarian Martial Maneuver save DC = 8 + your proficiency bonus + Constitution modifier 

Path of the Carrion Raven: 

Barbarian Level Maneuver Points Maneuvers Known
3rd 6 3
4th 8 3
5th 10 3
6th 12 4
7th 14 4
8th 16 4
9th 18 4
10th 20 5
11th 22 5
12th 24 5
13th 26 5
14th 28 6
15th 30 6
16th 32 6
17th 34 6
18th 36 6
19th 38 6
20th 40 6

 

Carrion Raven Maneuvers

Warriors who practice the Saga of the Carrion Raven trust in their instincts and sense. Using this saga's maneuvers, they embody the cunning, resilience, and power of the natural world. Masters of this saga learn to knit their flesh, take flight, and even adopt the shape of the beasts they've so long emulated.

These maneuvers can be used by anyone who studies the Carrion Raven saga.

The maneuvers are presented in alphabetical order.

Apex Dominance (5 Points)

You can use an [action] action and spend 5 points to attempt to sunder your enemy with excessive force. When you do, a creature within your reach must succeed on a Strength saving throw. If the creature is currently grappled by you, it has disadvantage on this saving throw.  On a failed saving throw, the creature takes 6d10 force damage. On a successful save, the target takes half as much damage. If damage from this maneuver reduces a creature to 0 hit points, it immediately dies as you rip it apart.

Axolotl’s Regeneration (2 or 6 points)

You can use a bonus action and spend 2 or 6 points to regenerate your body. When you do, you regain 1d12 + your Constitution modifier hit points. If you spent 6 points, you also regrow a lost limb or organ of your choice.

Bestial Transformation (6 points)

You can use an [action] action and spend 6 points to cast polymorph without providing material components. Constitution is your spellcasting ability when you cast the spell in this way. When you cast the spell in this way, you can target yourself only, you can only transform into a beast with a CR of half your level or lower, and you retain your Intelligence, Wisdom, and Charisma scores.

Call of the Beast Lord (5 points)

You can use an [action] action and spend 5 points to let out a howl that calls a bestial spirit to your aid. When you do, choose any beast with a CR equal to or less than your level to appear in an unoccupied space of your choice within 60 feet.You can use an action and spend 5 points to let out a howl that calls a bestial spirit to your aid. When you do, choose any beast with a CR equal to or less than your level to appear in an unoccupied space of your choice within 60 feet.  A beast conjured in this way disappears when it is reduced to 0 hit points, after 10 minutes, or when you lose concentration on this maneuver (as if you were concentrating on a spell). The summoned creature is friendly to you and your companions. The creature shares your initiative but takes its turn immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures by taking the Dodge action.

Carrion Feast (4 points)

You can use an action and spend 4 points to feast on the waning life of an enemy. When you use this maneuver, make one melee weapon attack. On a hit, the attack deals an additional 5d6 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt.

Falcon’s Glide (1 point)

When you fall, you can use your reaction and spend1 point to slow your rate of descent to 60 feet per round for the next minute. If you land on ground before this time elapses, you do not take falling damage. In addition, as a bonus action on each of your turns for the duration of this maneuver, you can spend 1 additional point to gain a fly speed of 30 feet until the end of the turn.

Feral Fighting (1 point)

You can use a bonus action and spend 1 point to embrace your inner animal and fight with the fury of a feral beast. When you do, make a single unarmed strike against a creature. On a hit, you can roll 1d8 in place of the normal damage of your unarmed strike.

Hibernating Bear Recuperation (5 points)

You can spend an action and 5 points to put yourself into a deep and restful sleep for the next 10 minutes. During this time to have resistance to all damage except psychic and, when you take damage, you can choose to remain asleep or wake up. If you sleep for the entire 10 minutes, you gain all the benefits of having completed a short rest, immediately end any poison affecting you, and lose one level of exhaustion.

 

In addition, at the end of this sleep you can expend and roll any number of Hit Die, adding your Constitution modifier to each Hit Die rolled, and gain temporary hit points equal to the total.

Pack Leader (1 point)

When an enemy creature within 5 feet of you is attacked, you can use your reaction and spend 1point to lash out at the creature being targeted by the triggering attack. When you do, the triggering attack has advantage.

Predator's Howl (2 points)

You can use a bonus action and spend 2 points to emit a ferocious howl that strikes terror in the hearts of your enemies. Two creatures of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, the creatures are frightened until the start of your next turn. Each time the frightened creatures take damage from weapon attacks, they take an additional 1d6 psychic damage.

Prey-Marking Strike (1 points)

You can use an action and spend 1 point to mark an enemy you’re fighting as your prey. When you do, make a melee weapon attack against that creature. On a hit, you deal an additional 2d8 psychic damage, and the creature is marked as your prey for the next minute. While a creature is marked as your prey, your weapon attacks score a critical hit on a result of 19 or 20 on the attack roll.

Shape of the Behemoth (3 points)

As an action you can spend 3 points to take on the raw power of nature's largest beasts for 1 minute. When you do, your size increases by one category (from Medium to Large, for example) to a maximum size of Large. In addition, for the duration your reach increases by 5 feet, your weapon attacks deal an additional 1d6 damage, and you gain 1d6 temporary hit points at the start of each of your turns. This maneuver ends early if you lose concentration on it (as if you were concentrating on a spell).

Slippery Otter (1 point)

You can use a bonus action and spend 1 point to embody the grace and endurance of an otter in water. For the next hour, you have a swimming speed of 30 feet and can hold your breath for a number of minutes equal to twice your Constitution ability score. While in the water, you can take the Dash action as a bonus action.

Snout of the Bloodhound (1 point)

You take a minute and spend a point to attune to your senses to your surroundings, enhancing your senses of smell, sight, and hearing for the next hour. During this time, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track.
  • You add your proficiency bonus to initiative checks.
  • You do not have disadvantage on attack rolls against invisible creatures.

Stoic Oxen Spirit (2 points)

When you become charmed or frightened, you can use your reaction and spend 2 points to immediately end the triggering charmed or frightened condition. In addition, you have advantage on attack rolls against the creature who attempted to charm or frighten you until the end of your next turn.

Trampling Bull (3 points)

You can use a bonus action and spend 3 points to channel the charging bull, moving up to your speed. While moving this way, you can move through the space of creatures of your size or smaller, but you must end your movement in an unoccupied space. Each creature whose space you moved through must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to 1d8 + your Strength modifier. prone.

Tusks of the Rampaging Mammoth (3 points)

You can use an action and spend 3 points to strike an enemy with the overwhelming force of a rampaging mammoth. When you do, make a melee weapon attack against a creature within 5 feet. On a hit, you deal 3d12 damage in addition to your attack's normal damage. If the creature is Huge or smaller, you push the creature 15 feet.

Woolly Beast’s Hide (2 or more points)

When you are hit by an attack, you can use your reaction and spend 2 or more points to use the resilient parts of your body to shield your vulnerabilities from harmful damage. When you use this maneuver, roll 1d6 for every 2 points you spend to use this maneuver and reduce the damage from an attack by the result. After taking any remaining damage, you also gain temporary hit points equal to the result of the roll.

Raven's Spirit

6th-level Path of the Carrion Raven feature

You gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain proficiency in your choice of one the following skills instead: Athletics, Nature or Survival. 

In addition, you can cat the speak with animals spell as a ritual.

Ferocious Rage

10th-level Path of the Carrion Raven feature

When you enter your rage, creatures of your choice within 10 feet that can see you must succeed on a Wisdom saving throw against your maneuvers magic save DC. On a failed saving throw, the creature is frightened of you until the end of its next turn.

Violent Hunger

14th-level Path of the Carrion Raven feature

When you deal damage to a creature with a weapon attack and roll the maximum result on one of the damage dice, you can spend 1 Maneuver Point to roll another die of the same type and add its result to the damage dealt by the attack. You can do this once per attack.

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