Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Soul Guardian don the mantle of selfless protectors, positioning themselves as unyielding bulwarks against danger, shielding their allies from harm. When a barbarian on this path enters a rage, their primal fury intertwines with their life essence, weaving a formidable shield to safeguard their loved ones.

Barbarians embracing the Path of the Soul Guardian willingly expend fragments of their very essence, imbuing their rage not with fury, but with a profound determination to safeguard and preserve their cherished companions. Those who traverse this path often emit a subtle luminescence that courses throughout their form, an ethereal glow suggesting that their soul's growth might just outpace even their physical might.

Guardian's Protection

Starting when you choose this path at 3rd level, your skin glows with the essence of your soul when you enter your rage. While you're raging, you can choose an allied creature within 20 feet of you and link their soul to yours. Until your rage ends, you redirect half of the linked creature's damage taken to yourself. The soul link is broken at the end of your turn if either you or the linked creature move further than 20 feet away from each other and you can re-link your soul link to the previously linked creature or another creature as a bonus action provided that they are within 20 feet of you.

In addition, you have resistance to spell damage that the linked creature takes and the amount of allied creature you can soul linked equal to your Wisdom modifier with the minimum of 1.

Healing Blood

At 3rd level, when you adopt this path, your blood now have the property to heal both you and your allies while in battle. While raging, for every 6th time you take an instance of damage, both you and the creature that are soul linked to you regain 1d4 hit points. In addition, you have the following conditions:

  • Excess healing that the linked creature has from Healing Blood are transferred to you.
  • Damage that you received from allied creature does not trigger Healing Blood.
  • Damage from soul linked creature that are redirected to you counted as separate instances of damage. For example, you link your soul to two other allied creature then all three of you takes damage from an area damaging abilities (such as fire ball, breath attack or cleave weapon). The damage that you redirected from the two of your allies are counted as 2 separate instances of damage and in this scenario, you take 3 instances of damage.

When you reach certain levels in this class, the amount of healing from your blood increases: by 2d4 at 6th level, by 3d4 at 10th level and by 4d4 at 14th level.

Soul Shield

Beginning at 6th level, you can use and manipulate the soul essence of deceased foes to protect yourself. When you enter your rage, you gain temporary hit points equal to the hit die of the last creature that you have slain or reduced to 0 hit points + your Constitution modifier + your proficiency bonus. Soul linked creature also gain temporary hit points equal to half of the amount.

Avenging Soul

At 10th level, you soul gain the ability to manifest a whip and attack those who hurt you or allies under your protection. When you or the linked creature takes damage from an attack roll or a spell from a creature, you can use your reaction to manifest a ghastly whip and deal force damage equal to your level + your constitution modifier to the creature. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Agonizing Soul Chain

At 14th level, you learn to the ability to manifest a spectral chain, connecting the souls of both you and your foes, let them feel your pain!

While raging, you can try chain your soul to a soul of hostile creature within 30 feet of you. Creature must make a Constitution saving throw with a DC of 8 + Your Constitution modifier + Your proficiency bonus or be soul chained to you. For the duration of your rage, whenever you take damage, the soul chained creature take half as much damage. The soul chain is broken at the end of your turn if either you or the linked creature move further than 30 feet away from each other. The amount of allied creature you can soul chained equal to your Intelligence modifier with the minimum of 1.
You can use this feature a number of times equal to half of your proficiency bonus (rounded down) and you regain all expended uses when you finish a long rest.

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