Base Class: Barbarian
Born from the intricate interplay of success, good fortune, and profound wisdom, the Fateseeker barbarian subclass represents a unique convergence of primal power and cerebral insight. These individuals tread a path less traveled, one that harnesses the very essence of fate itself.
Drawing strength from an intrinsic connection to luck and serendipity, Fateseekers are marked by their uncanny ability to turn the tides of fortune in their favor. Whether on the battlefield or navigating the complexities of life, they navigate the unpredictable currents of destiny with poise and purpose.
At the heart of their abilities lies "Lucky Strikes," a gift that allows Fateseekers to defy the odds when striking their foes, rolling additional dice to ensure their attacks land true. This unique talent, further honed at higher levels, transforms them into masters of uncertainty, making them nigh untouchable as they unleash their rage.
The pivotal juncture at 6th level sees the infusion of rage with fate as "Fortune's Rage" imbues Fateseekers with a sense of invincibility, granting them the power to deflect blows and seize the moment in battle. They become living embodiments of destiny, capable of dealing devastating critical hits while shrugging off fear.
By 10th level, "Destiny's Wrath" marks a culmination of their powers. This feature allows Fateseekers to channel destiny's fury to enter a rage at the start of combat, gain temporary hit points, and turn the tide of fortune in their favor with every roll.
Yet, it is at 14th level that Fateseekers ascend to their ultimate potential with "Destiny Unbound." In this state, they become beacons of unyielding fate, wielding fortune like a weapon. With unmatched precision, they choose their desired outcomes for attack rolls and become nearly impervious to debilitating conditions. Their mere presence on the battlefield ensures victory, as they rise from each fallen foe more formidable than before.
In essence, the Fateseeker barbarian transcends the mere physicality of their class, becoming keepers of the mystical forces that govern existence itself. They stride boldly into the unknown, weaving the threads of fate into a tapestry of success and triumph. With every battle, they demonstrate that in the hands of a Fateseeker, even the most capricious of destinies can be bent to one's will.
Lucky Strikes
At 3rd level, your attacks seem blessed by fortune. When you make an attack roll, you can roll an additional d20 and choose the result you prefer. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses after a long rest.
Fortune’s Rage
Starting at 6th level, you can channel your connection to fate when you enter a rage. While raging, you gain the following benefits:
- You have advantage on saving throws against being frightened.
- When you make a critical hit, you can roll one additional damage die.
- Once during your rage, when you are hit by an attack, you can use your reaction to roll a d6. On a 6, the attack misses you, and you take no damage.
Destiny’s Wrath
At 10th level, your rage becomes an embodiment of destiny's fury. you gain the following benefits:
- When you roll initiative and are not currently raging, you can choose to enter a rage as a part of your initiative roll. Doing so doesn't count against your total number of rages per day.
- Once during your rage, you can tap into destiny's wrath. As a bonus action, you gain temporary hit points equal to your Wisdom modifier + your Barbarian level. These temporary hit points last for the duration of your rage.
- When you use your Lucky Strikes feature while raging, you can roll an additional d20 and choose the result from all three rolls.
Destiny Unbound
At 14th level, your connection to fate and destiny reaches its zenith. While raging, you become a beacon of unyielding fate on the battlefield. You gain the following benefits:
- Once during your rage, you can invoke Destiny Unbound. As a bonus action, you gain the following benefits for 1 minute:
- You have advantage on all attack rolls.
- You can't be charmed, frightened, or paralyzed.
- When you roll a 1 on a saving throw, you can reroll the saving throw and must use the new result.
- When you reduce a creature to 0 hit points, you gain temporary hit points equal to a quarter of your maximum hit points.
Once you use Destiny Unbound, you can't use it again until you finish a long rest.
Comments