Base Class: Barbarian
Shamanism is an essential part of Orc culture. Turning to their deities for help, barbarians, initiated into ancient shaman rituals passed down through generations, fulfill the roles of advisors and protectors of their clans. Using their bodies as vessels for the old spirits of the orcs, they can look into the future, and support their allies by unleashing the power of the ancients upon their enemies.
Novice Shaman
You learn to detect magic in the world around you and decipher ancient magical writings.
At 3rd level, if you choose this path, you gain the ability to cast the spells Identify and Detect magic, but only as rituals.
Invoking the power of the ancients
At 3rd level You learned how to meditate and invoke the power of your ancestors. This gives you the ability to tap into their powers as you sweep across the battlefield in fury.
You may decide to spend an hour long meditation communicating with your ancestors and asking for their help in the battles ahead. You can do this meditation during short and long rests. During this meditation you are considered blinded and deafened to your surroundings. If you interrupt your meditation for any reason before it is complete, the ritual is considered incomplete and you cannot use the features of this ability.
At the end of your mediation, you choose a power that you seal in a Trinket. You may make the Trinket yourself, or they materialize 5 ft away from you in a free space. The number of Trinkets you can seal your power into is equal to your Proficiency Bonus. The shape of a Trinket is determined by the Master, or you can make a roll on the Trinket table to determine it.
When you are in Fury, you may break one trinket. While you are in Rage, you gain power from the broken trinket. You can't break more than one trinket per use of rage. The power ceases when your rage ends, when you become incapacitated, or when you die.
Some Ancient Powers can force creatures to make saving throws to aviod the effect of the power. The difficulty of such a saving throw is calculated as follows:
8 + your proficiency bonus + your Constitution modifier
1. Defender's Power
(Requires 3rd level) As long as you have this power, an area within 10 ft. of you is considered difficult terrain. In addition, the reach of your blows is increased by 5 ft. and enemies provoke attacks from you when they enter your reach.
1. Healer's Power.
(Requires 3rd level) While you have this power, each turn as a bonus action, you may touch a target creature (including yourself) and give it 1k6 temporary hits until your rage ends. When your rage ends, the creature's temporary hits are gone. At 10th level, the number of temporary hits increases to 2k6.
1. Hunter's Power
(Requires 3rd level) While you have this power, your speed increases by 10 ft. and you ignore difficult terrain. In addition, you can tag a creature you can see within 60 ft. Once per turn, when you hit that creature you deal an additional 1d6 damage of the same type as the weapon. At 10th level, the additional damage increases to 2d6.
2. Stormcaller's Power.
(Requires 6th level) As long as you have this power, you gain a flying speed of 30ft. In addition, once per turn when you hit a creature that is Large or smaller in size, you can make it make a Strength saving throw or it will be pushed 15 ft. away from you and fall to the ground. At 14th level, you can push back creatures of size Huge or larger, and the distance you push the creature back increases by 30 ft.
2. Thunderer's Power.
(Requires 6th level) While you have this power, each turn, with a bonus action, you may choose a creature within 30 ft. of you. The creature must make a Dexterity saving throw or it takes 1d10 electricity damage. At 14th level, Electricity damage increases to 2d10.
2. Warrior Power
(Requires 6th level)As long as you have this power, you gain a +2 bonus to DC and to all saving throws.
3. Chief's Power
(Requires 10th level) While you have this power, you choose up to three creatures within 30 ft. of you. While you are raging, they can add your Strength modifier to their melee attack roll. In addition, if the chosen creature's hits are reduced to 0, you may spend a reaction to make the creature's hits drop to 1 instead. You can do this a number of times equal to your Skill Bonus, and then you cannot use this ability until the next time you gain the Chief's power.
3. Scout's Power
(Requires 10th level) While you have this power, you can spend a bonus action to teleport to any open space within 20 ft. of you. In addition, if you move within 5 feet of a creature, you can spend a reaction to make a melee attack.
3. Shaman's Power
(Requires 10th level) While you have this power, whenever you or any other creature within 60 feet of you makes an attack roll, saving throw, or skill check, you can use your reaction to give that roll an advantage or disadvantage.
Signs of the times to come
At 6th level, you have learned to find clues about upcoming events in the simplest things.
You gain the ability to cast the spell Augury, but only as a ritual.
Hint of the ancients
At 10th level, you have learned how to set up a connection with your ancestors, who can lend you a helping hand.
You gain the ability to cast the Divination spell, but only as a ritual and only to connect with one of your ancestors. Once this spell is cast, you cannot use it again for 1k4+1 days.
Spiritual Restoration
At 14th level You have learned to harness the powers raging in your talismans and amulets to quickly restore your own.
When you use the Barbarian's Unstoppable Fury ability, you may choose to feed off the energy of the ancients from the Trinket.
To do this, you must break the Trinket. After doing so, you roll d6 + your Constitution modifier and restore the number of hits rolled on the die. You may break any number of trinkets you have in this manner. Once a trinket has been broken and you have absorbed energy from it, you do not gain the Power contained in the trinket.
Once you have used this ability, you cannot do so again until the end of the next long rest.
Previous Versions
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