Base Class: Barbarian
A barbarian that follows The Path of the Patron takes on traits of the common warlock but maintain their physical might. This a barbarian that is not to be trifled with.
Fearsome Boons
At 3rd level, when the alliance between barbarian and patron is made, they bestow an arcane ability to assist the warrior. The options are as follows:
- The Archfey
- The Fathomless
- The Fiend
- The Great Old One
The Archfey
By entertaining a unique entity of the fey, they grace you with their mystic essence.
3rd: Fey Fury
Starting at the 3rd level, while you are raging; after you deal damage with a weapon attack, you can make the creature make a Wisdom Saving throw. On fail, the creature starts to see illusionary tiny fey creatures flying around them reducing their movement by half. The effect on creature(s) ends at the start of your next turn.
6th: Misty Pursue
Beginning at 6th level, you can target a creature you can see within 30 feet of you and use a bonus action to vanish in a swarm of tiny flying fey creatures and teleport to an unoccupied space within 5 feet of the targeted creature.
10th: Beguiling Mind.
Beginning at 10th level, you gain immunity to being charmed and while you are raging you gain an advantage on saving throws against being frightened. When another creature attempts to charm you, or you succeed in a saving throw against being frightened by them; you can use a reaction to make that creature make a Wisdom Saving throw, on fail that creature sees illusionary tiny fey creatures coming from the ground and binding them to where they stand reducing their speed to 0.
14th: Into the Feywilds.
Beginning at 14th level, when you enter rage, you bring forth a powerful illusion of the Feywilds. You create a 30 feet sphere with you in the center, all creature(s) (you can choose who gets affected by this feature) must make a Wisdom Saving throw.
The Fathomless
From making a deal with a fathomless being, you gain protection from the deep.
3rd: The Thalassic Alliance.
At 3rd level, your swim speed is equal to your movement, you can breathe underwater, and speak/understand creatures of the water.
6th: Oceanic Resilience.
In 6th level, you gain resistance to cold damage, and when in combat you gain hit points equal to your constitution modifier when in water, or at least fully soaked, at the start of your turn. The minimum amount of submergence is a foot or hand in.
10th: Aquatic Advantage.
At 10th level, the water becomes your ally, gaining the spells to create or destroy water, control water, summon Elemental; water only, once a day; regaining them after a short rest.
14th: Thalassophobia.
At 14th level, when raging you have the option to create a 30ft sphere with an effect similar to the spell known as Darkness. Within the sphere is complete darkness with an illusionary effect of deep waters with subtle movements of terrifying sea-based horrors around you.
The Fiend
Doing the devil's work allows you four hellish abilities.
3rd: Infernal Rage
Starting at the 3rd level, Every time you enter Rage: in a 5 ft. Sphere with you as the center. All enemy creatures in the area of effect must make a Dexterity Saving throw, on a successful save they take half the damage, and deal 1d8 fire damage.
6th: Dark One's Might
Starting at 6th level, while raging when you attack with a melee attack: after damage is dealt you can use a Reaction to blast a 15 ft. cone of fire.
10th: Fiendish Power
Starting at 10th level, you gain resistance to fire damage and access to scorching ray, fireball, wall of fire, and hallow after every short rest.
14th: Devil's Advocate
Starting at 14th level, when you enter Rage you sprout out a pair of flaming horns and wings.
The Great Old One
By assisting the crusade of an entity you can barely comprehend, you acquire four unique abilities.
3rd: Awakened Rage
Starting at the 3rd level, when you enter a rage, you sprout a black tentacle from your back. As a bonus action, you can make a tentacle attack which uses your strength modifier to hit and deal 1d6 plus your strength modifier bludgeoning damage (you can add a rage bonus to this attack). The damage of the tentacle changes, at 6th level it becomes 1d8, at 10th level it becomes 1d10, and at 14th level, it becomes 1d12.
6th: Disrupting Madness
Beginning at 6th level, whenever a creature tries to use an ability to read your mind telepathy or you are subjected to being charmed, deafened, frightened, or stunned and you succeed in the saving throw. You can retaliate by unleashing psychic energy onto the caster by using a reaction.
10th: Eldritch Wrath
Beginning at 10th level, when you deal damage with a weapon attack, you can deal psychic damage equal to your tentacle’s damage die per active tentacle(s).
14th: Event Horizon
Starting at 14th level, you sprout out two black tentacles from your back, remaining out permanently. You use the power of the Great Old One to distort space and time to destroy your enemies. You use your action to create a 60 ft. Sphere of distorted space to place you can see, this sphere remains there in round(s) equal to the number of tentacle(s) you had active at the time you used this action.
Otherworldly Push
Starting when you choose this path at 6th level, you push yourself with otherworldly help when you rage. If you do so, You gain an advantage on strength and attack rolls but a disadvantage on wisdom saving throws on each of your turns after this one. When your rage ends, you lose the advantages and can only do it again after a long rest.
Psychotic Protection
Beginning at 10th level, you can’t be charmed while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Eldritch Edge
On your 14th level, you can add 1d10 force damage to it and makes all ranged attacks 120 ft.. This includes melee attacks, range attacks, even unarmed attacks.
Previous Versions
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2/14/2024 2:45:32 PM
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12/20/2024 5:15:19 AM
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