Base Class: Barbarian
The Path of the Old Ways is a spiritual journey that starts when the Barbarian accepts the Old Gods of Ravnica as his guides. In battle, the spirit of these old beings grants you courage, strength, and resistance as well as fills your body with a supernatural rage that drives you against the dangers to come. Barbarians of this Path have War Marks tattoed in their bodies that serve as a connection with the Old Gods powers.
As long as you are devoted to the sacred mission of bringing down destruction to those who cherish an unnatural and urban way of living these powers will lead you to a path of glory and blood. The Zhur-Taa clan believes that the Raze-Boar God Ilharg grants these powers to his warriors for them to prepare the ground for his return.
Ancient Rite of War
In the 3rd level, you participate in an Ancient Rite that tattoo your skin with War Marks. Those Tattoos are a direct connection to the Old Gods. Each one of these marks grants you a different effect that can be activated in the midst of a battle with sweat and blood. To activate these marks you spend Rite Points.
Rite Points. You receive a number of Rite Points equal to your Wisdom modifier. You recover your Rite Points in a Short or Long Rest and also recovers 1 Rite Point every time you roll a natural 20 on an attack roll while raging.
War Marks
At the 3rd level, you gain access to your first two War Marks. Symbols that are imprinted in your skin and connects you with powers that the Old God's grants you in battle. You gain 1 more on the 7th and 2 more on the 11th. There are two types of War Marks, Instants and Ongoing.
Ongoing Marks. These War Marks stay with you during your Rage or until you activate another Ongoing Mark. You can only keep one Ongoing Mark active at the time. If you activate another, the first one fades.
Instant Marks. These Marks have an immediate effect or are limited by their own rules. You can activate Instant Marks even when you have an Ongoing Mark active. But you can only activate one Instant Mark each turn.
Mark of Bloodrush
Speed: Instant
When an Ally within your line of sight performs an attack you can spend your reaction and 1 Rite Point to fill him with Ilharg’s Rage. He gains a damage bonus equal to your rage damage and resistance against bludgeoning, piercing and slashing damage until the end of your next turn.
Mark of Bloodthirst
Speed: Ongoing
You spend 1 Rite Point to activate this Mark and it lasts for the duration of your rage or until you activate another Ongoing Mark. When you do, as long as you are in a rage, every time you successfully hit a creature that is not in full health you add an extra 1d6 necrotic damage.
Mark of Double Strike
Speed: Instant
When you hit a creature with a melee attack, you can spend one Rite Point to gain another damage dice of the same type of the weapon you are using. If the weapon has more than one damage dice you choose which one you want to add.
Mark of Enrage
Speed: Instant
When a creature successfully hits you with a melee attack you can spend 1 Rite Point and use your reaction to try to counter-attack. You do an attack roll against the creature AC, if you succeed you take only half of the damage of the enemy's attack and the enemy suffers the full damage of yours.
Mark of Feral Savagery
Speed: Instant
You can spend 1 Rite Point and a bonus action to enter on a deeper stage of your rage. In it, you have resistance to all damage except psychic damage. These effects last as long as you attack every single turn and keeps your rage active. You also can’t activate any more Marks while in this state of rage. If you have an Ongoing Mark active it continues at a normal pace. You can also get out of this state of rage willingly spending one bonus action. Your normal rage continues, as long as you follow the regular rage rules.
Mark of Fervor
Speed: Instant
At the beginning of the combat, before everyone rolls their initiative, you can spend 1 Rite Point to perform a powerful battlecry that fills your ally’s in the Fervor of battle. Each ally in a 20ft radius of you gains advantage on their initiative rolls.
Mark of First Strike
Speed: Instant
In the beginning of the combat after everyone rolls their initiative, you can spend 1 Rite Point and your Reaction to activate this Mark. You gain an extra turn in front of everyone, after that turn the combat flows in the normal order of initiative including your normal turn.
Mark of Hardened Scales
Speed: Instant
When an enemy tries to hit you with an attack you can use a reaction and spend 1 Rite Point to gain a +4 bonus to your CA that lasts until the end of your next turn.
Mark of Haste
Speed: Instant
When you perform an attack action you can spend one Rite Point to attack one more time during that same action.
Mark of Heroic Intervention
Speed: Ongoing
You spend 1 Rite Point to activate this Mark and it lasts for the duration of your rage or until you activate another Ongoing Mark. When you do, you spike your senses until the point of any time an ally that is in a 5ft space from you would get hit by a Melee Atack you can spend your reaction to get in front of the attacker and take the hit. If you do it, you can perform one Atack Action against the creature that hits you.
Mark of Menace
Speed: Instant
While raging, you can spend 1 Rite point and a Bonus Action to summon Ilharg's aura and perform a powerful Battlecry. The enemies in a 30 ft. radius from you must succeed on a Wisdom saving throw DC 15 or will turn frightened. If there are no Allies on a 5ft radius of it, every attack roll made against a creature affected by this Mark has an advantage. They can spend an action to remake the saving throw at the beginning of each of their turns. The effect also fades if the creature suffers damage of any kind.
Mark of Rancor
Speed: Ongoing
When you take damage from a foe you can spend a reaction and 1 Rite Point to activate this Mark. As long as you are in Rage, you gain an advantage on every attack roll you make against that creature until it dies or you get out of rage. If more than one creature inflicts damage to you, you can spend one Bonus Action to change the target of your Rancor to any of them. If at the end of your turn there are no targets from your Rancor alive in your line of sight, the effect fades. The effect of the Mark also fades if you activate another Ongoing Mark.
Mark of Reach
Speed: Instant
When you perform an attack with a Throwing weapon against a creature that is at least 15ft from you, you can spend 1 Rite Point to do it with such strength and precision that you pin the creature to that place. It must make a Dexterity saving throw against 10 + Your Weapon Modifier + Strenght Modifier, on fail, it is pinned to that place during 1d4 turns. The movement of the creature becomes 0, and if it’s flying it must use their next action to land safely on that spot or will fall and take fall damage at the end of its turn.
Mark of Riot
Speed: Ongoing
You spend 1 Rite Point to activate this mark and it lasts until your rage ends or you cast another Ongoing Mark. When you do, you have to choose speed or strength. If you choose the speed you increase 20ft on your movement and can perform Dodge as a Bonus Action. If you choose Strenght you gain an advantage in Strength tests and saving throws, and gains +2 on your rage damage bonus.
Mark of Trample
Speed: Ongoing
You spend 1 Rite Point to activate this mark and it lasts until your rage ends or you activate another Ongoing Mark. When you do, every time you successfully kill a creature with a melee attack you can move until half of your movement speed and perform another attack action.
Blood Sacrifices
In the 6th level, you gain the ability to recover Rite Points when you kill an enemy in the Old God's name. If you kill a creature while raging, and have no Rite Points left you recover 1 Rite Point.
Prophet of the End-Raze
The Old Gods wants you alive until their return, and that makes you extremely hard to kill. You make every Death Saving Throw with advantage, and when you stabilize you can use one hit dice to recover your hit points and get back in the combat.
Major War Marks
At the 14th level, your connection to the Old Gods grows stronger. You can choose 1 Major War Mark. You can choose another on the 18th level.
Mark of Double Damage
Speed: Instant
When you hit a creature with a melee attack, you can spend two Rite Point to double the number of damage dices you have. The type of damage follows the type of the original attack. Example: If a Magic Greataxe deals 1d12 Slashing Damage + 2d6 Fire Damage, using this Mark the rolls would be 2d12 Slashing Damage + 4d6 Fire Damage.
Mark of Primor Bloodthirst
Speed: Ongoing
You can spend as many Rite Point you want to activate this Mark. When you do, as long as you are in rage, every time you successfully hits a creature that is not in full health you add an extra 1d6 necrotic damage for each Rite Point spent to activate this Mark. This effect lasts until your rage ends or you activate another Ongoing Mark.
Mark of Primor Hardened Scales
Speed: Ongoing
When you choose this Mark, you gain a permanently +1 bonus to your CA. You also can spend as many Rite Points as you want to gain an extra +1 bonus to your CA for each point spent. That lasts until the end of your rage or until you summon another Ongoing Mark.
Mark of Primor Haste
Speed: Instant
When you perform an attack action you can spend as many Rite Points you want to gain a number of Extra Attacks equal to the number of Rite Points spent. All the Attacks happens in the same action and don’t stack with another instance of Extra Attacks.
Mark of Primor Rancor
Speed: Ongoing
When you take damage from a foe you can spend a reaction and 1 Rite Point to activate this Mark. As long as you are in Rage, you gain an advantage on every attack roll you make against that creature, you can perform opportunity attacks against it even when they take the disengage action and your critical hits against them happen with a 19 or 20 roll. If more than one creature inflicts damage to you, you can spend one Bonus Action to change the target of your Rancor to any of them. If at the end of your turn there are no targets from your Rancor alive in your line of sight, the effect of the Mark fades. The effect also ends if you activate another Ongoing Mark.
Mark of the Blasphemous Act
Speed: Instant
You consume all your Rite Points to perform this attack. It cost 1 point less for each enemy in a 15-foot radius of you (minimum of 1). The spirit of the Raze Boar explodes from you, every creature on a 15ft circle around you must make a dexterity Saving Throw DC 10 + WIS + Proficiency Bonus. If it fails, they are thrown 5ft away from you and knock prone taking 2d6 force damage for each Rite Point you have. If it succeeds they take only half of the damage and don’t get pushed away. You can only use this Mark once for a short rest.
Mark of the Gift of Strenght
Speed: Instant
You can spend one Bonus Action and 2 Rite Point to fill yourself with a Gift of Strenght from the Old Gods. Until the end of your next turn, you grow to 1 size bigger than your actual size and gains a +4 bonus to your Strenght. Your carrying capacity doubles and your speed movement isn't affected by difficult terrain.
Mark of the Wild Ricochet
Speed: Instant
If you would be a target from a spell attack that you can see, you can use your reaction and spend 2 Rite Points to force that magic to ricochet in a random target. The enemy should roll a d20. If the dice result is even the caster chooses one enemy stead of you, if that isn’t any the spell fails. If the result is odd the caster must choose an ally, if it has no ally’s the magic affects the caster himself. If the caster rolls a natural 20 the spell ignores the effect of the mark and hits you applying the normal rules of critical.
Gift from the Old Gods
At the 14th level, the Old Gods grant you a gift that marks you as one of their Champions. You can choose one of the War Marks to have active at all times. You can use it without spending any Rite Points.
Gift of Bloodrush
When an Ally within your line of sight performs an attack you can spend your reaction to fill him with Ilharg’s Rage. He gains a damage bonus equal to your rage damage and resistance against bludgeoning, piercing and slashing damage until the end of your next turn.
Gift of Bloodthirst
As long as you are in a rage, every time you successfully hit a creature that is not in full health you add an extra 1d6 necrotic damage.
Gift of Double Strike
When you hit a creature with a melee attack, you gain another damage dice of the same type of the weapon you are using. If the weapon has more than one damage dice you choose which one you want to add.
Gift of Enrage
When a creature successfully hits you with a melee attack you can spend your reaction to try to counter-attack. You do an attack roll against the creature AC, if you succeed you take only half of the damage of the enemy's attack and the enemy suffers the full damage of yours.
Gift of Feral Savagery
You can spend a bonus action to enter on a deeper stage of your rage. In it, you have resistance to all damage except psychic damage. These effects last as long as you attack every single turn and keeps your rage active. You also can’t activate any more Marks while in this state of rage. If you have an Ongoing Mark active it continues at a normal pace. You can also get out of this state of rage willingly spending one bonus action. Your normal rage continues, as long as you follow the regular rage rules.
Gift of Fervor
In the beginning of the combat, before everyone rolls their initiative, you can perform a powerful battlecry that fills your ally’s in the Fervor of battle. Each ally in a 20ft radius of you gains an advantage on their initiative rolls.
Gift of First Strike
At the beginning of the combat, after everyone rolls their initiative, you can spend your Reaction to gain an extra turn in front of everyone, after that turn the combat flows in the normal order of initiative including your normal turn.
Gift of Hardened Scales
When an enemy tries to hit you with an attack you can use your reaction to gain a +4 bonus to your CA that lasts until the end of your next turn.
Gift of Haste
When you perform an attack action you can attack one more time during that same action.
Gift of Heroic Intervention
As you are in rage, you spike your senses until the point of any time an ally that is in a 5ft space from you would get hit by a Melee Atack you can spend your reaction to get in front of the attacker and take the hit. If you do it, you can perform one Atack Action against the creature that hits you.
Gift of Menace
While raging, you can use a Bonus Action to summon Ilharg's aura and perform a powerful Battlecry. The enemies in a 30 ft. radius from you must succeed on a Wisdom saving throw DC 15 or will turn frightened. If there are no Allies on a 5ft radius of it, every attack roll made against a creature affected by this Mark has an advantage. They can spend an action to remake the saving throw at the beginning of each of their turns. The effect also fades if the creature suffers damage of any kind.
Gift of Rancor
When you take damage from a foe you can spend a reaction to activate this Mark. As long as you are in Rage, you gain an advantage on every attack roll you make against that creature until it dies or you get out of rage. If more than one creature inflicts damage to you, you can spend one Bonus Action to change the target of your Rancor to any of them. If at the end of your turn there are no targets from your Rancor alive in your line of sight, the effect of the mark fades.
Gift of Reach
When you perform an attack with a Throwing weapon against a creature that is at least 15ft from you, you do it with such strength and precision that you pin the creature to that place. It must make a Dexterity saving throw against 10 + Your Weapon Modifier + Strenght Modifier, on a fail, it is pinned to that place during 1d4 turns. The movement of the creature becomes 0, and if it’s flying it must use their next action to land safely on that spot or will fall and take fall damage at the end of its turn.
Gift of Riot
When you activate your rage you have to choose Speed or Strenght. If you choose speed you increase 20ft on your movement speed and can perform Dodge as a Bonus Action. If you choose Strenght you gain an advantage in Strength tests and saving throws, and gains +2 on your rage damage bonus. This effect lasts until you get out of rage.
Gift of Trample
As long as you are in rage, every time you successfully kill a creature with a melee attack you can move until half of your movement speed and perform another attack action.
Previous Versions
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