Barbarian
Base Class: Barbarian

Legends tell of mortals touched by the divine—champions who walk the line between mortality and godhood. These are the warriors of the Path of the Godblood, heirs to celestial power, and bearers of an ancient legacy. Blessed (or perhaps cursed) with the sacred blood of a higher being, these barbarians wield not only the raw power of their rage but also the divine magic of their lineage.

More than Mortal

Starting when this path chooses you at 3rd level, your true lineage as a descendent of a higher being manifests within you. You gain access to Thaumaturgy and another cantrip, depending on the domain you are connected to. Discuss with your DM which ancestral domain you draw your power from (or possibly which god you are descended from, and if that information is known to you), consulting the tables below. You gain additional spells from your domain at 5th, 7th, 12th, 16th and 19th levels. Constitution is your spellcasting ability for these spells. Once you cast a levelled spell, you cannot cast it again until you complete a long rest. If a spell you gain from this feature can usually be cast at a higher level, you cannot do so.

Forge Domain

Barbarian Level

Spells

3rd Fire Bolt
5th Burning Hands
7th Heat Metal
12th Protection from Energy
16th Fabricate
19th Animate Objects

Knowledge Domain

Barbarian Level

Spells

3rd Guidance
5th Command
7th Suggestion
12th Glyph of Warding
16th Confusion
19th Legend Lore

Life Domain

Barbarian Level

Spells

3rd Spare the Dying
5th Bless
7th Lesser Restoration
12th Revivify
16th Death Ward
19th Greater Restoration

Light Domain

Barbarian Level

Spells

3rd Light
5th Faerie Fire
7th Scorching Ray
12th Fireball
16th Wall of Fire
19th scrying

Nature Domain

Barbarian Level

Spells

3rd Shillelagh
5th Animal Friendship
7th Spike Growth
12th Plant Growth
16th Blight
19th Insect Plague

Tempest Domain

Barbarian Level

Spells

3rd Shocking Grasp
5th Thunderwave
7th Shatter
12th Call Lightning
16th Control Water
19th Cone of Cold

Trickery Domain

Barbarian Level

Spells

3rd Mage Hand
5th Disguise Self
7th Mirror Image
12th Phantom Steed
16th Polymorph
19th Dominate Person

War Domain

Barbarian Level

Spells

3rd  Sacred Flame
5th Divine Favor
7th Spiritual Weapon
12th Spirit Guardians
16th Freedom of Movement
19th Flame Strike

Anointed Fury

Also at 3rd level, your godly wrath can channel magic, where others of your kind are too consumed by their rage to cast spells. While raging, you can cast spells granted by your ancestral domain, including ones that require concentration. You must make concentration checks as normal. Spells from other sources such as multiclassing and racial features are not included in this effect.

Divine Flesh

At 6th level, the divine energy flowing through you can protect you from similar forms of magic. You gain resistance to radiant damage. When you cast an ancestral domain spell while raging, it counts as an attack for the purpose of maintaining your rage, even if it does not deal damage or target an enemy.

Strength of Legends

At 10th level, the divine blood coursing through your veins can grant you power foretold in legends and tales of grandeur. As a reaction, you can call upon your godblood to temporarily enhance your physical prowess. For 1 minute, you gain one of the following benefits:

  • Mythic Might: Your carrying capacity is doubled, and you can grapple a creature regardless of its size. You can still move at half-speed while grappling a creature.
  • Ascendant Agility: You gain a climbing and swimming speed equal to your walking speed, and your movement speed is unaffected by nonmagical difficult terrain.
  • Godly Endurance: You gain temporary hit points equal to your Barbarian level + your Constitution modifier.

You can use this feature an amount times equal to your proficiency bonus per long rest.

Blood Sacrament

At 14th level, you can harness your sacred godblood as potent fuel for your magic, exchanging life for power. While raging, you are immune to radiant damage. As a bonus action, you can burn through your life force to regain an expended ancestral domain spell, taking 2d10 necrotic damage for a 1st level spell, with an additional 1d10 for each additional level. For example, a 5th level spell would cost 6d10 necrotic damage to regain. This necrotic damage cannot be reduced in any way.

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