Barbarian
Base Class: Barbarian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Level 3: Spiritual Protectors

At 3rd Level, spectral warriors appear when you enter your rage. Once during your Turn, while you are Raging, when you Hit a Creature with a Melee Attack, you can make them the target of the warriors, which hinders its attacks. The Target gains the following:

Distract. Until the start of your next Turn, that Target has Disadvantage on any Attack Roll that is not against you, and when the Target deals Damage to a Creature other than you, that Creature has Resistance to the Damage dealt.

Strike. Your Attacks and Damage from Vengeful Spirits against the Target deals an additional 1d6 Damage, which can be Acid, Cold, Fire, Force, Lightning, or Thunder (your choice). This applies to the initial Attack made to apply this effect.

This effect on the Target ends early if your Rage ends.

Level 6: Spirit Shield

At 6th Level, your guardian spirits can provide supernatural protection to those you defend. While your Rage is Active, when another Creature you can See within 30 feet of you takes Damage, you can use your Reaction to reduce that Damage by a number of d6s equal to your Rage Damage Bonus.

Vengeful Spirits

At 10th Level, your guardian spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce Damage, the Attacker takes an amount of Force Damage equal to the Damage your Spirit Shield prevents.

Level 10: Consult the Spirits

At 10th Level, you gain the ability to consult with your guardian spirits. When you do so, you Cast the Augury or Clairvoyance Spell, without expending a Spell Sot or needing Material Components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your guardian spirits to the chosen location. Wisdom is your Spellcasting Ability for these Spells. After you Cast either Spell in this way, you cannot use this Feature again until you finish a Short or Long Rest.

Level 14: Guided Swings

At 14th Level, your guardian spirits guide your attacks, empowering your swings with their strength and wisdom, lashing out with their own weapons with enough ferocity. When you make an Attack Roll with a Melee Weapon or Unarmed Strike and roll 18-20 on the d20, you can make one additional Attack with the same Weapon as part of the Action used for it. Once you use this Feature, you cannot do so again until the start of your next Turn.

Valiant Sacrifice

At 14th Level, your guardian spirits laid their lives to protect others and fight for righteous causes, and now they give you the power to carry on their legacy through your bravery. As a Reaction, when a Creature takes Damage or Fails a Saving Throw within 60 feet of you, you can choose to become the Target of the Damage or Saving Throw instead. If it is a Saving Throw, you can immediately repeat the Save with a Bonus equal to your Rage Damage Bonus. Once you use this Feature, you cannot use it again until you finish a Long Rest unless you expend a use of your Rage (no Action required) to restore your use of it.

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