Base Class: Barbarian
Barbarians of the Path of the Chain gain their strength and magic through a pact of servitude with one of the many demons of the hells below. Granted the ability to command sentient chains meant to restrain those corrupted by sin to an everlasting fiery destruction, these warriors are able to manipulate their enemy's body and minds, but never without cost to themselves.
Level 3: Proficiencies
When you commit to a pact at 3rd level, you gain proficiency in the Charisma (Deception) skill and learn the Prestidigitation cantrip.
You may also choose to use your Charisma modifier instead of your Dexterity modifier when calculating Unarmored Defense.
Ember Dice
Starting at 3rd level, your Patron grants you the ability to command fiery chains that stretch from the hells below.
You gain a pool of d4 Ember Dice equal to 1 + your Barbarian level.
When you spend these dice, your Patron takes from you:
• 1 hit point for each Ember Die spent
• 1 additional hit point for each creature affected
This damage bypasses temporary hit points.
All expended Ember Dice are regained at the end of a long rest.
For abilities requiring a saving throw, the DC equals:
8 + proficiency bonus + Constitution modifier
Chain Strike
When you hit a creature with a melee weapon attack while raging, you may spend up to 10 Ember Dice.
The chains lash out at:
• your original target
• any creatures of your choice within 15 feet
Roll the spent Ember Dice and add them together. The result is radiant damage.
Additional targets must make a Dexterity saving throw or take the same damage.
Range adjustments:
Eldritch Invocations
At 3rd level, your Patron invests in your future.
You learn 1 Invocation from the Path of the Chain invocation list.
You learn additional invocations at:
• 6th level
• 10th level
• 14th level
Whenever you gain a level, you may replace one invocation you know with another.
Binding Critical Strike
Barbarian level 14 When you get a critical strike against a creature while raging, you may spend 1 Ember Die to command a fiery chain to snake through the battlefield starting at your target. Rapidly lashing out to another creature of your choice within 10 feet of the previous, this ability can effect up to 2 additional creatures. Each affected creature is pulled in a straight line to within 5 feet of your original target.
This effect takes place after the damage from your attack is applied.
Chain Ward
Barbarian level 10 When you activate Flame Ward, your chains surround each effected creature to protect them from harm, providing temporary hit points equal to your Barbarian level.
Cleansing Flames
Barbarian level 6 Your blood runs hot with fire and magic while you are raging. You gain advantage on saving throws that would result in you becoming charmed, frightened, or poisoned.
Distorted Impressions
The mind is like your wounds; though closed off to the world, they can easily be opened with the right touch. You gain proficiency in Charisma (Persuasion) checks and the ability to cast Charm Person as a 1st level spell by spending 1 Ember Die. Once Charm is cast in this way, it cannot be cast in this way again until you finish a short or long rest.
Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.
Endothermic Strikes
As a bonus action while raging, you imbue one weapon by fusing it to your hand(s), making it ice cold to the touch until the beginning of your next turn. On a successful melee attack with this weapon, your foe becomes chilled to the bone, not allowing them to regain hit points until the beginning of your next turn. While this is active, you cannot be disarmed, nor can you release the weapon.
Links of the Same Chain
You can spend Ember Dice to break off a number of chain links equal to the total value rolled. You may hand off each link to a creature of your choice, allowing each to communicate with the others telepathically as long as they are on the same plane, share the same language, and have the link on their person. The chain links turn to dust after 1 hour and can only be used once per long rest.
Mystic Shroud
As an action, you call upon your chain as it circles around you in a 15ft radius, distorting reality, and creating a magical shroud 10 feet tall, providing advantage to Dexterity (Stealth) checks for everyone inside.
Now You See Me...
Barbarian level 10 You are able to cast the spell Mislead without needing a spell slot once per short rest.
Shackles of Torment
Barbarian level 6 When you take the attack action while raging, you can spend Ember Dice to summon your chains as a bonus action. The chains extend towards any creature of your choice within 30ft of you, forcing them to make a Dexterity saving throw. On a failed save, each creature is pulled closer to you by a distance equal to 5 times the number of Eldritch Dice that you spent.
Tongue of the Wicked
Reality is only what the mind makes of it, and you are a master at distorting the mind. You gain expertise in the Charisma (Deception) skill.
Self Immolation
At 6th level, you can spend 1 Ember Die to sacrifice your body by wrapping yourself in scorching chains, immediately vaporizing.
You transform into a cloud of smoke, as if affected by the spell Gaseous Form, for 1 hour.
When the effect ends, your body reforms from a cocoon of fiery chains, and you reappear with any items you previously held.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Flame Ward
At 10th level, the infernal flames protect you and your allies.
As an action, you may spend 1 Ember Die and touch a number of creatures up to your Charisma modifier (minimum 1), including yourself.
Affected creatures gain:
Resistance to fire damage
Resistance to radiant damage
for 1 hour.
Anchored to Hell
At 14th level, while raging, you may spend Ember Dice as a bonus action.
Choose creatures within 15 feet.
The maximum number of creatures affected equals the total rolled on the Ember Dice.
For 1 minute, if an affected creature moves during its turn it must:
• return to its starting space
or
• make a Strength saving throw
On a failed save:
• it is dragged back in a straight line
• takes 2d6 radiant damage per 5 feet dragged
• provokes opportunity attacks
Comments