Barbarian
Base Class: Barbarian

A Barbarian Path exclusively crafted from the Hexbound supplement from Hit Point Press

 

This path is walked by a select few. Taught exclusively at the Triplehex Arcanum - Baba Yaga's school of witches. This path directs impulse, requires wit and forges a unique fate for those who choose to walk it. It reveals deeper truths that some refuse to see, that some choose to hide behind, or guard with force alone. The path you choose at the fork will shape you. Do not fear the crossroads - embrace the choice.

Level 3: Ancient Mentor

Starting at 3rd level, you subconsciously recite incantations while you rage. These incantations come from the teachings of your mentor, and their effects vary based on their nature.

When you gain this class feature, choose between Hermit, Wandering Jinx, or Forgotten Voice.

Spells or saving throws granted to you have a Difficulty Class equal to 8 + your proficiency bonus + your Strength modifier.

 

 

Forgotten Voice

These subconscious incantations cause arcane energy to surround and protect you from harm. While you are raging and unarmored, add your proficiency bonus to your Armor Class.

Hermit

The incantations you recite rouse the energy inside yourself, allowing you to cause unpredictable effects. While raging, you can use a bonus action to cast a cantrip. When you do, choose a target and pick from aid, harm or change. Then roll on the table below to determine which cantrip is cast. You can use this feature a number of times equal to your Strength modifier, regaining them on a long rest.

Wandering Jinx

While you are raging, at the start of your turn, choose a creature within 30 feet of yourself that you can see. The target creature’s next skill check or saving throw is reduced by 1d4. If you end your rage before the target’s next skill check or saving throw, the effect fails.

Level 6: Traveler's Witchmark

At 6th level, the magical energy in your body is able to manifest stronger effects, based on your mentor.

Forgotten Voice

As a bonus action, you can touch a weapon to imbue it with ancient power. Until the start of your next turn, the weapon does an additional 1d6 force damage.

Hermit

You gain resistance to poison damage, and are immune to the poisoned condition.

In addition, you can treat any organic material as rations, provided you have at least 2 pounds of material.

Wandering Jinx

When a creature makes an attack roll against you, you can use your reaction to give them disadvantage. If the attack misses, you then teleport 5 feet to an unoccupied space that you can see.

You can use this ability a number of times equal to half your Barbarian level, rounded down (minimum of 1).

Level 10: Arcane Offering

At 10th level, you learn how to give others a sample of your arcane energy. As an action, choose a creature within 30 feet of you that you can see. That creature then benefits from one of the following abilities, chosen by you when you use this ability:

 

* Unarmored Defense

* Reckless Attack

* Your Traveler’s Witchmark

Level 14: Final Teachings

At 14th level, the arcane energy inside you has broken its limits. You gain access to powerful magics unfamiliar to most witches, based on your mentor.

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