Base Class: Barbarian
Barbarians of the Path of Grievance never forgive and never forget. They Remember every slight committed against them and other members of their clan, and will go through all ordeals necessary to see the perpetrators of such crimes be thoroughly punished. They are amed solely with their fists and with magic tattoos given to them after they exactfinal vengeance, with the purpose of making them stronger. The more tattoos in your skin, the higher your ranking at the clan.
In the Forgotten Realms, the city of Waterdeep has grown restless with fear over a criminal group comprised of people that follow this way of life. Known as the Half, because none of their members are complete without each other, the Barbarians that stem from this family are known for being swift deliverers of vengeance over the smallest injuries and remarks rasied against their own.
- Unique Status Effects Explanation -
- Bleed : A bleeding creature is well, bleeding! You take 1d4 damage when you perform any action ( Each attack is considered a different action, this also includeds Bonus Actions and Reactions, but not Free Actions), and then is reduced by one stack. You may heal or have Bleed fully removed if you or another creature passes a successful medicine check on you.
The DC for this is 10 + The Number of stacks you currently have. If you have only one stack of Bleed, it will not be removed upon taking Bleed damage and must be removed through a medicine check.
- Immobilized : A creature suffering from Immobilized is one who's physically suffering moving their limbs and joints. While enduring Immobilized, they take a penalty equal to the number of Immobilized stacks they are afflicted with to all of their attack rolls, ability checks and saving throws. All Immobilized stacks are removed at the end of the afflicted's turn or after a minute has passed outside of combat.
Level 3: Loyalty
- Starting on Level 3, you can roll 1D6 in place of the normal damage of your Unarmed Strike.
- When you hit creature, you can choose to make them roll against your Tattoo spell save DC or be pushed back 5 feet.
- During Combat, the enemy that dealt the most damage to you or your allies this round gains a Vengeance Mark, this lasts until the end of the next round or until you fall unconscious. If no enemy has dealt damage this turn, the stack of Vengeance Mark is given to the enemy that last attempted to attack you or an allied creature.
- Outside of combat, whenever someone rolls an ability check to hurt or damage your character or their reputation, they will also gain a point of Vengeance Mark until your next short rest. If combat is initiated right after an instance of this by rolling an initiative check, then the enemy with the highest initiative roll gains Vengeance Mark until the end of the first round of combat.
- Whenever you hit an enemy with a stack of Vengeance Mark, they gain 1 stack of Bleed.
- Additionally, you gain proficiency on Artisan's Tools for the sake of carving magic tattoos on yourself and others.
Level 3: Checking The Book
Every Barbarian in the Path of Grievance carries magical tattoos that empower them on fights and allow them to deal devastating blows to their enemies and the enemies of their family.
- On Level 3, you engrave two tattoos of your choice on your body, from among the tattoos described below, and each time you gain a level in this class, you can replace one tattoo you know with a different one from this feature, as they need a constant flow of magical ink, not permitting all of them to be active at once. When you reach certain levels in this class, you learn additional tattoos, as shown in the Tattoos known table.
- Whenever you finish a long rest, you can engrave one of your known tattoos onto a willing creature reactivate one with magical ink. Your tattoo remains active on that creature until a long rest, after this, the magical ink ceases to have effect unless you activate it again.
Additionally, you gain proficiency on Artisan's Tools for the sake of carving magic tattoos on yourself and others.
Barbarian's Tattoo's Known
Barbarian Level Number of Tattoos
3rd Level 2
6th Level 4
10th Level 6
14th Level 10
The Tattoos shown under this Class Feature are available to you when you learn a tattoo. If a Tattoo has a level requirement, you must be at least that level in this class to learn the tattoo.
- If a tattoo requires a saving throw, Your Tattoo Magic save DC equals 8 + your Proficiency Bonus + your Constitution Modifier.
Path of Grievance Tattoos (Level 3)
- Tattoo of Family : If an Ally within 30 feet of you also has active magical tattoos on their body, you may spend a bonus action to gain temporary hit points equal to 1d10 + your rage damage. You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses on a long rest.
- Tattoo of Remembrance : Whenever you hit a creature with an Unarmed Strike, you inflict 1 Bleed. Additionally you have advantage on Intelligence checks made to remember things that you saw happen.
- Tattoo of Loyalty : When you hit a creature that has a stack of Vengeance Mark with an Unarmed Strike, other creatures will gain advantage on their first attack roll against it until the end of the affected creature's turn.
- Tattoo of Fists : When you hit a creature with an unarmed attack, you may perform another attack as a bonus action if the creature has a stack of Vengeance Mark. Additionally, you can add your rage bonus to intimidation checks.
- Tattoo of Arcana : Your tattoos glow with a magical aura. For 1 minute, or until you dismiss it as an action, you can spend an action to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. You can take this as a reaction instead of an action when you enter your Rage.
While you are glowing, you can spend a bonus action, or do this as part of your reaction when you rage, to force all creatures of your choice within 20 feet of you to make a Wisdom saving throw against your tattoo magic save DC or become frightened of you until the start of your next turn. Creatures Frightened this way take an additional dice of damage from your unarmed strikes whenever you hit them. Once you use this feature, you can't use it again until your next long rest.
- Tattoo of Binding : You can use a bonus action to force an enemy creature to make a Constitution saving throw against your Tattoo magic save DC as magical shackles extend from your tatoos to hold them. If they pass, they take 1d6 bludgeoning damage as they break off the chains (this damage increases to 2d6 on 6th level, 3d6 on 10th level and 4d6 on 14th level). If they fail, both you and the creature can only use one action per turn until the start of your next turn. Extra attacks cannot be used as part of the same attack action. This ability can only be used a number of times equal to your Proficiency modifier, and you recover all expended uses on a long rest.
- Tattoo of Payback : When a Creature hits you or a friendly creature within 10 feet of you with an attack, you may, as a reaction, immediately move up to that creature without provoking opportunity attacks and hit them with a fortress-breaking punch, leaving a small crater on the floor. They must roll a Constitution saving throw against your Tattoo spell save DC or take 6d10 bludgeoning damage and gain one stack of Immobilized, while you gain a 1d4 bonus for your next attack and damage roll. On a successful save, they only take half the damage, but you still gain the attack and damage bonus. Once you use this feature, you can only use it again after a short or long rest.
- Tattoo of Dominance : A bright light shines from your tattoos, and zaps of electricity signify to all
Level 6: Path of Grievance Tattoos (Level 6)
- Tattoo of Punching : When you hit a creature with an Unarmed Strike, they must make a Constitution saving throw against your Tattoo spell save DC or gain one stack of Immobilized. If you managed to hit a creature with all of your attack actions this turn and they failed all of your saving throws, they gain 2 stacks of Immobilized per attack instead. You can use this ability a number of times equal to your proficiency modifier, and regain all expended uses on a long rest.
- Tattoo of Kicking : You can use an action to kick down an enemy's weak spot, leaving them vulnerable for further attacks. As a part of this action, roll an Unarmed Strike against the enemy, if it hits, the Creature must make a Constitution saving throw against your Tattoo spell save DC or become paralyzed for a minute. The Creature can reroll the saving throw at the end of each of their turns, ending the effect on a success. Once you successfully use this ability, you can only use it again after a short or long rest.
Level 6: A Just Vengeance
Your family has only empowered you further, and the more enemies you strike down, the more benefits you reap for your loyalty.
- Once you reach 6th level, your Unarmed Strike damage dice changes to 1d8. Additionally, when you reduce a hostile creature to 0 hit points, choose once of the two options below:
- Brush it off : Gain temporary hit points equal to a roll of your Unarmed Strike damage dice plus your rage bonus.
- Ready to Write : Gain a +1 bonus for your attack and damage rolls for the duration of the combat against enemies with Vengeance Mark.
Your Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Favoritism
You are finally starting to ascend in the family, growing from a common runt to a person of some respect.
- Once you reach level 10, your Unarmed Strike damage dice changes to 1d10. Additionally, whenever a creature with Vengeance Mark is killed, the creature that last attacked you or an ally this combat gains a stack of Vengeance Mark.
- Whenever an allied creature within 30 feet of you is hit by a hostile creature, the allied creature with least HP gains a +1 bonus to their ability checks, attack rolls and saving throws in their next turn, to a maxium of +3.
Path of Grievance Tattoos (Level 10)
- Tattoo of Payback : When a Creature hits you or a friendly creature within 10 feet of you with an attack, you may, as a reaction, immediately move up to that creature without provoking opportunity attacks and hit them with a fortress-breaking punch, leaving a small crater on the floor. They must roll a Constitution saving throw against your Tattoo spell save DC or take 6d10 bludgeoning damage and gain one stack of Immobilized, while you gain a 1d4 bonus for your next attack and damage roll. On a successful save, they only take half the damage, but you still gain the attack and damage bonus. Once you use this feature, you can only use it again after a short or long rest.
- Tattoo of Dominance : A bright light shines from your tattoos, and zaps of electricity signify to all creatures around you the build up of strength you're about to commence when activating this tattoo. As a bonus action, which you may take together with your Rage bonus action, you begin for yourself a "test of the Big Brother/Sister". Until the start of your next turn, all enemies have advantage on attacks against you, and you gain vulnerability to all damage types. Once your second turn starts, if you're still alive, you pass the test, removing all the previous conditions. For two rounds, until the end of your second turn after this, you gain advantage on all of your ability checks, attack rolls and saving throws. Additionally, all creatures you attack gain vulnerability to your Unarmed Strikes for the duration.
Path of Grievance Tattoos (Level 14)
- Tattoo of Vengeance : As an action, you get to dash in a straight line of up to 60 feet towards a creature with Vengeance Mark, leaving behind a purple trail of light and energy. This action does not provoke opportunity attacks. All other creatures of your choice in this line must roll a Dexterity saving throw against your Tattoo spell save DC or take 2d10 force damage, taking only half that damage on a success. Once you reach the target, you may roll an attack roll against it for each attack roll it has made in its last turn. After beating the creature to a pulp, it must make a Constitution saving throw, becoming blinded and deafened until the end of its next turn on a failure due to your thunderous pummeling. Once you use this ability, you cannot use it again until you finish a long rest.
- Tattoo of Wrath : As an action, you accumulate powerful magical energy from your tattoos on your fists, charging up a devastating attack. You punch the ground, immediately shattering it like a crater as long as the material is non-magical. All creatures of your choice within 60 feet of you must roll a Constitution saving throw against your Tattoo spell save DC. On a Failure, they take a number of D6 of force damage equal to the number of Magical Tattoos you have and are stunned until the start of your next turn. On a success, they take half the damage and suffer no additional effects. You can use this ability twice, and you regain all expended uses on a long rest.
Level 14: Multifold Retribution
The family has finally recognized your skills, and given you a position worthy of your power, which demands respect from all people.
- Once you reach 14th level, your Unarmed Strike damage dice changes to 1d12. Additionally, as a reaction when a creature within 30 feet of you attempts to cast a spell, take a bonus action, a reaction, a legendary action or a mythic action, you may use your speed to run up to them without provoking opportunity attacks and perform an attack roll, if you hit, the creature's action and spell slot is spent and lost.
- Whenever you enter your Rage, a burst of purple energy flames explode from your tattoos, covering your entire body in a menacing aura, signaling you have entered Rageful Vengeance. During Rageful Vengeance, you have all benefits from a normal Rage, with the addition of :
Right In the Solar Plexus : As an action, which can be taken as part of your attack action when you hit a creature or an object, you get to end all magical effects currently affecting that object or creature, and if the creature is shape-shifted, it reverts to its true form. If the magical effect doesn't need to be activated and is instead constantly active, like a Monk's Timeless Body. The Suppression only lasts for a minute. You can use this ability once per Rageful Vengeance.
Watch Your Back! : As part of your attack action, you can force the enemy to roll a Charisma saving throw against your Tattoo spell save DC. If they fail, they become Surprised by your might, recognizing their inferiority, and your second attack can instead be a grapple. You have advantage grappling a creature Surprised this way.
Immediately after grappling them, you may throw them on a 30 feet line in any direction. They take 1d10 bludgeoning damage for each 10 feet traveled. If they hit another creature or an object this way, they instead take double the dice in damage and what they hit takes half that damage, being pushed along with it to the end of the line if possible. All creatures that took damage this way fall prone. You can use this ability once per Rageful Vengeance.
Swear Vengeance : Whenever you successfully hit a creature with all of your Unarmed Strikes, they become Panicked until the end of their turn.
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