Base Class: Barbarian
"... I've already waited way past with what anyone oughta put up with. And right when I thought I was finally getting my ass outta this goddamn cold, what happens? My Ticket turns into blank scrap paper, all because of that mongrel brat! Ha... Haha... Gimme a ******* break."
You have found a powerful relic capable of seeing a few seconds into the future, and you have repurposed it into one of your eyes so that your enemies never reach you again. When it overheats, so does your rage, allowing you to hit your enemies with incredible might as a practitioner of La Spada di Palermo, a powerful and fast sword style that confuses most opponents.
You are a washed-up member of the Thumb, a powerful criminal syndicate that values hierarchy above all else. Maybe you were a powerful leader that fell from grace, or you never amounted to much to begin with, but the Thumb has assigned you to be one of the lowest of the low.
Barbarians from the Path of Precognition tend to believe they know everything, and all outcomes were obvious for them. At their best, they are wise leaders that guide their underlings to be their best. At their worst, they're manipulative and vindictive, trying.
Level 3: The Eye of Precognition
3rd-level Path of Precognition feature
You have 15 counts of
Eye of Precognition. While you have counts of this, you gain the following benefits:
- Your Walking speed increases by 10 feet.
- Your Armor Class increases by 3.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and, and half damage if you fail.
Whenever you hit with an attack, you lose 1 count of
Eye of Precognition. Likewise, you lose 3 counts whenever a creature misses an attack against you due to your AC bonus, and 5 counts whenever you take no damage after succeeding on a Dexterity saving throw.
Once you lose all counts of
Eye of Precognition, you immediately gain 15 counts of
Eye of Precognition - Overheat. While you have counts of this, you gain the following characteristics:
- You always roll an additional damage die of the weapon you are attacking with.
- Your Armor Class decreases by 3.
- Whenever taking Fire damage, take an additional damage die of the same value as your eye socket burns.
Whenever you hit with an attack, you lose 1 count of
Eye of Precognition - Overheat. Likewise, you lose 3 counts whenever a creature hits an attack against you due to your AC decrease, and 3 counts whenever you take additional Fire damage from a hostile source. Once you lose all counts of
Eye of Precognition - Overheat, you immediately gain 15 counts of
Eye of Precognition.
After completing a Long Rest, you immediately lose all counts of
Eye of Precognition - Overheat and gain up to 15 counts of
Eye of Precognition, ensuring you have that maximum count of the Condition.
Level 3: Colpi di Taglio
La Spada di Palermo is a powerful combat style you have mastered. It is done through dual weapons, allowing you to make perfected use of Two-Weapon Fighting:
- You may wield two weapons without the prerequisite of one of them being Light, instead only requiring that neither weapon is Heavy.
- Whenever you make an Attack as per Two-Weapon Fighting rules you still add half your ability modifier to the damage dealt. Whenever you do so, you choose whether you inflict 2 counts of
Burn or
Tremor on your target, or triggering a
Tremor Burst. Upon reaching level 10, this count increases to 4. - When you Attune to a pair of magical weapons, they both count as a singular Attunement, taking only one slot and becoming Unattuned if either Attunement is broken.
Additionally, whenever a creature misses you with an attack you may spend your Reaction to use Sezionatura di Coniglio as an attack against that creature. You may do so an amount of times equal to your proficiency bonus per short or long rest.
When entering your rage, you may use Sezionatura di Coniglio as an attack against a creature within range without expending a use of the feature.
Sezionatura di Coniglio. On a hit, you deal damage as usual and the creature suffers 1 count of both
Burn and
Tremor. Additionally, if you are raging, you gain 1 count of
Poise. Creatures that are Small or smaller hit by this attack have disadvantage on their next attack roll.
Custom Condition:
Burn
A Burning creature is set ablaze constantly, taking an amount of d4 fire damage equal to their
Burn Count at the end of their turn, also halving their current total Count, rounded down. When at one
Burn Count, it extinguishes at the end of the creature's turn.
Custom Condition:
Tremor
A creature suffering from Tremor is one suffering from immeasurable shaking and vibrations inside their body.
When a Tremoring creature suffers
Tremor Burst by other means, they take a number of d4 thunder damage equal to their current
Tremor count, then losing all remaining count. The Condition is also lost after combat is over or at the end of the next short or long rest, if it was gained outside of combat.
Custom Condition:
Poise
A creature benefitting from being Poised has their stance slowly being perfected to enter “the zone” while fighting, being able to perform a Posture Critical Hit whenever they roll a 19 on attack, before adding any modifiers. This threshold is reduced by each additional count of
Poise they have after the first, up to 4 ( Triggering a Posture Critical Hit on a roll of 16 or higher) and removing all
Poise count from them when they land a Poise.
When this effect is triggered, this creature deals an additional 2d6 damage on a hit of type equal to your attacks damage type.
If they have 6 or more stacks of
Poise they deal an extra d6 of damage for each count above 6, to a maximum of 6d6 total. A Poise is not a regular Critical Hit.
Level 6: The Shame of My Famiglia.
6th-level Path of Precognition feature
"... Tsk. Great. Not a single damn idiot left to call over for a drink... Bunch of weak-ass pushovers. Got chewed up by those disgusting demons and died like trash."
You have lost a position of power important to you, or perhaps something similar, and it has been difficult for you to recover ever since. You have advantage on saving throws against becoming drunk. You refuse to drink Ale, but after consuming an entire Bottle of Fine Wine, you may choose to immediately become affected by the Drunk condition for 1 minute. You gain the following characteristics when affected by the Drunk condition:
- You have disadvantage on Perception checks, Strength, Dexterity, and Constitution saving throws, and ranged attacks.
- As a bonus action, you can yell at one of your allies to do better, granting them advantage on their next ability check, saving throw, or attack roll (your choice).
- When you hit a creature that is
Burning,
Tremoring, or
Both, you deal an additional 1d6 die of damage equal to your weapon's damage type. - You can substitute one of your attacks for a Sezionatura di Cervo.
Sezionatura di Cervo. On a hit, you deal damage as usual and the creature suffers 1 count of both
Burn and
Tremor. Additionally, if you are raging, you gain 1 count of
Poise. Creatures that are medium or smaller hit but this attack have disadvantage on their next attack roll.
Level 10: Accelerating Future
10th-level Path of Precognition feature
"Feelin' confident? then parry this, *******"
As a battle drives on, you have learned how to mark your favored enemies, focusing all of your wrath on a specific being instead of lashing out wildly like a volcano. You may choose to make the last creature you attacked on your turn become your
Game Target. When you hit your
Game Target with an attack roll, once per turn, you may choose to convert all of their counts of
Tremor and
Burn into
Tremor Scorch. Furthermore, whenever you apply counts of
Burn and
Tremor to your
Game Target, they suffer 1 additional count of each applied.
Additionally, you have learned how to devote extra energy to your
Eye of Precognition to calculate the most likely outcome of the near future. As an action, you can expend 5 counts of your
Eye of Precognition to see 1 minute into the future and discover what the most possible outcomes are. Alternatively, by suffering 1 point of Exhaustion, you can see 10 minutes into the future instead.
Designer's Note. This ability is left more vague on purpose for DMs and players to have more fun with it, however, I think it's important to give an example of how it can and can't be used to make it clearer.
Let's say you're trying to find out what to bet on in a cassino, or what an NPC will say before they say it - those things are fully under the DM's control and he should be able to disclose the most likely future according to the perception of your eye.
However, things outside of the DM's control, such as what a player character would do/say or the outcome of a combat decided by the dice, are much less likely to be predicted, so your eyes can provide an incorrect assessment of the future, or no assessment at all.
Custom Condition:
Tremor Scorch
A creature suffering from
Tremor-Scorch is one currently suffering from a blazing inferno that is eating them from inside out, with each flicker of flame reverberating across their entire being.
A creature with
Tremor-Scorch counts suffers an amount of d4 fire damage equal to their current
Tremor-Scorch count divided by 5, to a maximum of 8d4 per turn.
When a creature with
Tremor-Scorch suffers
Tremor Burst by other means, they take a number of d6 fire damage equal to the total count of
Tremor-Scorch they currently have, then losing all counts of
Tremor-Scorch. The Condition is also lost after the creature is knocked Unconscious, if they are fully submerged in non-flammable liquid or combat is over or on the next short rest, if it was gained outside of combat.
Level 14: Sezionatura di Elefante
14th-level Path of Precognition feature
You swing your blade with enough strength and speed to leave even the wisest of men unable to comprehend your movements without slowing them down. While raging, you may perform an additional bonus action attack as per Two-Weapon Fighting rules, however, this attack only inflicts 1 count of
Burn and
Tremor. Furthermore, you gain 2 counts of
Poise and creatures that are Large or smaller hit by this attack have disadvantage on their next attack roll. If you managed to hit the same creature with all four of your attacks, they must succeed on a Wisdom saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) or suffer the effects of the Confusion spell until the end of their next turn.
Disposal. If you managed to hit the same creature with all four of your attacks and that creature is your
Game Target, you may trigger
Tremor Burst on that creature twice, only expending all counts of
Tremor after the second burst. If that kills it, you may perform this ability one more time. Otherwise, you may only perform this ability once per Short or Long Rest.
Core Burst:
The Disgrace
"I'll be damned before I let you ruin this! Not after toiling like a goddamn dog for years, climbing up the ranks...!"
What have you done? You should already know the answer to that question, after all it has been repeated in your head as often as you can recall. There's something you did, of your fault and folly, that has rendered you a complete and utter disgrace to those around you, a shame that would be best left erased. Yet still, your exhausted, spiteful fingers grip onto your remaining life like a starving animal does to its last meal.
Upon activation of your Core Burst, you gain the following effects:
- Hatred, spite and bitterness overtake your emotions to create a rage-fueled drive towards all your actions, granting you Immunity to becoming Frightened or Charmed.
- You gain 4
Poise count at the start of your turns. Whenever you deal damage, you deal an additional amount of damage equal to half your current
Poise count, to a maximum value equal to your proficiency bonus. - Whenever you would inflict
Burn or
Tremor, you inflict an additional count. - Additionally, the anxiety to reinstate your greatness has you become even quicker on your feet as it grows. Each time an attack hits you, your AC increases by a +1 bonus modifier. You lose this bonus whenever you are missed with an attack.
Previous Versions
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