Base Class: Barbarian
In the world of Ardhuin there are multiple Gods. To be favoured by some, is better than to be favoured by one.
Sheema of whispers and wind, the misstress of secrets give their barbarians the ability to sneakely speak to others on the whispers of the wind, or strike their foes with the sharper winds. What hurts more, the whisper or the blade?
Kundir of the sea and the waves, give you the ability to brave the worries of the world with certainty that u can roll on with life, but he will make your enemies follow your waves.
Yllin, the goddes of duality, of life and death. A coin to flip for healing or destruction, which one will win?
Whispers of the wind
3rd-level Path of the Superstitious feature
You gain the ability to cast the Message cantrip without material or somatic components, whispering your message upon the winds of Sheema.
A creature within 5 feet of you can attempt a Wisdom (Perception) check to hear the message. The DC equals 12 + your Constitution modifier.
Superstitious rage
3rd-level Path of the Superstitious feature
Your rage extends the gods wrath unto your enemies. When u hit a enemy, they have disadvantage on all attacks that are not directed at you.
The boons of the gods will be met by fate.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Gods boon
| d4 | Effect |
|---|---|
| 1: Sheema | Sheema sharpens your weapon with the secrets of the wind. When you make the attack action, you can choose to make a ranged attack, as you swing your weapon to do your weapon damage to a target withing 30 feet |
| 2: Kundir | The sound or smell of the ocean bolsters your defences and that of your allies. You and allies withing 10 feet get a +1 to ac. |
| 3: Yllin Peacock | The healing power of Yllin is as proud as the peacock she represents. As a bonus action on this turn and on subsequent turns, you use light wich heals for 1d4 + proficiency hit points to another creature. You cannot use this on yourself. |
| 4: Yllin Vulture | Death and healing are two sides on the same coin. Once per turn, when u hit with a weapon attack, the target makes a Constitution saving throw or take extra necrotic damage equal to your proficiency bonus. You heal this much damage. |
One coin, two sides
6th-level Path of the Superstitious feature
Yllin gives vitality in death and humbleness in pride. Once per Long Rest, when you or another creature rolls one or more dice to restore Hit Points, you can choose to maximize the result of those healing dice instead of rolling them. Each die restores the maximum number of Hit Points possible (for example, 2d8 restores 16 Hit Points). Any additional modifiers to the healing are applied normally.
Improved Boons
10th-level Path of the Superstitious feature
The boons of the gods will be met by fate.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Your rage extends the gods wrath unto your enemies. When u hit a enemy, they have disadvantage on all attacks that are not directed at you.
Gods boon
| d4 | Effect |
|---|---|
| 1: Sheema | Sheema sharpens your weapon with the secrets of the wind. When u make the attack action, you can choose to make a ranged attack, as u swing your weapon to do your weapon damage to a target withing 30 feet. When u hit with this attack, the target has to make a Strenght saving throw (DC {{savedc:con}}) or be pushed 5 feet in any direction. |
| 2: Kundir | The sound or smell of the ocean bolsters your defences and that of your allies. You and allies withing 10 feet get a +2 to ac. Allies also gain advantage of your rage damage {{(12+classlevel)/7#rounddown,min:2,signed}} to damage rolls they make with melee weapon attacks. |
| 3: Yllin Peacock | The healing power of Yllin is as proud as the peacock she represents. As a bonus action on this turn and on subsequent turns, you use light wich heals for 2d4 + {{modifier:con}} hit points to another creature. You cannot use this on yourself. |
| 4: Yllin Vulture | Death and healing are two sides on the same coin. Once per turn, when u hit with a weapon attack, the target makes a Constitution saving throw (DC {{savedc:con}}) or take an extra {{proficiency}} necrotic damage equal to your proficiency bonus. You heal {{proficiency}} hitpoints if they fail the save and they can't take reactions until the end of their next turn. |
TBD
To be Detirmened
Previous Versions
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