Barbarian
Base Class: Barbarian

The barbarians of the "Path of the Roaring Song" are rather unique for barbarians because their culture isn't based around combat, pillaging, and bloodshed but around art. These barbarians turn their bodies into works of art. Tattooing the history and legends of their tribe across their arms, legs, and back while leaving their chest clean, signifying that the past is behind them and the future is yet to be written. They only tattoo their chests with their great exploits. They only tattoo their faces, when someone very close to them dies, with runes signifying one word. That word is the thing that person thought them, so that they may never forget that lesson nor their friend. Their tombs are very elaborate and finely crafted, some would even think it a joke that barbarians made them. Every member of the tribe is buried in a stone chamber with a mural on the ceiling depicting their own life story, if their story is truly great it is added to the tribe's mural and becomes a permanent new fixture to their tattoos. Tribes of these barbarians often worship one or more deities/spirits representing art, creativity, and creation. While musically inclined these barbarians, shy away from instruments preferring to use only their voices. In combat, these barbarians can infuse their songs with their spirit making the song take on a physical aspect such as fire or ice.

Song of Fire

At Lv. 3 you gain Song of Fire: You weave a song filled with passion, love for your friends and hatred for your enemies. Manifesting as a predatory animal charging in the direction of the enemy. You can only use this ability while raging and counts as you making an attack. As a standard action target 1 enemy, a fiery animal manifests and charges towards the target burning anything in its path dealing 1d4 * your level fire damage. The range of this attack is equal to double your movement speed and has a width of 15ft. All creatures in the area of effect must make a DEX save, with a DC of 15, or take an additional d4 fire damage for 3 rounds. At Lv. 9 the damage die is increased to a d6, at Lv. 13 the damage die is increased to a d8 and the save DC is increased to 20 and at lv 20 the damage die is increased to a d10 and the save DC is raised to 25. After you use this ability you gain 1 Lv. of exhaustion.

Song of Ice

At Lv. 3 you gain Song of Ice: You weave a song filled with contempt, hate, and malice. Manifesting as a bird or vermin and charging in the direction of the enemy. You can only use this ability while raging and counts as you making an attack. As a standard action target 1 enemy, a gale of icy wind in the shape of an animal charges at your enemy, freezing anything in its path dealing 1d4 * your level cold damage. The range of this attack is equal to double your movement speed and has a width of 15ft. All creatures in the area of effect must make a CON save, with a DC of 15, or have their movement speed reduced to 0 for 3 rounds. At Lv. 9 the damage die is increased to a d6, at Lv. 13 the damage die is increased to a d8 and the save DC is increased to 20 and at lv 20 the damage die is increased to a d10 and the save DC is raised to 25. After you use this ability you gain 1 Lv. of exhaustion.

Song of Force

At Lv. 3 you gain Song of Force: You weave a song filled with thunderous pride and happiness. Manifesting as a humanoid or even yourself and charging in the direction of the enemy. You can only use this ability while raging and counts as you making an attack. As a standard action target 1 enemy, a wave of pure force resembling a humanoid takes shape and charges at your enemy, crashing with unimaginable force into everything in its path dealing 1d4 * your level thunder damage. The range of this attack is equal to double your movement speed and has a width of 15ft. All creatures in the area of effect must make a STR save, with a DC of 15, or be knocked prone and pushed back 20ft. At Lv. 9 the damage die is increased to a d6, at Lv. 13 the damage die is increased to a d8 and the save DC is increased to 20 and at lv 20 the damage die is increased to a d10 and the save DC is raised to 25. After you use this ability you gain 1 Lv. of exhaustion.

Song of Storms

At Lv. 6 you gain Song of Storms: You weave a song filled with turmoil, raging emotions, and wrath. You can only use this ability while raging and counts as you making an attack. You can use this ability as a standard action. This ability can only be used outside, the skies darken and fill with storm clouds, for the next 5 rounds lightning strikes at 3 random targets on the battlefield, dealing 1d12 lightning damage, the target must make a CON save with a DC of 15 or be paralyzed for 1 round. At lv 14 the DC is increased to 20 and at lv 20 the DC is raised to 25. After you use this ability you gain 2 Lv. of exhaustion.

Song of Whirlwinds

At Lv. 6 you gain Song of Whirlwinds: You weave a song filled with grace, elegance, and speed. You can only use this ability while raging and counts as you making an attack. You can use this ability as a standard action. When you use this ability, you and every friendly creature within 30ft. of you are moved 1 place forward in the initiative order, and have their movement speed increased by 10. This lasts for 3 rounds after that you and all friendly creatures that were under its effects are moved back by 2 places in the initiative order and have your movement speed reduced by 10. After you use this ability you gain 2 Lv. of exhaustion. You can use this ability at the start of combat during the initiative roll, but you gain 4 Lv. of exhaustion instead.

Song of Triumph

At Lv. 6 you gain Song of Triumph: You weave a song of epic triumph, how against all odds you and your allies are victorious. You can only use this ability while raging and counts as you making an attack. Target yourself or one ally within 50ft. of you, on the targets next physical attack, they gain one of the following bonuses: a +10 to hit, they roll with advantage or they automatically crit if they land a hit. After the attack is made the AC of the target is halved for 3 rounds. At Lv 10 you can apply two bonuses, but the AC is halved for 6 rounds instead. And at Lv 15 you can apply all 3 bonuses, but the targets AC is reduced to 0 for 1 round. Immediately after using this ability, you gain 1 Lv. of exhaustion for every bonus you applied.

Song of Spirit

At Lv. 10 you gain Song of Spirit: You weave a song of transcendence, of ascending to a higher plane and leaving the world of flesh behind. You can only use this ability while raging and counts as you making an attack. Target 1 creature within 60ft. of you and teleport them into the astral plane for 1d6 rounds. While in the astral plane they can't interact or be interacted with. Also, any friendly creatures in the astral plain regain HP equal to your CON modifier. At lv 18 the HP regained is equal to double your CON modifier. After you use this ability you gain 1 Lv. of exhaustion.

Song of Terror

At Lv. 10 you gain Song of Terror: You weave a song of vicious bloodshed and horror, chilling your enemies to the bone. You can only use this ability while raging and counts as you making an attack. Any hostile creature within 35ft. of you must make a WIS or CHA save with a DC of 15. If they fail their saving throw they become frightened. If they fail their save by 5 or more they become disarmed, this doesn't apply to natural weapons like claws and fangs. If they fail by 10 or more they become paralyzed with terror for 3 rounds. And if they fail by 15 or more they fall unconscious from sheer terror. At Lv 15 and 19, the save DC is increased by 5. After you use this ability you gain 3 Lv. of exhaustion.

Song of Doom

At Lv. 10 you gain Song of Doom: You weave a song about the impending demise of your foe, weakening their resolve and ensuring their doom. You can only use this ability while raging and counts as you making an attack. Target 1 creature within 30ft. of you and apply the following effect of growing severity: the target has disadvantage on all saving throws and attacks for the next 3 rounds. The next level of severity applies the effect of the previous one in addition to this one, the targets movement speed is reduced to 0 for the same duration as the previous one. And the final level of severity applies the effects of the previous two as well as reducing the targets AC to 0 for one round. For every level of severity, you gain 2 Lv. of exhaustion.

Eternal Song

At Lv. 14 you gain the ultimate power of the Roaring Song Eternal Song: While raging you don't suffer the effects of exhaustion, but if you reach Lv. 6 exhaustion or exceed it, once you exit rage you instantly die, even if you have managed to reduce your exhaustion. At Lv. 16 every round while you are raging you reduce your exhaustion by 1 Lv. And at Lv. 20 the cost of all your abilities is reduced by 1.

Comments

Posts Quoted:
Reply
Clear All Quotes