Base Class: Barbarian
Taking on the beliefs of The Traveller and his Trickster nature. A follower takes upon some characteristics of their god and pick up their habbits. Some may be tricksters at heart, others may be Tricksters by nature. Upon taking the Primal path, you embrace the nature of the god. While this doesn't mean your evil, it simply shows ones chaotic side of the heart and mind. Channelling their rage into a more fun side of life.
Travelers Rage
Starting when you choose this path at 3rd level, You gain access to your inner most energy. The first creature you strike on your turn with a weapon, they take an additional 1D6+half your barbarian Level. Roll a D4 on a 2 or 4 the damage is Necrotic. On a 1 or 3 the damage js Radiant
Chaotic Roar
At 3rd Level. You can release a Chaotic Roar to Stagger and knock those around you off Balance. Roll an intimidation check against their Saving throw. If the target fails, the Roar effect remains. This feature can be used Once per long rest, at Level 6 it increases to Twice per long rest, At Level 12 Three times Per long rest.
If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1D6. At higher levels, you can reduce the damage by: 2D6 at 6th, 3D6 at 10th, and by 4D6 at 14th Level.
Your roar can also negate Natural 20's against Ally's as a reaction once per long rest.
Using Chaotic Roar leaves you open to attack granting the Next attack against you Advantage.
This ability fails if the target is Immune to fear.
The target also has a 50% chance to either Flee or be knocked prone.
Traveler's Fury
Traveler's Gift
At 10th Level, you learn to Channel your inner rage and inspire those around you. As A bonus Action, you can unleash a Battle Cry and infuse those with your Energy. Granting Up to 10 Creatures of your choice within 60 Feet, Advantage on Attack Rolls but at the cost of Disadvantage on Saving throws. This lasts until the start of your next turn.
You can use this Feature once per long rest.
Rage of the Dead
At 14th Level, The Divine energy that fuels your rage allows you to ignore Fatal blows.
When Raging, upon reaching 0 hit points your rage keeps your body going and doesn't knock you unconscious. While you must still make Death Saving throws, you still suffer the normal effects of taking damage at 0 hit points. However, if you were to fail all three Death Saves, you will not die until your rage has ended. At the end of your rage, if you are healed above 0 Hit Points, you will instead fall unconscious.
During this Rage, Each Death save will count towards 1 point of exhaustion. If 6 death saves are failed, it will count towards 6 points of exhaustion resulting in death regardless of health.
Previous Versions
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10/28/2020 6:00:54 AM
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10/28/2020 6:04:00 AM
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Theta
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10/28/2020 6:25:50 AM
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11/7/2020 2:36:06 AM
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Gamma
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