Base Class: Barbarian
You have an icon that is reforged from your ancestors armor and from their ancestors armor. The touch of them imbuing it with latent magic and the will of past bloodlines.
Icon Rage
Starting at 3rd level, while wearing your Bloodline Icon and you’re raging, the first creature you hit on each of your turns with a melee attack takes extra damage equal to 1d6 + Proficiency bonus. This damage type is the same as the weapon used.
The damage die increases at 10th (1d8), and 17th (1d10) level.
Bloodline Icon
Starting at 3rd level, you gain access to a Icon of your ancestors that grants you extraordinary powers.
You posses a icon or some other type of symbol that has been passed down from your ancestors. Your ancestors' armor was a great symbol of their power, status and pride. The experience and power of your ancestors has been infused into this symbol while it was a part of their own armor, it grants you and any set of armor that it is combined with certain abilities.
You can spend an hour to attach it semi-permanently to any set of armor that you are proficient with, this can be done over a short rest. You can also combine it directly with a set of armor when the set is created, this grants further abilities as it is more in tune with the armor set. Even if used in the creation of a new set of armor it can be removed without damaging the symbol, doing this may destroy the armor. The armor is considered magical with the symbol attached.
While you are wearing it or it is semi-permanently attached to a set of armor it gains these abilities:
- AC is determined by the armor that it is attached to, or by Unarmored Defense if not attached to an armor set.
- While wearing the icon, when an effect would cause you to take a point of exhaustion you can use your reaction to choose to not take the point of exhaustion. This ability resets on a long rest.
- The armor it is attached to is weightless to you, but if a creature other than you attempts to don the armor while the symbol is attached they must succeed a Strength saving throw with a DC equal to your Strength Score plus your Proficiency bonus. On a failed save, the creature is unable to don the armor, it being to heavy for them to put on or pick up. On a successful save, the creature can don the armor but for each hour they wear it they must make a Constitution saving throw, on a failure they gain a level of exhaustion. They repeat this for each hour they leave the armor on.
- To don of doff the armor takes 1 action.
- Only you or a creature you allow can remove the icon from a set of armor. It is magically bonded.
- At 6th level you gain the ability to gain resistance to a certain type of damage.
When used in the creation of a set of armor, it gains the same abilities as above along with these changes:
- AC can now be determined by the armor it is attached to or by the Unarmored Defense feature. This must be determined upon creation.
- At 14th level you the damage resistance type can be upgraded to immunity to that damage.
Ancestral Knowledge
Beginning at 6th level, The knowledge of your ancestors helps you know the best ways to avoid major effects of some types of damage. You can spend 1 hour to draw on the knowledge of your ancestors and learn of ways to resist certain damage. Your Bloodline Icon grants you resistant to one type of damage: cold, fire, lightning, thunder, poison or acid damage. You can choose to change this damage type by communing with your ancestors over a 4 hour period.
Acid Immunity (Requires level 14)
Your armor makes you immune to acid damage.
Acid Resistance
Your armor makes you resistant to acid damage.
Cold Immunity (Requires level 14)
Your armor makes you immune to cold damage.
Cold Resistance
Your armor makes you resistant to cold damage.
Fire Immunity (Requires level 14)
Your armor makes you immune to fire damage.
Fire Resistance
Your armor makes you resistant to fire damage.
Lightning Immunity (Requires level 14)
Your armor makes you immune to lightning damage.
Lightning Resistance
Your armor makes you resistant to lightning damage.
Poison Immunity (Requires level 14)
Your armor makes you immune to poison damage.
Poison Resistance
Your armor makes you resistant to poison damage.
Thunder Immunity (Requires level 14)
Your armor makes you immune to thunder damage.
Thunder Resistance
Your armor makes you resistant to thunder damage.
In-Step Strike
Starting at 10th level, when you take the Dash action, if you are wearing your Bloodline Icon you can make a melee attack as a bonus action if you have moved at least 15 feet. On a hit, if the creature is Large or smaller, it must then succeed a Strength saving throw of DC (8 + Strength Modifier + Proficiency Bonus) or be knocked prone.
Mind of a Thousand Battles
Starting at 14th level, You learn from your ancestors how to navigate the battle field with ease and how to draw on their spirits to protect you while in battle. While wearing your Bloodline Icon you gain these benefits:
Difficult terrain that is non-magical does not cost you extra movement. Additionally, when you enter a Rage you can select a number of creatures up to your Constitution modifier (minimum 1) that you can see within 30 feet of you, they gain temporary hit points at the end of each of their turns for the duration. Once you have selected the creature they can leave the 30 foot range and still gain the benefit. Each of these creatures can choose to gain temporary hit points equal to 1/2 your Barbarian level (rounded down) at the end of each of their turns. The regen and hit points last until your Rage ends or you are unconscious. You can use this feature a number of times equal to your proficiency mod, uses reset on a long rest.
Finally, when selecting a damage type from Bloodline Knowledge you may be able to choose an immunity rather than resistance.
Previous Versions
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1/14/2021 1:46:21 AM
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2/2/2021 3:51:58 AM
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