Barbarian
Base Class: Barbarian

Whether a teenager with attitude, a princess of power or a child who just has to say the magic word, you have been dragged into a war going back millennia. Too old or powerful to fight directly, an ancient being has noticed your prowess in battle and given you the power... of transformation!

 

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Power form

Starting when you choose this path at 3rd level, entering a rage triggers a hypnotic transformation sequence. When you use your bonus action to enter a rage, creatures of your choice within 10 feet must roll a wisdom saving throw, with a DC equal to 8+ your strength modifier + your proficiency bonus. On a failed save, those creatures are either charmed or frightened (your choice) until the end of your next turn. While raging, you now emit bright light up to 10 feet and dim light for a further 10 feet.

Power of Friendship

Your new power is emboldened by the bond you share with your friends. Starting at 3rd level when an ally within 30 feet of you makes a successful attack roll against an enemy creature, you can use your reaction to mark the enemy creature with a bright light. The first successful attack roll you land against a marked creature before the end of your next turn deals an additional 1d10 radiant damage, increasing to 1d12 at 9th level and 2d8 at 16th level. Once this damage has been dealt or your next turn ends, the mark is dispelled.

Battle Companion

At 6th level, the Ancient Power also gifts you a trusty battle companion to call upon in times of great need While raging, you may use an action to summon the companion in an unoccupied space within 10 feet. The companion is a medium monstrosity of one of the types below, with an AC of 13+ your rage damage bonus, skills and saving throws equal to your own, and HP equal to three times your Barbarian level

As a bonus action on your turn, you may command the companion. It may take one attack or use the help, dash or disengage actions in addition to its movement. Use your strength modifier + proficiency bonus to calculate the companion's attack roll. Its attack deals damage equal to 1d10+ your strength modifier. The damage type is detailed below.

The companion counts as an ally for the purposes of triggering your Power of Friendship feature. The companion remains for a number of rounds equal to your strength modifier, at which point it disappears. You must finish a long rest before summoning your companion again.

COMPANION TYPES

• Pegasus. Attack: Gore (piercing). Speed 40ft, Flying 40ft.

• Sabre-Tooth Tiger. Attack: Claw (slashing). Speed 40ft, Climb 40ft.

• Sea Dragon. Attack: Tail (bludgeoning). Speed 40ft, Swim 40ft.

Consult the Ancients

At 10th level, you can tap further into the Ancient Power's vast reserves of power and knowledge. Augury and Clairvoyance become ritual spells for you, using wisdom as your spellcasting modifier. In addition, your battle companion is now large, and can be ridden as a mount if desired.

Unbroken Bonds

At 14th level, the benefits of your Power of Friendship mark extend to your allies. Once you mark a creature, you and all allies gain advantage on attack rolls against it. If an ally hits: the creature before you, they deal the radiant damage instead Once the creature been and the damage is dealt, the mark is dispelled as usual

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