Barbarian
Base Class: Barbarian

Not every barbarian's rage is sparked by furious anger and bloodlust. Though all barbarians use their strengths through intense emotions, there are a myriad of other emotions one can draw from to overcome great feats. Those who seek peace within themselves turn to the songs of the First Bard and the song he sang through the Wind itself. It is through the First Bard's songs and the Wind that it was shown the capabilities of all men through the spirit and soul.

Barbarians who follow the Path of the Nine Songs are often bards, poets, artists, and men of all kinds who seek inner peace and purpose. Through the songs of the First Bard, these barbarians are able to hone in onto the strong emotions and passion they see parallel in their own life and harmonize these feelings into strengths like the very songs the Bard himself weaved. Through the music they feel coercing through their very blood they gain adrenaline and power to overcome any obstacle.

Spiritual Inspiration

Starting when you choose this path at 3rd level, you can gain inspiration from the music of life and harmony surging around you. While you are raging the music of the Nine Songs gives you a Spiritual Inspiration die, a d6. While you are raging, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Spiritual Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Spiritual Inspiration die is rolled, it is lost. If your rage ends before the die is rolled, it is lost.

Spiritual Inspiration

Starting when you choose this path at 3rd level, you can gain inspiration from the music of life and harmony surging around you. While you are raging the music of the Six Songs gives you a Spiritual Inspiration die, a d6. While you are raging, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Spiritual Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Spiritual Inspiration die is rolled, it is lost. If your rage ends before the die is rolled, it is lost.

Harmonizing Songs of the Bard

As you follow the Path of the Nine Strings, you will gain access to many abilities at 3rd, 6th, 10th, and 14th level. Much like the First Bard, you will be able to use more than one string at the same time to bring about more outcomes during your rage. At 6th level, you are able to use 2 abilities of your choice at once. At 14th level, this increases to 3. Until 10th level, you may only use this feature once per long rest. Each time you gain a Path Feature, you pick one of the three songs provided to course through your veins. You may change which song you harness each time you level up.

Songs of Love & Rage

The first of the three songs the First Bard played were those based on two of the strongest emotions— love and hatred. At 3rd level, as you follow the Path of the Nine Songs, you gain access to abilities which would help you and your allies on the battlefield.

Fenersel Storm

When you enter your rage, you choose a creature that you can see within a certain range, and they must make a wisdom save. On a fail, that creature has disadvantage on attacks against one creature of your choice, other than yourself.

Rina's Blessing

When entering a rage, you or a creature of your choice that you see gains temporary HP equal to your barbarian level + your strength modifier. If you use this ability a second time in combat and choose a different creature, the original creature loses any temporary HP they had.

Rock & Stone

Your rage manifests itself through your surroundings. From the point you begin your rage at, a low, deep rumble booms and splits the ground. You create a fracture in the earth 5 ft. by 20 ft. that is 5 ft. deep. Creatures in the area of effect must make a DC 14 DEX Saving Throw. On a failure, the creature takes 1d8 of thunder damage and their movement is halved for the next turn. At 6th, 10th, and 14th level the damage increases by 1d8.

Songs of Aid & Hope

At 6th level, you begin to feel the First Bard speaking through the Wind which begins to calm your spirit. Your rage brings more than just anger. Through the next songs provided, you tap closer into the emotions of selflessness and hope.

Bonfire of Hope

Your rage causes the 5 ft. area around you to erupt into a magical bonfire that cannot be put out until you dispel it. The 30 ft. radius around the bonfire provides advantage on saving throws for all those you consider an ally. The area provides illumination and is considered light. Should a creature go through the fire, it will take 2d6 fire damage. At 10th level and 14th level, the radius expands by 5 ft.

Mirstone Senses

During your rage, you are able to move more freely and see more. You are able to see invisible creatures within 10 ft. of you. During the duration of your rage, you turn invisible. At 10th and 14th level, your sight for invisible creatures and your speed increases an additional 5 ft.

Terrible Tone

Using your weapon of choice, you swing it through the wind. The whooshing sound is replaced by a terrible high-pitched tone in a 30 ft. radius from the point you begin your rage at. Upon hitting a target, the tone fills their mind and for the duration of your rage they are stunned.

Gift of the Bard

Your connection to the First Bard grows stronger with each passing day.

At 10th level, you gain access to the Commune spell. Through this spell, you talk to the First Bard himself who speaks through the Wind to give you guidance and answers you seek.

Songs of Shadows & Twilight

At 14th level, the Wind has lifted your spirit to grand heights. Your rage may bring you illness and cripple you, or it can bring you strength and elevate you beyond the power of many.

Beyond All Faults

During your rage, you become one with the Wind and gain a flying speed of 60 ft. During this rage, you do not provoke opportunity attacks.

Eldoron Force

During your rage, magical attacks against you subtract 1d8+2 from their attack role. If you are required to make a saving throw, you add a 1d8+2 instead. However, physical attacks are given an additional 1d8+2 to attack rolls made against you. You are resistant to poison damage.

Thana's Curse

You gain one level of exhaustion but one target has disadvantage on all physical attacks. For any magical spellcasters, they burn any spell slot of your choice not exceeding 5th level. You are resistant to necrotic damage.

Previous Versions

Name Date Modified Views Adds Version Actions
6/1/2021 6:17:53 PM
50
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes