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Barbarian paths of sin

The futility of fighting you become aparent. While you are


raging whenever a creature misses an attack against you or
makes you roll a saving throw and you secced that creature
must make a Wisdom saving throw DC = 8 + proficiency
bonus + Charisma modifier or become frightened of you. The
creature may reatempt the saving throw at the end of each
turn ending the effect on a success. Once a creature succed
on this saving throw it can't be affected by this feature again
Pride for 24 hours.
lvl 3 - Posturing lvl 14 - Ego
Starting when you choose this path at 3rd level your Rage Your pride will not allow you to show weakness. A number of
and Unarmored Defense change as follows: times equal to half your proficiency bonus(rounded down) per
long rest whenever you fail a saving throw, you can choose to
Rage succeed instead.
While raging, you gain the following benefits if you aren't
wearing heavy armor
*You can use your Charisma modifier, instead of Strength,
for your attack and damage rolls made with a melee weapon.
*You have advantage on Charisma checks and Charisma
saving throws.
*When you make a melee weapon attack using Strength or
Charisma, you gain a bonus to the damage roll that increases
as you gain levels as a barbarian, as shown in the Rage
Damage column of the Barbarian table.
*You have resistance to bludgeoning, piercing, and slashing
damage.
*If you are able to cast spells, you can't cast them or
concentrate on them while raging.
*Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on your turn
as a bonus action.
*Once you have raged the number of times shown for your
barbarian level in the Rages column of the Barbarian table,
you must finish a long rest before you can rage again.
Unarmored Defense
Your sheer arrogance protects you, while you are not wearing
any armor, your armor class equals 10 + your Charisma
modifier + your Constitution modifier. You can use a shield
and still gain this benefit.
lvl 6 - Prestige
While you are raging you are an inspiring thing to watch.
Allies within 10 feet of you can't be frightened, and if they
already are the effects are suspended for as long as your rage
last and they remain near you.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

lvl 10 - Humiliation
Greed Clarifications
Things that can and can't be attracted

lvl 3 - I'll take that It is entirelly up to GM discretion what can and


Starting when you choose this path at 3rd level while you are can't be drawn in. For example they may rule some
raging you can use your reaction to cause projectiles in a 30ft fireballs travel to target and can be while others
radius to turn on you. just happen at the destination and can't.
Whenever you do the attacker makes another attack roll Same with spreadout attacks like burning hands,
and use the better of the two attacks to hit you as if it had they may allow the full attack to be concentrated
attacked with advantage. Once you use this feature as a on you or not.
reaction you can reuse it for free as many times as you want I'll take that

until the start of your next turn. While the attacker gets to reroll as if it had
In addition whenever you are raging and you hit a creature advantage it doesn't actually have advantage so
features that relly on it (such as the rogue sneak
melee range you can use your bonus action to atempt to attack) won't trigger.
disarm the target, forcing it to drop one item of your choice You are mine

that it's holding. The creature makes a Strength saving throw, At the DM's discretion the objects drawn can be
on a failed save it drops the object you choose. You can pick treaterd as projectiles that cause damage. I
up that item as part of the same bonus action if you are recomend looking at the catapult spell in that case.
capable to do so otherwise it falls to the creatures feet. You can't touch this

If you choose to follow the creature, the dificult


lvl 6 - You are mine terrain will persist through all the movement.
While raging you can now pull anything that isn't bolted to
the ground towards you a number of times equal to your
constitution modifier per long rest.
As an action you can choose any number of huge or Wrath
smaller creatures or objects in your draw radius and pull lvl 3 - Wrathful Frenzy
them towards you. Creatures must make a Constitution
saving throw, if they fail they get pulled a number of feet equal Starting when you choose this path at 3rd level, you can go
to your constitution score. Large objects get pulled a number into a frenzy when you rage. If you do so, for the duration of
of feet equal to your constitution score while medium and your rage you can make a single melee weapon attack as a
small obects get to you. bonus action on each of your turns after this one.
lvl 10 - You can't touch this lvl 6 - Mindless Rage
You get better at avoiding the projectiles you draw in. The You can't be charmed or frightened while raging. If you are
projectiles you draw in must now use it's original attack roll. charmed or frightened when you enter your rage, the effect is
Also you refuse to let go of anything. While you are raging suspended for the duration of the rage.
you gain the following benefits:
You make grapple checks with advantage. lvl 10 - Retaliation
You cannot be unwillingly disarmed. When you take damage from a creature that is within 5 feet
The area 5ft around you is considered dificult terrain for of you, you can use your reaction to make a melee weapon
every creature except yourself. attack against that creature.
Whenever a creature tiggers an oportunity attack you can
instead use your reaction to move an amount equal to your
movement speed to follow it. lvl 14 - Unrelenting Agression
Once you use your reaction to make an attack of oportunity or
lvl 14 - The world is mine to use Retaliation, you can do as many Retaliations or attacks
You can attune to magic items as an action. of oportunity as you have oportunities. Each can only be used
Your draw range increases to 100ft and you are resistant to once against the same creature. (eg. if an enemy does 3
any projectiles you draw in. attacks and leaves your threat range you can do one
Retaliation and one attack of oportunity)
Lust lvl 10 - Project lust
You can spend one of your rage uses to cause a scene and
lvl 3 - Tempting attemp to charm every creature in a 30 feet radius. The
Starting when you choose this path at 3rd level your Rage creatures must make a Wisdom saving throw. If it fails the
and Unarmored Defense change as follows: saving throw, it is charmed by you for an hour or until you or
your companions do anything harmful to it.
Rage
While raging, you gain the following benefits if you aren't lvl 14 - Sensuality sanctuary
wearing heavy armor While you are raging a creature who targets the you with an
*You can use your Charisma modifier, instead of Strength, attack or a harmful spell must first make a Wisdom saving
for your attack and damage rolls made with a melee weapon. throw. On a failed save, the creature must choose a new
*When you try to grapple a creature, you can make a target or lose the attack or spell. This feature doesn’t protect
Charisma(Athletics) instead of a Strength(Athletics) check. you from area effects, such as the explosion of a fireball. On a
*You have advantage on Charisma checks and Charisma successful save the creature becomes immune to this effect
saving throws. until the end of your rage.
*When you make a melee weapon attack using Strength or
Charisma, you gain a bonus to the damage roll that increases
as you gain levels as a barbarian, as shown in the Rage
Damage column of the Barbarian table.
*You have resistance to bludgeoning, piercing, and slashing
damage.
*If you are able to cast spells, you can't cast them or
concentrate on them while raging.
*Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on your turn
as a bonus action.
*Once you have raged the number of times shown for your
barbarian level in the Rages column of the Barbarian table,
you must finish a long rest before you can rage again.
Unarmored Defense
Your sheer sexyness protects you, while you are not wearing
any armor, your armor class equals 10 + your Dexterity
modifier + your Charisma modifier. You can use a shield and
still gain this benefit.
lvl 6 - Inject lust
Whenever you have a creature grappled you can use your
action to charm it. The creature must make a Wisdom saving
throw. If it fails it becomes charmed by you for a number of
hours equal to your Charisma modifier. The creature may
reatempt the saving throw if it sees you doing something it
would be oposed to or someone it considers an ally spends
an action trying to break it out of it. If it succeeds the creature
become imune to this feature for a week.
If you attempt to use this feature on a creature already
charmed by you the target makes it's saving throw with
disadvantage. Succeeding this saving throw does not end the
charm already in place but you cannot reatempt this until it
ends.
At level 10 the charm from this feature lasts twice as long.
Gluttony lvl 10 - Knowlege consumer
Your bite damage die increases to 1d10.
lvl 3 - Blood Drinker Absorbtion, resistance. When you hit a creature with your
Starting when you choose this path at 3rd level your rage also bite as part of an attack action you can gain one resistance
allows you to use your bite as natural weapons. These start type your target has, your target loses that resistance. If the
dealing 1d6 piercing damage and allow you to absorb certain target has an immunity you can gain that immunity but the
characteristics from creatures you hit with your bite as part target doesn't lose it.
of an attack action. You can only do one absorbpiton per bite Absorbtion, senses. When you hit a creature with your bite
and you can only do a number of absorbtions equal to your as part of an attack action you can gain one of the special
proficiency bonus per short rest. senses your target has, your target loses that sense. This
Absorbtion, health. When you hit a creature with your bite does not blind or deafean the target, but it can remove things
as part of an attack action you can heal an amount of hit like darkvision, keen senses and tremor sense.
points equal to the damage dealt. Absorbtion, language. When you hit a creature with your
bite as part of an attack action you can gain one language
lvl 6 - Speed eater your target speaks. The target doesn't lose it.
Your bite is considered a magical weapon for overcoming lvl 14 - Mage chew
resistances.
Your bite damage die increases to 1d8. Your bite damage die increases to 1d12.
Absorbtion, speed. When you hit a creature with your bite Absorbtion, spells. When you hit a creature with your bite
as part of an attack action you can choose absorb a as part of an attack action you can gain one spell the target
movement type. When you do so you steal one of the can cast, you can only have one such spell stored and it is lost
movement speeds your target has. Until the start of your next when used. The target loses one spell slot of the level of the
turn the target loses access to that movent speed and you can absorved spell. The spell is chosen at random from those it
use it, if it is one you already have access to use the bigger can currently cast.
one. (If the DM doesn't mind the player knowing the monster
Example: you have a walking speed of 30ft and a stat blocck he may allow you to choose)
swimming speed of 30ft, you are biting a creature with a
walking speed of 40ft and a swimming speed of 20ft. If you
choose to absorb the walking speed you now have a 40ft
walking speed and a 30ft swmming speed, the target has a 0ft Bite damage
walking speed and a 40ft swmming speed.
If you choose to Level Damage
absorb the swimming speed you now have a 30ft walking
speed and a 30ft swmming speed, the target has a 40ft 3 1d6 piercing damage
walking speed and a 0ft swmming speed. 6 1d8 piercing damage
10 1d10 piercing damage
14 1d12 piercing damage

Absorbtion option
Level Absobtion
3 health
6 speed
10 resistances, senses, languages
14 spells
Sloth Envy
lvl 3 - Chilling lvl 3 - Rivalry
When you start raging, for as long as you don't move you are whenever you see an ally score a critical hit you regain one
considered to be chilling if you move at any point this effect use of rage, you cannot go over the maximum shown in the
imediatly ends. Once you move you lose access to this feature barbarian table.
for the rest of this use of rage. Whenever you are raging and an ally you can see hits a
While you are chilling you can see the flow of the battle creature you can see that is within your attack range with an
better then most allowing you to use the help action as a attack roll, you can try to show them up by using your
bonus action and with a range of 30 feet. reaction to make an attack against the same creature.
lvl 6 - Calm focus lvl 6 - Why only you
While chilling you can as a bonus action Dodge or give If an effect causes you and other creatures you can see to
yourself advantage on your attack rolls until the start of your make saving throws and one of them succeeds you can reroll
next turn. your own and use the better result.
Your chill is unbreakable, you can't be frightened while When an attack triggers you lvl 3 feature you can spend
raging. one use of your rages instead of your reaction.
lvl 10 - Contagious Yawn lvl 10 - I can do that too
You can now cause your sloth to start affecting others, it If the attack that triggers your Rivalry is a critical and your
becomes harder to move when near you. While you are attack is successful it is also a critical.
chilling the area in a 30 ft radius centered on you is
considered dificult terrain. On your turn you can freely lvl 14 - Generalized Rivalry
activate and deactivate this feature. Your Rivalry now triggers on any creature's attack.
Your chill is unbreakable, you can't be unwillingly moved
while chilling.
lvl 14 - Lazy Efficiency
While chilling you can substitute your movement for an
Action.
Your chill is unbreakable, it doesn't end even if you move.

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