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Valikan Subclasses auspicious tidings, magic is nonetheless treated with

suspicion. Magic is the realm of trickery and deceit


Survival in Valika requires different skills than surviving —the domain of monsters and evil spirits.
in the more civilized areas of the south. The traditions Unless that magic is wielded by warriors. Warriors are
and techniques of raiding, for example, call for those who strong and courageous, unlike cowardly and duplicitous
might be adept with magic to be better with weapons that mages. This chapter details the fighting stances and maneu-
a typical arcanist. vers used by the warriors of Valika. All of these stances are
The subclasses provided here include a few options that rooted in the martial prowess of these warriors, and some
use the format of standard Fifth-Edition subclasses. However, meld blade skill and magic together into an art worthy of an
a new type of subclass is also introduced, one that is powered arcane warrior.
by a new feature called Martial Maneuvers. These allow Myriad myths surround the origin of these disciplines,
classes that are normally focused on simple martial powers to and each clan claims that one of the disciplines was invented
add a bit of mystery and flair to their abilities. Alternatively, by a legendary hero that hailed from their clan—or even
classes that generally rely only on spells gain some abilities founded it. These disciplines are often called “sagas” by
that provide them with a bit of front-line power. warriors who follow them, because they see themselves as
These Martial Maneuvers draw upon two elements: following in the footsteps of great heroes of the past, while
maneuvers and maneuver points. A specific set of maneuvers also carving their own heroic tale. Over many years of raid-
are provided for each subclass. Each maneuver costs a set ing, the Valikan clans have learned the martial disciplines
amount of maneuver points to use. The pool of maneuver used by their rival clans, and many warriors use a variety of
points grows as the character gains levels, and many classes different styles, though most have one discipline in particu-
have a way to spend other class resources (such as spell slots) lar that is most comfortable to them.
to gain extra maneuver points.
Characters that multiclass into two or more classes Ancient Heroes
using maneuvers can pool the points they gain from each Ten Sagas are told and retold throughout the Valikan Clans.
of the subclasses, and they can spend them on any set of Each saga focuses on a mighty hero or cunning trickster
maneuvers they have. famous (or infamous) throughout Grarjord. Though these
heroes are remembered by the farmers and traders of the
Valikan for their mythic deeds, warriors and raiders also
Martial Maneuvers and the Sagas remember them for their combat styles. Each of these heroes
The warriors of Valika are masters of the blade. Though were renowned for their unique styles of combat, and the
clans often have soothsayers, diviners, or druids at the clans have expanded upon the maneuvers demonstrated by
right hand of their chieftain to warn of danger and bring these heroes in the sagas into full schools of bladecraft.

This preview document contains un-playtested material and is subject to change.


Barbarian Primal Path

Path of the
Carrion Raven
Barbarians who walk the Path of the Carrion Raven
wield the warrior spirit of a blood-soaked raven blessed
with the gift of speech. This carrion bird aided Kentigern
on his quest to slay Gormadraug so that the raven might
feast on the heart of the Prismatic Wyrm. This path is
popular among wanderers of the inhospitable wastes
of Valika—yet most remain mistrusted outsiders, even
among the hardened Valikan clans. They don’t mind.
Barbarians who embody the saga of the Carrion Raven
prefer the company of beasts. This close proximity to
animals grants them deeper insights into the raven’s search
for power and survival at any cost. To them, it’s a high
compliment. To other Valikans, it marks them as outsiders
to be feared and kept away at spearpoint.

Martial Maneuvers
You have trained in the manner of heroes from the old
sagas, and now you can perform certain martial maneu-
vers. A maneuver requires you to spend maneuver points
to use it.
You know three maneuvers of your choice from the list Path of the Carrion Raven
below. You learn an additional maneuver at 6th, 10th, Barbarian Maneuver Maneuvers
and 14th level. Each time you learn a maneuver, you can Level Points Known
also replace one maneuver you know with a different one 3rd 6 3
you can learn. 4th 8 3
5th 10 3
Maneuver Points 6th 12 4
Channeling the heroes from the old sagas is no easy
7th 14 4
task, and your pool of maneuver points represents the
8th 16 4
limit of your abilities to do so. Your barbarian class level
determines the number of maneuver points you have, as 9th 18 4
shown in the Maneuver Points column in the Path of the 10th 20 5
Carrion Raven table below. You regain all spent maneuver 11th 22 5
points at the end of a long rest. 12th 24 5
13th 26 5
Using Maneuvers 14th 28 6

You can use one maneuver during each turn. Some maneu- 15th 30 6
vers require concentration, as if concentrating on a spell, or 16th 32 6
certain conditions to use. Some maneuvers will require your 17th 34 6
target to make a saving throw to resist the maneuver’s effects. 18th 36 6

Barbarian Martial Maneuver save DC: 19th 38 6


20th 40 6
8 + your proficiency bonus + your Constitution modifier

This preview document contains un-playtested material and is subject to change.


Feral Celerity
3rd-level Path of the Carrion Raven feature Carrion Raven Maneuvers
Your rage grants you animalistic speed of action. As part The Saga of the Carrion Raven tells the tales of a talking
of the bonus action to enter a rage, you can make one raven that had the power to transform into any animal he
weapon attack. had eaten to wield their powers. His tale intersects with that
of Kentigern and his companions on his journey to slay the
Great Prismatic Wyrm Gormadraug, where he appeared
Raven’s Spirit before them and, in a croaking voice, offered to help in
6th-level Path of the Carrion Raven feature exchange for the ability to eat the Prismatic Wyrm’s heart.
As the story goes, the raven taught the heroes of Valika how
You gain proficiency in the Animal Handling skill. If you
to fight with the ferocity and resilience of the north’s fiercest
are already proficient in it, you gain proficiency in your
predators and fly with the speed of their fastest birds.
choice of one the following skills instead: Athletics, Nature,
Warriors who practice the Saga of the Carrion Raven
or Survival.
trust in their instincts and senses. Using this saga’s maneu-
In addition, you can cast speak with animals as a ritual.
vers, they embody the cunning, resilience, and power of the
natural world. Masters of this saga learn to knit their flesh,
Ferocious Rage take flight, and even adopt the shape of the beasts they’ve
so long emulated.
10th-level Path of the Carrion Raven feature
These maneuvers can be used by anyone who studies the
When you enter your rage, creatures of your choice within Carrion Raven saga.
10 feet that can see you must succeed on a Wisdom saving
throw against your maneuvers magic save DC. On a failed Apex Dominance (5 points)
saving throw, the creature is frightened of you until the end
You can use an action and spend 5 points to attempt to
of its next turn.
sunder your enemy with excessive force. When you do, a
creature within your reach must succeed on a Strength
Violent Hunger saving throw. If the creature is currently grappled by you,
14th-level Path of the Carrion Raven feature it has disadvantage on this saving throw.
On a failed saving throw, the creature takes 6d10 force
When you deal damage to a creature with a weapon attack damage. On a successful save, the target takes half as much
and roll the maximum result of one of the damage dice, damage. If damage from this maneuver reduces a creature
you can spend 1 maneuver point to roll another die of the to 0 hit points, it immediately dies as you rip it apart.
same type and add its result to the damage dealt by the
attack. You can do this once per attack.
Axolotl’s Regeneration (2 or 6 points)
You can use a bonus action and spend 2 or 6 points to
regenerate your body. When you do, you regain 1d12 +
your Constitution modifier hit points. If you spent 6 points,
you also regrow a lost limb or organ of your choice.

Bestial Transformation (6 points)


You can use an action and spend 6 points to cast polymorph
without providing material components. Constitution is
your spellcasting ability when you cast the spell in this way.
When you cast the spell in this way, you can target
yourself only, you can only transform into a beast with
a CR of half your level or lower, and you retain your
Intelligence, Wisdom, and Charisma scores.

Carrion Feast (4 points)


You can use an action and spend 4 points to feast on the
waning life of an enemy. When you use this maneuver,
make one melee weapon attack. On a hit, the attack deals
an additional 5d6 necrotic damage and you gain temporary
hit points equal to the necrotic damage dealt.

This preview document contains un-playtested material and is subject to change.


Falcon’s Glide (1 point) Shape of the Behemoth (3 points)
When you fall, you can use your reaction and spend 1 As an action you can spend 3 points to take on the raw
point to slow your rate of descent to 60 feet per round for power of nature’s largest beasts for 1 minute. When you do,
the next minute. If you land on ground before this time your size increases by one category (from Medium to Large,
elapses, you do not take falling damage. for example) to a maximum size of Large. In addition, for
In addition, as a bonus action on each of your turns for the duration your reach increases by 5 feet, your weapon
the duration of this maneuver, you can spend 1 additional attacks deal an additional 1d6 damage, and you gain 1d6
point to gain a fly speed of 30 feet until the end of the turn. temporary hit points at the start of each of your turns. This
maneuver ends early if you lose concentration on it (as if you
Feral Fighting (1 point) were concentrating on a spell).
You can use a bonus action and spend 1 point to embrace
your inner animal and fight with the fury of a feral beast. Slippery Otter (1 point)
When you do, make a single unarmed strike against a You can use a bonus action and spend 1 point to embody
creature. On a hit, you can roll 1d8 in place of the normal the grace and endurance of an otter in water. For the next
damage of your unarmed strike. hour, you have a swimming speed of 30 feet and can hold
your breath for a number of minutes equal to twice your
Hibernating Bear Recuperation (5 points) Constitution ability score. While in the water, you can take
the Dash action as a bonus action.
You can spend an action and 5 points to put yourself into
a deep and restful sleep for the next 10 minutes. During
this time to have resistance to all damage except psychic Snout of the Bloodhound (1 point)
and, when you take damage, you can choose to remain You take a minute and spend a point to attune your senses
asleep or wake up. If you sleep for the entire 10 minutes, to your surroundings, enhancing your senses of smell, sight,
you gain all the benefits of having completed a short rest, and hearing for the next hour. During this time, you gain
immediately end any poison affecting you, and lose one the following benefits:
level of exhaustion. • You have advantage on Wisdom (Perception) and
In addition, at the end of this sleep you can expend and Wisdom (Survival) checks to track
roll any number of Hit Die, adding your Constitution • You add your proficiency bonus to initiative checks
modifier to each Hit Die rolled, and gain temporary hit • You do not have disadvantage on attack rolls against
points equal to the total. invisible creatures

Pack Leader (1 point)


When an enemy creature within 5 feet of you is attacked,
Stoic Oxen Spirit (2 points)
you can use your reaction and spend 1 point to lash out at When you become charmed or frightened, you can use
the creature being targeted by the triggering attack. When your reaction and spend 2 points to immediately end the
you do, the triggering attack has advantage. triggering charmed or frightened condition. In addition,
you have advantage on attack rolls against the creature
who attempted to charm or frighten you until the end of
Predator’s Howl (2 points) your next turn.
You can use a bonus action and spend 2 points to emit
a ferocious howl that strikes terror in the hearts of your
enemies. Two creatures of your choice within 30 feet of
Trampling Bull (3 points)
you must make a Wisdom saving throw. On a failed save, You can use a bonus action and spend 3 points to channel
the creatures are frightened until the start of your next the charging bull, moving up to your speed. While moving
turn. Each time the frightened creatures take damage this way, you can move through the space of creatures of
from weapon attacks, they take an additional 1d6 your size or smaller, but you must end your movement in
psychic damage. an unoccupied space.
Each creature whose space you moved through must
succeed on a Strength saving throw or be knocked
Prey-Marking Strike (1 points) prone and take bludgeoning damage equal to 1d8 + your
You can use an action and spend 1 point to mark an enemy Strength modifier.
you’re fighting as your prey. When you do, make a melee
weapon attack against that creature. On a hit, you deal an
additional 2d8 psychic damage, and the creature is marked
as your prey for the next minute. While a creature is
marked as your prey, your weapon attacks score a critical
hit on a result of 19 or 20 on the attack roll.

This preview document contains un-playtested material and is subject to change.

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