You are on page 1of 2

Perdición Marca del Cazador CD: Abjurar Enemigo CD: Juramento de enemistad

1 action 30 feet 1 bonus action 90 feet 1 action 60ft 1 bonus action 10 feet

V, S, M Up to 1 minute (C) V Up to 1 hour (C) 1 min 1 minute


a drop of blood
Up to three creatures of your choice You choose a creature you can see As an action, you present your holy symbol As a bonus action, you can
within range and mystically mark it as and speak a prayer of denunciation, using
that you can see within range must your Channel Divinity. Choose one creature utter a vow of enmity against a
make Charisma saving throws. your quarry. Until the spell ends, you
within 60 feet of you that you can see. That creature you can see within 10
Whenever a target that fails this deal an extra 1d6 damage to the target
creature must make a Wisdom saving throw,
whenever you hit it with a weapon unless it is immune to being frightened. feet of you, using your
saving throw makes an attack roll or attack, and you have advantage on any Fiends and undead have disadvantage on this Channel Divinity. You gain
a saving throw before the spell ends, Wisdom (Perception) or Wisdom saving throw.
the target must roll a d4 and subtract (Survival) check you make to find it. On a failed save, the creature is frightened for advantage on attack rolls
the number rolled from the attack roll 1 minute or until it takes any damage. While against the creature for 1
or saving throw. If the target drops to 0 hit points before frightened, the creature's speed is 0, and it
this spell ends, you can use a bonus can't benefit from any bonus to its speed. minute or until it drops to 0 hit
On a successful save, the creature's speed is points or falls unconscious.
action on a subsequent turn of yours to
halved for 1 minute or until the creature takes
mark a new creature. any damage.

1st-level enchantment 1st-level divination Canalizar Divinidad Canalizar Divinidad

Explosión de Caos Fuerza Fundamental Fuerza Fundamental

Upon choosing this path at level 3, a Flame: Hostile creatures that start Mountain: When raging, gravity
Fundamental Chaos barbarian can choose to
deal extra damage on an attack with a chaos
their turn within 15 feet of the seems to have more of a pull for
burst.This allows them to add additional barbarian must make a Constitution everyone in the room (including
damage dice to an attack with a melee saving throw to avoid having their allies). Enemies within 15 feet are
weapon a number of times per day equal to speed halved and lose their pulled up to 10 feet toward the
their proficiency bonus. Damage type
depends on a rolled die and includes acid,
reaction.The DC is 8 plus proficiency barbarian and suffer disadvantage
lightning, force, cold, fire, psychic, and plus Constitution modifier. on attacks against creatures other
thunder. Wind: When the barbarian reduces a than the barbarian
At 3rd level the damage die is 2d4. The creature to 0 hit points with a melee Tide: Each ally within 10 feet of the
damage die increases at higher levels,
becoming 2d6 at 14th level.
attack, they can teleport up to 60 barbarian can add a d4 to attack
feet to a point they can see. rolls and saving throws.

You might also like