You are on page 1of 1
PATH OF THE HARBINGER - A BARBARIAN SUBCLASS ou have seen beyond the mortal veil You have tlimpsed the end of life society, or your people, and this vision of an apocalypse has lft you forever changed. Barbarians who wall the Path of the Harbinger go about their grim duty for the good of those around them, Perhaps you work to stop an impending ‘doom, or perhaps you slaughter indiscriminately as an act of mercy, as dying by your hand isa far kinder fate than what awaits the world Some may even find solace in the grim certainty with which they now live. Regardless of whether or not you were set upon this path intentionally, you must now walk burdened with this knowledge. SOLEMN RESOLVE Starting when you choose this path at 3rd level, your wil has been strengthened by the burden of your grim duty. You gain proficiency in Wiscdom saving throws. Additionally, whenever ‘you succeed on a Wisdom saving throw, you gain advantage ‘on the next melee weapon attack you make within the next minute, ‘Worp OF WARNING Also 3rd level you gain the ability o shout at a creature in order to influence their movement, Whenever a creature ‘within 60 feet of you moves, you may use your reaction to aid ‘or hinder their progression. Ifa creature is not willing, it must make a Wisdom saving throw: The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Ifthe target is fails the saving throw or is ‘willing to heed your command, one of the following effects += Their movement speed is doubled until the end of their + Their movement speed is reduced to 0 until the start of your next turn, ‘You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when {you finish a fong rest DeATH SPIRAL At Oth level your attacks reinforce the inevitability of your vision. Your Rage Damage is doubled against any creature ‘with less than half oftheir hit points remaining. Additionally, {you gain resistance to psychic damage while raging. ‘Once you reach 10th level you can work to ensure that your enemy reaches their fate before you reach yours. You may activate this ability as an action. You then make melee ‘weapon attacks against one creature within your weapon's ‘ange until you miss. The maximum number of attacks ‘granted by this action is equal to your Constitution modifier. ‘Attacks made using this action eannot benefit from advantage or disadvantage. (Once you use this feature, you cannot use itagain until you finish a short or long rest APOCALYPSE ‘When you unleash your rage at 14th level the space around you transforms to resemble the disastrous fate that you have foreseen. When you are raging, friendly creatures within 30 feet of you are immune to the Frightened condition. Additionally, when you enter a rage, each enemy within 30 feet of you must succeed on a Wisdom saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, their speed is reduced to 0, and they take an additional 1d8 psyehic damage each time you hit them with a melee weapon attack, as they are forced to witness the horrors of the end times. Atthe end fof each of ts turns, the target may make an additional Wisdom saving throw against this effect Ifit succeeds, the effect ends on that target. ‘This is unoficial Fan Content permitted under the Fan Content Policy Not approved/endorsed by Wizards. Portions ofthe materials used "are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like