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kreossjmw
2016-04-07, 05:07 PM
I made a alternative Barbarian Archetype. Sort of "honorable" Barbarian who fights for the thrill of combat, honor and glory. I was inspired by the Qunari from Dragon Age, the Mardu Horde from Magic the Gathering and Genghis Khan's Mongols. Kinda like how Paladins must adhere to their Tenants, these type of Barbarians follow a Warrior's Code that is taught to them by their tribe. This Warrior's Code dictates how they should fight in battle. Thus I wanted a sub-class to gain bonuses when they fulfill certain conditions in combat and a risk-reward mechanic that changes style of play. Please check it out. This is my first Archetype and it would be awesome to hear some feedback to improve or balance it. I want to also thank Lord Ruthe for inspiring me with his Path of the Slayer


- PATH OF THE WARRIOR -

Some barbarians choose to temper their rage and improve their martial prowess in combat to overcome their foes. These Barbarians abide by a strict Warrior's Code that govern the rules of honor and combat to maximize their glory. Whether it be to prove themselves in battle by defeating a stronger foe, protecting their fellow tribesman or slaughtering enemies for their Khan. Nothing is more satisfying, more glorious than defeating your enemies in honorable combat.

- WARRIOR'S RESOLVE -
At 3rd level, when you adopt this path, you choose a Warrior's resolve and gain its feature.


Battle Brother - You take it upon yourself to be the watchful eye and protector of your party. As long you are not performing any task at the moment, you gain advantage to your Perception Checks.


Glory Seeker- You're the kind of warrior who likes parading trinkets or trophies that you've collected from your fallen enemies. This could be anything you want like their weapons, a tattered banner, severed ears or even their skulls. As long as you have these displayed, you have advantage to Intimidation Checks. You also have a desire to collect trophies after a battle.


Honorable Warrior - You take time to pay your respect to those who have fallen in battle, be it friend or foe. Whenever you spend your hit dice when taking a short rest, you add your Wisdom and Constitution modifier to the roll. You regain hit points equal to the total. You only get this bonus if you had fought something that day.


- WARRIOR'S TRAINING -
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


- SWEEPING ADVANCE -
Starting at 6th-level, While you are raging, whenever you kill an enemy in combat, you may use your reaction to move half your speed towards a new target, without provoking attacks of Opportunity.

This movement does not use up your Character's Speed. If you still have Attacks or Bonus attack, you may still perform them on your new target.

- WARRIOR'S CONVICTION -
At 10th level You choose a conviction to place upon yourself to dictate how you should fight. Each conviction has its own unique advantages and disadvantages.


For Strength - You draw your strength with your Brothers in Arms. While you are raging and an ally that you can see hits an enemy with a melee attack on their turn, your first melee attack gains an attack bonus if you hit that same enemy on your next turn. This bonus is equal to your rage damage.


For Loyalty - You can't stand seeing your comrades hurt that you take it upon yourself to seek vengeance for them. While raging, if you see an ally damaged by a creature within 30 feet of you, you can use your reaction to move up to half your movement speed and attempt a melee attack against the offending creature.


For Honor - You have resolved to protect those you consider to be your brothers even it means dying for them. While raging, whenever an enemy attacks a friendly creature that is 5 feet of you, you can use your reaction to take the attack instead.


For Glory - You have resolved to defeat as many enemies as you can to prove your worth. While raging, you recieve a Bonus Attack as long as you are being flanked or if you have three or more enemies within 5 feet of you.


- FURIOUS CHARGE -
At 14th level, your charge with such ferocity that you use the momentum to deliver a powerful blow. If you move at least 10 feet, you gain a bonus to your damage roll on your next melee attack. The bonus damage equals to your rage damage bonus. This bonus is removed after the attack has been made.