Revlid
2016-09-25, 04:58 PM
Homebrewery Link: Updated October 16, 2016 (http://homebrewery.naturalcrit.com/share/SkAtM200)
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Path of the Doom-Seeker
"My honour is my life and without it I am nothing. I shall seek redemption in the eyes of my ancestors. I shall become as death to my enemies, until I face he that takes my life and my shame."
The barbarian lays about themselves on the battlefield in a mad frenzy, dismissing mortal blows and shattering shields with a strike. Some embody the ferocity of primal totems, or endure a maddening curse passed through their bloodline, or drive themselves into a deliberate martial fury with warchants and venoms.
Others are simply… broken.
These warriors have lost something fundamental; a home, a family, a name. Unable to ever mend their wounds, they walk a path of self-destruction, strewn with bloody rivers of collateral damage. Their dreams are haunted by the wails of those they failed, and though they may seem normal, even jovial, when the rage comes upon them it does so as the foam atop a tidal wave of grief, crashing down on their enemies with the weeping, snarling force of a warrior bereaved.
Some who walk the path of the doom-seeker die heroes, renowned for bravery by a history that failed to recognize the true nature of their reckless daring. Others are less feted in their falling, but it matters little. They found what they were looking for, regardless.
Foe-Finder
When you join this Path at 3rd level, you develop a morbid homing instinct. While in combat, the DM must inform you which enemy creature you can see has the highest CR.
Death-Darer
Also at 3rd level, you can use a bonus action to goad an enemy within 30 feet. It must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or become enraged with you.
This condition lasts for half a minute, or until you willingly move away from the target. The target can make a Wisdom saving throw at the end of each of its turns to end it early. The target suffers disadvantage on their saves against this feature if they are the highest CR enemy creature you can see.
You may use this feature as part of the same bonus action you use to begin your rage.
New Condition: Enraged
• An enraged creature has disadvantage on ability checks and attack rolls when it is not attacking or trying to reach the source of its anger.
• The creature can't willingly move away from the source of its anger.
Woe-Striker
Starting at 6th level, you can drive your muscles past their limits as you hack away at hallucinations of all you've lost. While raging, you can use your bonus action to make a number of reckless attacks up to your Constitution modifier.
You cannot take an action or move on your next turn after you use this feature, nor can you use it again until you complete a short or long rest.
Fate-Knower
At 10th level you fully devote yourself to your fate. You can no longer be frightened, and ignore any effect that would cause you to flee from an enemy, such as the fear caused by dissonant whispers.
Star-Chaser
Beginning at 14th level, you are frustrated into further glory by unworthy foes. When you reduce an enraged creature to 0 hit points, you immediately gain temporary hit points equal to your barbarian level.
Alternatively, you may regain hit points equal to twice the target's CR. You cannot use this secondary function again until you have completed a short or long rest.
As a final benefit, you no longer age, and cannot be aged magically. Your death must come as glorious redemption.
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Path of the Doom-Seeker
"My honour is my life and without it I am nothing. I shall seek redemption in the eyes of my ancestors. I shall become as death to my enemies, until I face he that takes my life and my shame."
The barbarian lays about themselves on the battlefield in a mad frenzy, dismissing mortal blows and shattering shields with a strike. Some embody the ferocity of primal totems, or endure a maddening curse passed through their bloodline, or drive themselves into a deliberate martial fury with warchants and venoms.
Others are simply… broken.
These warriors have lost something fundamental; a home, a family, a name. Unable to ever mend their wounds, they walk a path of self-destruction, strewn with bloody rivers of collateral damage. Their dreams are haunted by the wails of those they failed, and though they may seem normal, even jovial, when the rage comes upon them it does so as the foam atop a tidal wave of grief, crashing down on their enemies with the weeping, snarling force of a warrior bereaved.
Some who walk the path of the doom-seeker die heroes, renowned for bravery by a history that failed to recognize the true nature of their reckless daring. Others are less feted in their falling, but it matters little. They found what they were looking for, regardless.
Foe-Finder
When you join this Path at 3rd level, you develop a morbid homing instinct. While in combat, the DM must inform you which enemy creature you can see has the highest CR.
Death-Darer
Also at 3rd level, you can use a bonus action to goad an enemy within 30 feet. It must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or become enraged with you.
This condition lasts for half a minute, or until you willingly move away from the target. The target can make a Wisdom saving throw at the end of each of its turns to end it early. The target suffers disadvantage on their saves against this feature if they are the highest CR enemy creature you can see.
You may use this feature as part of the same bonus action you use to begin your rage.
New Condition: Enraged
• An enraged creature has disadvantage on ability checks and attack rolls when it is not attacking or trying to reach the source of its anger.
• The creature can't willingly move away from the source of its anger.
Woe-Striker
Starting at 6th level, you can drive your muscles past their limits as you hack away at hallucinations of all you've lost. While raging, you can use your bonus action to make a number of reckless attacks up to your Constitution modifier.
You cannot take an action or move on your next turn after you use this feature, nor can you use it again until you complete a short or long rest.
Fate-Knower
At 10th level you fully devote yourself to your fate. You can no longer be frightened, and ignore any effect that would cause you to flee from an enemy, such as the fear caused by dissonant whispers.
Star-Chaser
Beginning at 14th level, you are frustrated into further glory by unworthy foes. When you reduce an enraged creature to 0 hit points, you immediately gain temporary hit points equal to your barbarian level.
Alternatively, you may regain hit points equal to twice the target's CR. You cannot use this secondary function again until you have completed a short or long rest.
As a final benefit, you no longer age, and cannot be aged magically. Your death must come as glorious redemption.