BulletMagnet
2016-09-27, 04:12 PM
So I wanted to create a barbarian path/archetype that had a cool shaman-light feel to it. I wanted it to feel magical and have variety, but not have to deal with spells. I used the superiority dice construct as a way of limiting the power. I am open to suggestions on balancing, naming, etc... I hope you like the idea!
Ancestral Warrior
The Ancestral Warrior is imbued with the spirits of his ancestors and the primordial powers of Air, Earth, Fire and Water.
Spirit Weapon
Upon gaining this feature at level 3, you are able to call upon the supernatural to create weapons to use in battle and wield your primordial power.
As a bonus action, or as part of entering a rage, you can create a spirit weapon, or pair of spirit weapons with the light property, in your empty hand. You can choose the form that this weapon takes each time you create it and you are proficient with it while you wield it. Spirit weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. However, they are not otherwise magical, and it can be targeted normally by spells like magic weapon and elemental weapon. Spirit weapons disappear if they are more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or you die. If a spirit weapon is used as a projectile, or thrown, you may choose to have it return to you as part of the same attack, or return it later as a free action.
You may transform the magic essence of a weapon into the spiritual plane and make it your spirit weapon. Follow the same rules for warlocks transforming a magic weapon into their pact weapon. Once you have performed this type of your spirit weapons no longer can be targeted by spells like magic weapon or elemental weapon.
Ethereal Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by your spiritual fortitude and the spirits of your ancestors, which are represented as Spirit dice.
Spiritual Callings- You learn three callings of your choice, which are detailed under callings below. Many callings enhance an attack, or your rage, in some way. Callings only work through your spirit weapon and you can use only one calling per attack. Only one rage-enhancing calling may be active at a time. When you invoke a rage-enhancing calling and you have one active, the active callings ends.
You learn two additional callings of your choice at 6th, 10th and 14th level. Each time you learn a new calling, you can also replace one calling you know with a different one.
Spirit Dice - You have four spirit dice, which are d8s. A spirit die is expended when you
use it. You regain all of your expended spirit dice when you finish a short or long rest. Any
feats that effect superiority dice, impact spirit dice as well. You gain another spirit die at 10th
level and one more at 14th level.
Saving Throws - Some of your callings require your target to make a saving throw to resist the calling’s effects. The saving throw DC is calculated as follows:
Spiritual Calling Save DC = 8 + your proficiency bonus + your Constitution modifier
Supernatural Rage
The knowledge and battle experience of your ancestors fuels your rage to new levels. Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or freightened when you enter your rage, the effect is suspended for the duration of the rage.
Improved Ethereal Superiority
At 10th level, you may invoke two rage-enhancing callings during a single rage. When you invoke a third rage-enhancing calling, you must decide which of the previous callings ends. At 14th level, your spirit dice become a d12.
Ancestral Attunement
Upon reaching 14th level, whenever you enter a rage with no spirit dice, you regain 1 spirit die.
Ancestral Vision (rage enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke supernatural vision. You can see normally in darkness, both normal and magical, out to 120 ft. At level 11 barbarian, this becomes true sight to 120 ft. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Haunted Spirits - When you hit a creature with a weapon attack, you may expend one spirit die to release the spirits in your spirit weapon and frighten the target. You add the results of your spirit die to the damage roll and the target must make a Wisdom saving throw. On a failed save, it is frightened until the end of your next turn.
Warrior Spirit - when a creature misses you with an attack, you can use your reaction and expend one spirit die to make a weapon attack against the creature using your spirit weapon. Your spirit weapon must be able to reach the creature (i.e., if you are hit with a ranged attack, the target must be within range of your spirit weapon). If you hit, you add your spirit die to the attack’s damage roll.
Essence of the Ancestors (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of your ancestors. You and all allies within 5 ft of you gain resistance to necrotic damage and you may choose to have your spirit weapon do necrotic damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Wind Walking - When you hit a creature with a ranged attack using a thrown weapon, you can expend one spirit die to teleport adjacent to the target as part of the attack. You add the spirit die to the attack’s damage roll. You may continue the rest of your turn as normal, performing your remaining attacks or actions from your new location.
Speed of Air (rage enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the speed of air. You are able to use dash as a bonus action. Upon reaching 14th level, you may choose instead to get a fly speed equal to your walking speed. This calling ends when your rage ends, or you invoke another rage-enhancing calling. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Whirlwind - While raging, or using your reckless attack feature during your turn, you may use a bonus action and expend one spirit die to make one additional melee attack using your spirit weapon. You add the spirit die to damage if your attack hits.
Wind Breaker - when you are damaged by a ranged attack, you can use your reaction and one spirit die to reduce the damage by the number you roll on the spirit die + your constitution modifier.
Essence of the Air (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies within 5ft of you gain resistance to lightning damage and you may choose to have your spirit weapon do lightning damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
One with Water (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the aspect of water. You gain a swim speed of 60 ft and can breathe underwater. You ignore difficult terrain caused by water. This calling ends when your rage ends, or you invoke another rage-enhancing calling. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Frosty Aura(rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of ice. You emanate a 15 ft aura of cold, causing all of the area around you to be treated as difficult, icy terrain to all hostile creatures. You may also choose to walk on water instead of swimming, causing the top of the water to turn to ice and allowing your allies to walk on it with you. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging. At the end of the effect, you fall into the water if you are above it.
Rejuvenation of Water- When you hit a creature, you may expend one spirit die to attempt siphoning the life of your target. You add the results of the spirit die to the damage roll and your target must make a CON saving throw. On a failed save, you gain half of the damage dealt in temporary hit points. On a successful save, you deal half damage (rounded down) and gain no temporary hit points.
Essence of the Water (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies within 5 ft of you gain resistance to cold damage and you may choose to have your spirit weapon do cold damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Burning Soul - When you hit a creature with your spirit weapon, you may expend a spirit die to release the spirit of the flame and force them to move. You add the results of the spirit die to the damage roll and the target must make a WIS save or believe they are set ablaze. On a failed save, the target must immediate use its reaction, if available, to move at least 30 ft away from their current position. Otherwise, the target has disadvantage on all attacks until the end of your next turn.
Flaming Burst - When you hit a creature, you may expend a spirit die to release a flaming burst around them. You add the spirit die to the damage roll of the attack. Each hostile creature around the target, must make a DEX saving throw. On a failed save, the creature takes Fire damage equal to the spirit die + your con modifier.
Conflagration (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to bring the wrath of fire amongst your foes. You gain 1 bonus damage to all of your attacks equal to the number of your enemies within 5 ft of your target. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Essence of the Fire (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies gain resistance to fire damage and you may choose to have your spirit weapon do fire damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Strength of Earth (rage-enhancing) - When you enter your rage, or as a bonus action on your turn, you can expend one spirit die to invoke the strength of earth. Any spiritual weapon you wield gains the thrown property while you are raging. If it already has the thrown property, double the it's range. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Essence of the Earth (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies gain resistance to acid damage and you may choose to have your spirit weapon do acid damage in addition to, or in place of, any other types of damage it deals. This calling ends when your rage ends, or you invoke another rage-enhancing calling. If you use this while not raging, it last for a number of rounds you rolled on the spirit die + your constitution modifier.
Toughness of Stone - When you are damaged by a melee attack, you can use your reaction and one spirit die to reduce the damage by the number you roll on the spirit die + your constitution modifier.
Stone Crusher (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to create devastation amongst non-living objects. You crit non-magical objects and constructs on a 19-20 and deal double damage against all non-magical objects. This calling ends when your rage ends, or you invoke another rage-enhancing calling. If you use this while not raging, it last for a number of rounds you rolled on the spirit die + your constitution modifier.
Ancestral Warrior
The Ancestral Warrior is imbued with the spirits of his ancestors and the primordial powers of Air, Earth, Fire and Water.
Spirit Weapon
Upon gaining this feature at level 3, you are able to call upon the supernatural to create weapons to use in battle and wield your primordial power.
As a bonus action, or as part of entering a rage, you can create a spirit weapon, or pair of spirit weapons with the light property, in your empty hand. You can choose the form that this weapon takes each time you create it and you are proficient with it while you wield it. Spirit weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. However, they are not otherwise magical, and it can be targeted normally by spells like magic weapon and elemental weapon. Spirit weapons disappear if they are more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or you die. If a spirit weapon is used as a projectile, or thrown, you may choose to have it return to you as part of the same attack, or return it later as a free action.
You may transform the magic essence of a weapon into the spiritual plane and make it your spirit weapon. Follow the same rules for warlocks transforming a magic weapon into their pact weapon. Once you have performed this type of your spirit weapons no longer can be targeted by spells like magic weapon or elemental weapon.
Ethereal Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by your spiritual fortitude and the spirits of your ancestors, which are represented as Spirit dice.
Spiritual Callings- You learn three callings of your choice, which are detailed under callings below. Many callings enhance an attack, or your rage, in some way. Callings only work through your spirit weapon and you can use only one calling per attack. Only one rage-enhancing calling may be active at a time. When you invoke a rage-enhancing calling and you have one active, the active callings ends.
You learn two additional callings of your choice at 6th, 10th and 14th level. Each time you learn a new calling, you can also replace one calling you know with a different one.
Spirit Dice - You have four spirit dice, which are d8s. A spirit die is expended when you
use it. You regain all of your expended spirit dice when you finish a short or long rest. Any
feats that effect superiority dice, impact spirit dice as well. You gain another spirit die at 10th
level and one more at 14th level.
Saving Throws - Some of your callings require your target to make a saving throw to resist the calling’s effects. The saving throw DC is calculated as follows:
Spiritual Calling Save DC = 8 + your proficiency bonus + your Constitution modifier
Supernatural Rage
The knowledge and battle experience of your ancestors fuels your rage to new levels. Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or freightened when you enter your rage, the effect is suspended for the duration of the rage.
Improved Ethereal Superiority
At 10th level, you may invoke two rage-enhancing callings during a single rage. When you invoke a third rage-enhancing calling, you must decide which of the previous callings ends. At 14th level, your spirit dice become a d12.
Ancestral Attunement
Upon reaching 14th level, whenever you enter a rage with no spirit dice, you regain 1 spirit die.
Ancestral Vision (rage enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke supernatural vision. You can see normally in darkness, both normal and magical, out to 120 ft. At level 11 barbarian, this becomes true sight to 120 ft. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Haunted Spirits - When you hit a creature with a weapon attack, you may expend one spirit die to release the spirits in your spirit weapon and frighten the target. You add the results of your spirit die to the damage roll and the target must make a Wisdom saving throw. On a failed save, it is frightened until the end of your next turn.
Warrior Spirit - when a creature misses you with an attack, you can use your reaction and expend one spirit die to make a weapon attack against the creature using your spirit weapon. Your spirit weapon must be able to reach the creature (i.e., if you are hit with a ranged attack, the target must be within range of your spirit weapon). If you hit, you add your spirit die to the attack’s damage roll.
Essence of the Ancestors (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of your ancestors. You and all allies within 5 ft of you gain resistance to necrotic damage and you may choose to have your spirit weapon do necrotic damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Wind Walking - When you hit a creature with a ranged attack using a thrown weapon, you can expend one spirit die to teleport adjacent to the target as part of the attack. You add the spirit die to the attack’s damage roll. You may continue the rest of your turn as normal, performing your remaining attacks or actions from your new location.
Speed of Air (rage enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the speed of air. You are able to use dash as a bonus action. Upon reaching 14th level, you may choose instead to get a fly speed equal to your walking speed. This calling ends when your rage ends, or you invoke another rage-enhancing calling. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Whirlwind - While raging, or using your reckless attack feature during your turn, you may use a bonus action and expend one spirit die to make one additional melee attack using your spirit weapon. You add the spirit die to damage if your attack hits.
Wind Breaker - when you are damaged by a ranged attack, you can use your reaction and one spirit die to reduce the damage by the number you roll on the spirit die + your constitution modifier.
Essence of the Air (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies within 5ft of you gain resistance to lightning damage and you may choose to have your spirit weapon do lightning damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
One with Water (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the aspect of water. You gain a swim speed of 60 ft and can breathe underwater. You ignore difficult terrain caused by water. This calling ends when your rage ends, or you invoke another rage-enhancing calling. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Frosty Aura(rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of ice. You emanate a 15 ft aura of cold, causing all of the area around you to be treated as difficult, icy terrain to all hostile creatures. You may also choose to walk on water instead of swimming, causing the top of the water to turn to ice and allowing your allies to walk on it with you. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging. At the end of the effect, you fall into the water if you are above it.
Rejuvenation of Water- When you hit a creature, you may expend one spirit die to attempt siphoning the life of your target. You add the results of the spirit die to the damage roll and your target must make a CON saving throw. On a failed save, you gain half of the damage dealt in temporary hit points. On a successful save, you deal half damage (rounded down) and gain no temporary hit points.
Essence of the Water (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies within 5 ft of you gain resistance to cold damage and you may choose to have your spirit weapon do cold damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Burning Soul - When you hit a creature with your spirit weapon, you may expend a spirit die to release the spirit of the flame and force them to move. You add the results of the spirit die to the damage roll and the target must make a WIS save or believe they are set ablaze. On a failed save, the target must immediate use its reaction, if available, to move at least 30 ft away from their current position. Otherwise, the target has disadvantage on all attacks until the end of your next turn.
Flaming Burst - When you hit a creature, you may expend a spirit die to release a flaming burst around them. You add the spirit die to the damage roll of the attack. Each hostile creature around the target, must make a DEX saving throw. On a failed save, the creature takes Fire damage equal to the spirit die + your con modifier.
Conflagration (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to bring the wrath of fire amongst your foes. You gain 1 bonus damage to all of your attacks equal to the number of your enemies within 5 ft of your target. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Essence of the Fire (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies gain resistance to fire damage and you may choose to have your spirit weapon do fire damage in addition to, or in place of, any other types of damage it deals. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Strength of Earth (rage-enhancing) - When you enter your rage, or as a bonus action on your turn, you can expend one spirit die to invoke the strength of earth. Any spiritual weapon you wield gains the thrown property while you are raging. If it already has the thrown property, double the it's range. You may add the spirit die to one damage roll while under the effect of this calling. This effect ends when your rage ends, or until the end of your next turn if you are not raging.
Essence of the Earth (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to invoke the essence of air. You and all allies gain resistance to acid damage and you may choose to have your spirit weapon do acid damage in addition to, or in place of, any other types of damage it deals. This calling ends when your rage ends, or you invoke another rage-enhancing calling. If you use this while not raging, it last for a number of rounds you rolled on the spirit die + your constitution modifier.
Toughness of Stone - When you are damaged by a melee attack, you can use your reaction and one spirit die to reduce the damage by the number you roll on the spirit die + your constitution modifier.
Stone Crusher (rage-enhancing) - When you enter your rage, or as a bonus action, you can expend one spirit die to create devastation amongst non-living objects. You crit non-magical objects and constructs on a 19-20 and deal double damage against all non-magical objects. This calling ends when your rage ends, or you invoke another rage-enhancing calling. If you use this while not raging, it last for a number of rounds you rolled on the spirit die + your constitution modifier.