Legokeiki
2018-01-24, 03:51 AM
So... I had this idea for a very different kind of barbarian. I think I rather like it.
This is supposed to be a subclass with potent abilities, but also a dangerous drawback. I have no little experience with barbarians, and this is only my 2nd homebrew, so I’m looking for lots of feedback. :smallsmile:
I really am unsure about the balance of power versus drawback in this subclass, so that’s probably one of the main things I want critique on, but anything is deeply appreciated.
Path of the Soul Warrior
While most barbarians focus on mindless physical destruction and rage, barbarians that choose to follow the Path of the Soul Warrior harness both the power of body and soul.
Soul Points
When you choose this path at 3rd level, you gain the ability to harness your soul to power your abilities. Your soul point maximum is 3 soul points. Additionally, whenever you gain a level in this class, your soul point maximum increases by 1. You can never have more soul points than your soul point maximum. When you finish a long rest, you regain all expended soul points. When you finish a short rest, you regain 1 expended soul point. This increases to 2 soul points at 5th level, 3 soul points at 10th level, 5 soul points at 15th level, and 6 soul points at 18th level.
Depleted Spirit
Using your soul is extremely taxing, and can cause your body to weaken. At the end a turn where you spent soul points, make a constitution saving throw. The DC is equal to 5 times the number of soul points you spent on that turn, at a maximum of 20. If you fail the throw, you take 1d10 necrotic damage for each soul point you spent on that turn.
Soul Power
When you choose this path at 3rd level, you are able to harness the power of your soul to do extraordinary things. You gain the following features:
Soul Step
On your turn, if you have not moved, you may expend 1 soul point to teleport to one spot you can see within 60ft. Immediately after you do this, your movement speed becomes 0 for the rest of the turn.
Soul Fury
When you enter a rage, you may spend 3 soul points. For the duration of the rage, your rage damage is doubled, and you may substitute your weapon’s damage for psychic damage when you make a melee weapon attack, ranged weapon attack, or an unarmed strike.
Soul Shield
You may use your reaction to cast Shield, using 2 soul points instead of a spell slot.
Soul Recovery
As a bonus action, you may spend 1 or more soul points to recover health. You heal 1d8 + your constitution modifier for every soul point spent.
Soul Split
At 6th level, you can separate your spirit and body, allowing you to be twice as effective during combat.
As an action, you may spend 3 soul points to project you soul outside of your body. A spectral visage of you appears, wearing spectral versions of your equipment and items. On your turn, you may direct your spirit to take 1 action, 1 bonus action, and 1 move action that you can take, except your spirit cannot use any features that cost soul points, nor can it cast spells. Your spirit can act on the turn you summon it.
Your spirit is immune to all conditions and cannot be damaged. Any damage dealt by your spirit is psychic damage. Your spirit is always considered to be raging.
At the beginning of each of your turns after you activate this effect, you may spend 1 soul point to continue this effect, if you do not, your spirit instantly returns to your body and the effect ends. You may continue this effect while unconscious, spending soul points as required.
Soul Strike
At 10th level, you can call on your spirit, empowering you to strike with devastating force. When you hit a creature with a melee weapon attack, you may spend up to 10 soul points to deal an additional 1d12 psychic damage for each soul point spent. This damage ignores resistance. If the creature has immunity to psychic damage, this attack deals half damage.
Body and Soul
When you reach 14th level, your body and soul become inextricably linked, increasing your spiritual abilities to an immense level. You gain the following features:
You no longer require food or water. You may consume food and drink if you wish. You also have no need for sleep, instead spending 4 hours in a state of meditation. During this meditation you are aware of anything going on around you, and you can break meditation as a bonus action. However, breaking meditation before the required time has been spent grants you no benefits.
While raging, you have resistance to psychic damage.
While raging, you may spend 1 soul point to make one melee weapon attack as a bonus action.
Old Version
So... I had this idea for a very different kind of barbarian. I think I rather like it.
This is supposed to be a subclass with potent abilities, but also a dangerous drawback. I have no little experience with barbarians, and this is only my 2nd homebrew, so I’m looking for lots of feedback. :smallsmile:
I really am unsure about the balance of power versus drawback in this subclass, so that’s probably one of the main things I want critique on, but anything is deeply appreciated.
Path of the Soul Warrior
While most barbarians focus on mindless physical destruction and rage, barbarians that choose to follow the Path of the Soul Warrior harness both the power of body and soul.
Soul Points
When you choose this path at 3rd level, you gain the ability to harness your soul to power your abilities. Your soul point maximum is 3 soul points. Additionally, whenever you gain a level in this class, your soul point maximum increases by 1. You can never have more soul points than your soul point maximum. When you finish a long rest, you regain all expended soul points. When you finish a short rest, you regain 1 expended soul point. This increases to 2 soul points at 5th level, 3 soul points at 10th level, 5 soul points at 15th level, and 6 soul points at 18th level.
Depleted Spirit
Using your soul is extremely taxing, so much that when you push yourself too far, your body weakens and begins to drain of vitality. Immediately after you use your last soul point, you suffer 1 level of exhaustion. After this, while you have 0 soul points, you suffer another level of exhaustion every hour. Any levels of exhaustion you gain in this way vanish as soon as you have at least 1 soul point. If you die from this effect and are resurrected, you gain 1 soul point.
Soul Power
When you choose this path at 3rd level, you are able to harness the power of your soul to do extraordinary things. You gain the following features:
Soul Step
On your turn, or as a reaction, you may expend 1 soul point to teleport to one spot you can see within 120ft. If you use this feature in reaction to a melee or ranged weapon attack made against you, that attack misses.
Soul Fury
When you enter a rage, you may spend 2 soul points. For the duration of the rage, your rage damage is doubled, and you may substitute your weapon’s damage for psychic damage when you make a melee weapon attack, ranged weapon attack, or an unarmed strike.
Soul Shield
You may use your reaction to cast Shield, using 1 soul point instead of a spell slot.
Soul Recovery
As a bonus action, you may spend 1 or more soul points to recover health. You heal 2d8 + your constitution modifier for every soul point spent.
Soul Split
At 6th level, you can separate your spirit and body, allowing you to be twice as effective during combat.
As an action, you may spend 3 soul points to project you soul outside of your body. A spectral visage of you appears, wearing spectral versions of your equipment and items. On your turn, you may direct your spirit to take 1 action, 1 bonus action, and 1 move action that you can take, except your spirit cannot use any features that cost soul points, nor can it cast spells. Your spirit can act on the turn you summon it.
Your spirit is immune to the following conditions: Blinded, Frightened, Charmed, Petrified, Deafened, Paralyzed, Grappled, Prone, Restrained, Stunned, Poisoned, and Unconscious. Your spirit is also incapable of taking damage. Any damage dealt by your spirit is psychic damage. Your spirit is always considered to be raging.
At the beginning of each of your turns after you activate this effect, you may spend 1 soul point to continue this effect, if you do not, your spirit instantly returns to your body and the effect ends. You may continue this effect while unconscious, spending soul points as required.
Soul Strike
At 10th level, you can call on your spirit, empowering you to strike with devastating force. When you hit a creature with a melee weapon attack, you may spend 7 soul points to deal an additional 1d12 psychic damage for each level you have in this class. This damage ignores resistance. If the creature has immunity to psychic damage, this attack deals half damage.
Body and Soul
When you reach 14th level, your body and soul become inextricably linked, increasing your spiritual abilities to an immense level. You gain the following features:
You no longer require food or water. You may consume food and drink if you wish. You also have no need for sleep, instead spending 4 hours in a state of meditation. During this meditation you are aware of anything going on around you, and you can break meditation as a bonus action. However, breaking meditation before the required time has been spent grants you no benefits.
While raging, you have resistance to psychic damage.
While raging, you may spend 1 soul point to make one melee weapon attack as a bonus action.
This is supposed to be a subclass with potent abilities, but also a dangerous drawback. I have no little experience with barbarians, and this is only my 2nd homebrew, so I’m looking for lots of feedback. :smallsmile:
I really am unsure about the balance of power versus drawback in this subclass, so that’s probably one of the main things I want critique on, but anything is deeply appreciated.
Path of the Soul Warrior
While most barbarians focus on mindless physical destruction and rage, barbarians that choose to follow the Path of the Soul Warrior harness both the power of body and soul.
Soul Points
When you choose this path at 3rd level, you gain the ability to harness your soul to power your abilities. Your soul point maximum is 3 soul points. Additionally, whenever you gain a level in this class, your soul point maximum increases by 1. You can never have more soul points than your soul point maximum. When you finish a long rest, you regain all expended soul points. When you finish a short rest, you regain 1 expended soul point. This increases to 2 soul points at 5th level, 3 soul points at 10th level, 5 soul points at 15th level, and 6 soul points at 18th level.
Depleted Spirit
Using your soul is extremely taxing, and can cause your body to weaken. At the end a turn where you spent soul points, make a constitution saving throw. The DC is equal to 5 times the number of soul points you spent on that turn, at a maximum of 20. If you fail the throw, you take 1d10 necrotic damage for each soul point you spent on that turn.
Soul Power
When you choose this path at 3rd level, you are able to harness the power of your soul to do extraordinary things. You gain the following features:
Soul Step
On your turn, if you have not moved, you may expend 1 soul point to teleport to one spot you can see within 60ft. Immediately after you do this, your movement speed becomes 0 for the rest of the turn.
Soul Fury
When you enter a rage, you may spend 3 soul points. For the duration of the rage, your rage damage is doubled, and you may substitute your weapon’s damage for psychic damage when you make a melee weapon attack, ranged weapon attack, or an unarmed strike.
Soul Shield
You may use your reaction to cast Shield, using 2 soul points instead of a spell slot.
Soul Recovery
As a bonus action, you may spend 1 or more soul points to recover health. You heal 1d8 + your constitution modifier for every soul point spent.
Soul Split
At 6th level, you can separate your spirit and body, allowing you to be twice as effective during combat.
As an action, you may spend 3 soul points to project you soul outside of your body. A spectral visage of you appears, wearing spectral versions of your equipment and items. On your turn, you may direct your spirit to take 1 action, 1 bonus action, and 1 move action that you can take, except your spirit cannot use any features that cost soul points, nor can it cast spells. Your spirit can act on the turn you summon it.
Your spirit is immune to all conditions and cannot be damaged. Any damage dealt by your spirit is psychic damage. Your spirit is always considered to be raging.
At the beginning of each of your turns after you activate this effect, you may spend 1 soul point to continue this effect, if you do not, your spirit instantly returns to your body and the effect ends. You may continue this effect while unconscious, spending soul points as required.
Soul Strike
At 10th level, you can call on your spirit, empowering you to strike with devastating force. When you hit a creature with a melee weapon attack, you may spend up to 10 soul points to deal an additional 1d12 psychic damage for each soul point spent. This damage ignores resistance. If the creature has immunity to psychic damage, this attack deals half damage.
Body and Soul
When you reach 14th level, your body and soul become inextricably linked, increasing your spiritual abilities to an immense level. You gain the following features:
You no longer require food or water. You may consume food and drink if you wish. You also have no need for sleep, instead spending 4 hours in a state of meditation. During this meditation you are aware of anything going on around you, and you can break meditation as a bonus action. However, breaking meditation before the required time has been spent grants you no benefits.
While raging, you have resistance to psychic damage.
While raging, you may spend 1 soul point to make one melee weapon attack as a bonus action.
Old Version
So... I had this idea for a very different kind of barbarian. I think I rather like it.
This is supposed to be a subclass with potent abilities, but also a dangerous drawback. I have no little experience with barbarians, and this is only my 2nd homebrew, so I’m looking for lots of feedback. :smallsmile:
I really am unsure about the balance of power versus drawback in this subclass, so that’s probably one of the main things I want critique on, but anything is deeply appreciated.
Path of the Soul Warrior
While most barbarians focus on mindless physical destruction and rage, barbarians that choose to follow the Path of the Soul Warrior harness both the power of body and soul.
Soul Points
When you choose this path at 3rd level, you gain the ability to harness your soul to power your abilities. Your soul point maximum is 3 soul points. Additionally, whenever you gain a level in this class, your soul point maximum increases by 1. You can never have more soul points than your soul point maximum. When you finish a long rest, you regain all expended soul points. When you finish a short rest, you regain 1 expended soul point. This increases to 2 soul points at 5th level, 3 soul points at 10th level, 5 soul points at 15th level, and 6 soul points at 18th level.
Depleted Spirit
Using your soul is extremely taxing, so much that when you push yourself too far, your body weakens and begins to drain of vitality. Immediately after you use your last soul point, you suffer 1 level of exhaustion. After this, while you have 0 soul points, you suffer another level of exhaustion every hour. Any levels of exhaustion you gain in this way vanish as soon as you have at least 1 soul point. If you die from this effect and are resurrected, you gain 1 soul point.
Soul Power
When you choose this path at 3rd level, you are able to harness the power of your soul to do extraordinary things. You gain the following features:
Soul Step
On your turn, or as a reaction, you may expend 1 soul point to teleport to one spot you can see within 120ft. If you use this feature in reaction to a melee or ranged weapon attack made against you, that attack misses.
Soul Fury
When you enter a rage, you may spend 2 soul points. For the duration of the rage, your rage damage is doubled, and you may substitute your weapon’s damage for psychic damage when you make a melee weapon attack, ranged weapon attack, or an unarmed strike.
Soul Shield
You may use your reaction to cast Shield, using 1 soul point instead of a spell slot.
Soul Recovery
As a bonus action, you may spend 1 or more soul points to recover health. You heal 2d8 + your constitution modifier for every soul point spent.
Soul Split
At 6th level, you can separate your spirit and body, allowing you to be twice as effective during combat.
As an action, you may spend 3 soul points to project you soul outside of your body. A spectral visage of you appears, wearing spectral versions of your equipment and items. On your turn, you may direct your spirit to take 1 action, 1 bonus action, and 1 move action that you can take, except your spirit cannot use any features that cost soul points, nor can it cast spells. Your spirit can act on the turn you summon it.
Your spirit is immune to the following conditions: Blinded, Frightened, Charmed, Petrified, Deafened, Paralyzed, Grappled, Prone, Restrained, Stunned, Poisoned, and Unconscious. Your spirit is also incapable of taking damage. Any damage dealt by your spirit is psychic damage. Your spirit is always considered to be raging.
At the beginning of each of your turns after you activate this effect, you may spend 1 soul point to continue this effect, if you do not, your spirit instantly returns to your body and the effect ends. You may continue this effect while unconscious, spending soul points as required.
Soul Strike
At 10th level, you can call on your spirit, empowering you to strike with devastating force. When you hit a creature with a melee weapon attack, you may spend 7 soul points to deal an additional 1d12 psychic damage for each level you have in this class. This damage ignores resistance. If the creature has immunity to psychic damage, this attack deals half damage.
Body and Soul
When you reach 14th level, your body and soul become inextricably linked, increasing your spiritual abilities to an immense level. You gain the following features:
You no longer require food or water. You may consume food and drink if you wish. You also have no need for sleep, instead spending 4 hours in a state of meditation. During this meditation you are aware of anything going on around you, and you can break meditation as a bonus action. However, breaking meditation before the required time has been spent grants you no benefits.
While raging, you have resistance to psychic damage.
While raging, you may spend 1 soul point to make one melee weapon attack as a bonus action.