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View Full Version : D&D 5e/Next Shout Master Primal Path (PEACH)



Protato
2018-04-28, 09:35 PM
Well, a Storm Herald rewrite (http://www.giantitp.com/forums/showthread.php?555535-Storm-Herald-buff-(PEACH)) earlier this month, a Barb guide (http://www.giantitp.com/forums/showthread.php?557420-The-Age-of-Barbarians-A-Guide-for-post-Xanathar-barbarians), and now, brand new Barb subclass, all in one month! I'm starting to think it might be a favorite class now. I took some inspiration from Skyrim but other things were based on my own ideas of a "screaming barbarian warrior". Some are more for flavor, but I hope there'll all be interesting.

Barbarians are well known for their war cries. However, some Barbarians, known as Shout Masters, have honed their rage to tap into their latent inner magical strength. Reaching a crescendo of anger, their war cries become destructive forces in and of themselves. Their powers remain obscure compared to clans of Storm Heralds and Totem Warriors, but those who have faced a Shout Master know to fear their power.

Power Shouts: At third level, when you choose this path, you gain the power to use your voice as a weapon by channeling energy into a shout. You learn Unrelenting Force and two other shouts, as listed below. You learn an additional shout at levels 5, 10, 15, and 20. If a Shout requires a creature to make saving throw, the DC is equal to 8 + your proficiency bonus + your Constitution modifier. Using a Power Shout is treated as an attack unless stated otherwise, and up to two Power Shouts may be used in a turn. While raging, you have advantage on attack rolls and enemies have disadvantage their saving throws. Your spellcasting modifier for spells cast is Constitution. Finally, when using a Power Shout that casts a spell, the spell is immune to antimagical fields and the spell Counterspell, and all somatic and material components are replaced with verbal components only instead. You may use a Power Shout a number of time equal to your Constitution modifier (a minimum if once) per Long Rest.

Empowered Force: At sixth level, your Unrelenting Force becomes even stronger. The range of your Unrelenting Force attack increases by 5ft. and deals 2d6 Bludgeoning damage upon a failed saving throw, or half upon a successful saving throw.

Enraged Screaming: At tenth level, your rage fuels your war cries. When you use a Power Shout while raging, it doesn't count as a use. Additionally, you gain resistance to Thunder damage while raging.

Cry of Victory: At fourteenth level, your shouts have become truly fearsome. When you use a Power Shout, you may move up to your movement speed. You may also release a great war cry that deals 1d12 Thunder damage to all creatures of your choice within 15ft. of you after moving.


List of Power Shouts


Unrelenting Force: All tiny and small objects are knocked back by 15ft., and small, medium, and large creatures in a 15ft. cone must make a Strength saving throw or be knocked prone and pushed back by 15ft. Tiny creatures are killed by this shout instantly. Additionally, the target takes 1d8 Thunder damage upon a failed save.

Sonic Scream: In either a 15ft. line or 15ft. cone, all creatures take 2d6 Thunder damage and then make a Constitution saving throw. On a failed save, all creatures within the attack's range are deafened until the start of your next turn.

Element Breath: Your Shout is able to release a gout of energy. Choose acid, cold, fire, lightning or poison. The element extends out from you in a 15ft. cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much on a successful one.

Freezing Breath: You exhale a sub-zero wind in a 15ft. line. The first creature sized Small, Medium, or Large in the way of the line must make a Constitution saving throw. Upon a failed save, the creature's speed is reduced to zero until the start of your next turn.

Whirlwind Sprint: You cast the spell Misty Step on yourself as a bonus action, even while raging.

Weapon Fury: Your shout invigorates you as you attack. As a bonus action, make an attack roll if a previous attack on your turn missed missed.

Mark For Death: Target the first creature in a 15ft. line. Allies have advantage to hit this creature with a weapon attack until the start of your next turn.

Worried Cry: All creatures within 10ft. of you of your choice immediately end magically-induced charm or sleep effects.

Bracing Yell: As a reaction, your AC increases by +2 until the start of your next turn.

Bend Will: You may cast Command with a range of 15ft. even while raging.

Dispelling Chant: You may cast the spell Counterspell, even while raging.

Issue Challenge: You roar a challenge at one creature within 15ft. That creature gains disadvantage on attack rolls against target other than you until the start of your next turn.

Roar: You may cast the Fear spell with no somatic or material components, even while raging.

Champion's Cry: Your shout rallies allies. All creatures of your choice within 10ft. of you gain your Constitution modifier of temporary HP.

Chant of the Lifedrinkers: Target the first creature in a 10ft. line. The creature makes a Wisdom save or takes 1d12 Necrotic damage, or half that on a failed save. Your HP is recovered by half of the damage dealt, rounded down.