RustyDemiGod
2024-02-29, 05:51 PM
Path of the Sun Warrior
For countless generations the sun has shown over countless battlefields. It is no coincidence that summer is the season of war, and that summer is when the sun shines it’s brightest. It is also no coincidence that many cultures across the material plane associate the sun with deities of war. As a Sun Warrior you are this ancient warrior gods champion. You bring light to the darkest places, and the edge of your blade to those that hide in it.
-Sun Scoured: When you choose this path at 3rd level, your body has hardened under the light of the punishing sun. You become resistant to Fire and Radiant damage.
-Blinding Rage: At 3rd level, your rage channels the blinding light of the high sun. While raging, you shed bright light for 20ft and dim light for an additional 20ft. This dispels magical darkness. All enemies within 5ft of you are treated as having the Sunlight Sensitivity trait. Enemies that already possess this trait must succeed on a Wisdom saving throw (DC 8+your Proficiency Bonus+your Constitution modifier) or be frightened for the duration of your rage. The enemy may make an additional save at the beginning of each of their turns to end this effect early. Enemies that succeed on this save are immune to your rage’s fear effect for 1 hour.
-Burning Clarity: Starting at 6th level, your light banishes impurity and falsehood. While raging, you are immune to being magically charmed, frightened, or made to sleep.
-Eyes Of Revealing Light: At 10th level, your eyes take on a heavenly light. You gain the following benefits:
-You are treated as always being under the effect of the See Invisibility spell.
-You have advantage on all saves against spells of the Illusion school of magic.
-You may cast Zone of Truth a number of times equal to your Proficiency Bonus. You regain all uses of this ability upon completing a long rest.
-Sun Flare: At 14th level, the same light that fills and guides you also lashes out at your foes. While raging, when you take damage from a creature within 5ft of you, you can use your Reaction to force them to make a Dexterity saving throw (DC 8+your Proficiency Bonus+your Constitution modifier). The target takes 4d6 Radiant damage on a failed save, or half as much damage on a successful one.
Path of the Undying
Those that follow the path of the undying have somehow been corrupted by the necrotic influence of the hungry dead. Some find themselves following this path after a traumatic experience coming back from the dead, the exposure to a necromancer’s machinations, or even a curse from a God of death. No matter the cause, these damned warriors gradually become something other than mortal as the rage of the dead builds within them.
-Grave-touched: When you choose this path at 3rd level, your body becomes infused with the cold touch of death. You become resistant to Cold and Necrotic damage.
-Necrotic Rage: At 3rd level, you can channel Necrotic corruption into your weapon strikes. While raging, the first creature you hit on each of your turns with a weapon attack takes Necrotic damage equal to 1d6 + half your Barbarian level.
-Undead Taskmaster: At 6th level, your Necrotic Rage infects those you kill with animating fury. If you kill a beast or humanoid with a melee attack while raging, you can use your reaction to animate it. The creature uses the Zombie stat block in the Monster Manual, and remains animated for 1 minute before collapsing back into death.
-Undead Corruption: At 10th level, Death’s corrupting touch worms it’s way further into your flesh. You no longer need to breathe, eat, or drink. You do not require sleep, but must remain inactive for 4 hours in a semi-conscious state to benefit from a long rest.
Additionally, you may cast Speak With Dead a number of times equal to your Proficiency Bonus. You regain all uses of this ability upon completing a long rest.
-Banshee’s Wail: At 14th level, you gain the debilitating cry of the Banshee. While raging, you can use a Bonus Action on your turn to shriek at an enemy within 10ft of you. That creature must succeed on a Constitution saving throw (DC 8 + your Strength bonus + your Proficiency Bonus) or be knocked prone and take 1d12 psychic damage.
For countless generations the sun has shown over countless battlefields. It is no coincidence that summer is the season of war, and that summer is when the sun shines it’s brightest. It is also no coincidence that many cultures across the material plane associate the sun with deities of war. As a Sun Warrior you are this ancient warrior gods champion. You bring light to the darkest places, and the edge of your blade to those that hide in it.
-Sun Scoured: When you choose this path at 3rd level, your body has hardened under the light of the punishing sun. You become resistant to Fire and Radiant damage.
-Blinding Rage: At 3rd level, your rage channels the blinding light of the high sun. While raging, you shed bright light for 20ft and dim light for an additional 20ft. This dispels magical darkness. All enemies within 5ft of you are treated as having the Sunlight Sensitivity trait. Enemies that already possess this trait must succeed on a Wisdom saving throw (DC 8+your Proficiency Bonus+your Constitution modifier) or be frightened for the duration of your rage. The enemy may make an additional save at the beginning of each of their turns to end this effect early. Enemies that succeed on this save are immune to your rage’s fear effect for 1 hour.
-Burning Clarity: Starting at 6th level, your light banishes impurity and falsehood. While raging, you are immune to being magically charmed, frightened, or made to sleep.
-Eyes Of Revealing Light: At 10th level, your eyes take on a heavenly light. You gain the following benefits:
-You are treated as always being under the effect of the See Invisibility spell.
-You have advantage on all saves against spells of the Illusion school of magic.
-You may cast Zone of Truth a number of times equal to your Proficiency Bonus. You regain all uses of this ability upon completing a long rest.
-Sun Flare: At 14th level, the same light that fills and guides you also lashes out at your foes. While raging, when you take damage from a creature within 5ft of you, you can use your Reaction to force them to make a Dexterity saving throw (DC 8+your Proficiency Bonus+your Constitution modifier). The target takes 4d6 Radiant damage on a failed save, or half as much damage on a successful one.
Path of the Undying
Those that follow the path of the undying have somehow been corrupted by the necrotic influence of the hungry dead. Some find themselves following this path after a traumatic experience coming back from the dead, the exposure to a necromancer’s machinations, or even a curse from a God of death. No matter the cause, these damned warriors gradually become something other than mortal as the rage of the dead builds within them.
-Grave-touched: When you choose this path at 3rd level, your body becomes infused with the cold touch of death. You become resistant to Cold and Necrotic damage.
-Necrotic Rage: At 3rd level, you can channel Necrotic corruption into your weapon strikes. While raging, the first creature you hit on each of your turns with a weapon attack takes Necrotic damage equal to 1d6 + half your Barbarian level.
-Undead Taskmaster: At 6th level, your Necrotic Rage infects those you kill with animating fury. If you kill a beast or humanoid with a melee attack while raging, you can use your reaction to animate it. The creature uses the Zombie stat block in the Monster Manual, and remains animated for 1 minute before collapsing back into death.
-Undead Corruption: At 10th level, Death’s corrupting touch worms it’s way further into your flesh. You no longer need to breathe, eat, or drink. You do not require sleep, but must remain inactive for 4 hours in a semi-conscious state to benefit from a long rest.
Additionally, you may cast Speak With Dead a number of times equal to your Proficiency Bonus. You regain all uses of this ability upon completing a long rest.
-Banshee’s Wail: At 14th level, you gain the debilitating cry of the Banshee. While raging, you can use a Bonus Action on your turn to shriek at an enemy within 10ft of you. That creature must succeed on a Constitution saving throw (DC 8 + your Strength bonus + your Proficiency Bonus) or be knocked prone and take 1d12 psychic damage.