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View Full Version : D&D 5e/Next Barbarian Primal Path: Path of the Archangel (Feedback Wanted)



miner3203
2015-11-02, 12:26 AM
This is my new primal path for barbarian, currently in use by one of my players. If anyone could provide feedback (positive or negative), that would be great!

Path of the Archangel:

The Path of the Archangel is a spiritual journey, as the barbarian accepts a divine force as a guide, protector, and inspiration, similar to an animal totem. In battle, you channel angelic might to add fuel to your barbarian rage. Barbarians of the Archangel are often found as devout followers of gods and goddesses, ready to do their bidding with a bit more force than a cleric or paladin.


Seeker of Divinity:

Yours is a path that seeks attunement with a deity, giving you a kinship with their followers. At 3rd level when you adopt this path, you gain the ability to cast the Augury and Speak with Animals spells, but only as rituals, as described in Chapter 10. In addition, the animals you speak with using Speak with Animals can tell you about recent events concerning your patron deity as well as their normal information.


Divine Spirit:

At 3rd level, when you adopt this path, you choose a patron god or goddess and gain abilities based on the alignment of your chosen deity. You must make or acquire a holy symbol of the chosen deity as well. If the abilities listed here donít necessarily fit the attributes of your god or goddess, your DM might be able to improvise characteristics that fit your choice better.

Good:
While youíre raging and arenít wearing heavy armor, undead have disadvantage on attack rolls against you. You deal Radiant damage instead of standard weapon damage to undead that you hit with melee weapon attacks. You channel the power of good to destroy evil in the world.

Neutral:
While youíre raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The power of your deity makes you a leader of others.

Evil:
While youíre raging, you have resistance to necrotic and radiant damage. In addition, your melee attacks deal an extra 1d4 necrotic damage per size category of the creature above Tiny (no damage for Tiny, 1d4 for Small, 2d4 for Medium, etc.) Your deity grants you the power to poison the bodies of your enemies.



Aspect of Divinity:

At 6th level, you gain a magical benefit based on the alignment of your patron deity.

Good:
Your deity grants you power of quick recovery. Once per long rest, you may remove one level of exhaustion upon completing a short rest.

Neutral:
Your deity allow you to channel divine magic, enhancing your senses. You can see clearly up to a half-mile away and can discern fine details by looking at something up to 50 feet away from you. In addition, you have advantage on Wisdom (Perception) checks that involve hearing.

Evil:
You channel the twisted magic of your deity to weaken others. Once per long rest, you may choose to bestow a level of exhaustion on a creature when you deal necrotic damage to it.


Communion:

At 10th level, you can cast the Commune spell, but only as a ritual. The target is always the deity you chose for your Path.


Divine Attunement:

At 14th level, you gain a magical benefit based on the alignment of your patron deity.

Good:
While youíre raging, any creature within a 5 foot radius of you when you begin your turn must make a DC 15 Dexterity saving throw or take 1d8 radiant damage and have disadvantage on their next attack roll. You may choose creatures that are exempt from this ability.

Neutral:
While youíre raging, you are immune to being Frightened, Charmed, and Stunned.

Evil:
While youíre raging, any creature that is within 5 foot radius of you when you start your turn must make a DC 15 Wisdom saving throw or be Frightened until they move more than 30 feet away from you. You may choose creatures that are exempt from this ability. A creature that succeeds its saving throw is immune to this ability until they complete a long rest.

PotatoGolem
2015-11-02, 12:43 AM
Good seems much weaker than the other two, especially Neutral. The 3rd level ability is meh and situational, and the 6th level perk isn't great either

miner3203
2015-11-05, 01:50 AM
Good seems much weaker than the other two, especially Neutral. The 3rd level ability is meh and situational, and the 6th level perk isn't great either

Yeah, you're probably right about that...for level 3, do you think 'Evil-aligned creatures have disadvantage on attack rolls against you. You deal Radiant damage instead of standard weapon damage while raging.' sounds a little better? As for 6th level, 'Once per long rest, you may use an action to remove a level of exhaustion. You may not remove a level of exhaustion during the next long rest you take.'?

Thanks for taking the time to provide feedback!