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2016-01-09, 02:53 PM
This is a barbarian path inspired by the Primal Path in 4e that saw you seek out the most damaged, psychotic spirits of nature and allow youself to be a conduit for their rancor. It was designed with Dark Sun in mind, but could be used for any campaign in which the land has been left desolate and broken.
Not 100 sure about the balance, so please let me know how.
Path of the Ravaged
The druids and the shamans of feral tribes are not the only ones that make pacts with the spirits that call the broiled lands of Athas home. A number of Barbarians that wander the wastes sometimes seek out, or are sought, by the spirits, and they are recruited for the express purposes of laying waste to the ones that have left Athas a blasted wasteland
Elemental Protection
Starting when you choose (or the spirits choose you) at 3rd level, when you are raging, you have immunity from a certain type of damage. Choose between Thunder, Lightning, Cold, Fire or Acid damage when you first walk the footsteps of this path.
Spirit Payback
At 6th level, when raging, you can add an extra 1d4 of Psychic Damage on a successful hit as the spirit ravages the victim and lays waste to the mind as you lay waste to the body. This increases to 2d4 at 12th level and 3d4 at 18th level.
If the target has ever practiced defiling magic, you add an extra 1d4 of damage, which increases to 1d8 at 14th level.
Spirit Steadfast
At 10th level, when you have a power manifested or a spell cast on you by an ally that requires concentration, any time the ally needs to make a saving throw, the spirits will aid your ally in concentration. Your ally has advantage on the saving throw to maintain concentration on the spell or power.
Spirit Punishment
At 14th level, when you hit a creature with a critical attack, you are able to make a creature that is allied with that creature feel its pain. You select a creature within 60 feet of the original target that you can see, and the spirits punish it mentally. The creature you selected sufferers half the damage of the original target as psychic damage.
Not 100 sure about the balance, so please let me know how.
Path of the Ravaged
The druids and the shamans of feral tribes are not the only ones that make pacts with the spirits that call the broiled lands of Athas home. A number of Barbarians that wander the wastes sometimes seek out, or are sought, by the spirits, and they are recruited for the express purposes of laying waste to the ones that have left Athas a blasted wasteland
Elemental Protection
Starting when you choose (or the spirits choose you) at 3rd level, when you are raging, you have immunity from a certain type of damage. Choose between Thunder, Lightning, Cold, Fire or Acid damage when you first walk the footsteps of this path.
Spirit Payback
At 6th level, when raging, you can add an extra 1d4 of Psychic Damage on a successful hit as the spirit ravages the victim and lays waste to the mind as you lay waste to the body. This increases to 2d4 at 12th level and 3d4 at 18th level.
If the target has ever practiced defiling magic, you add an extra 1d4 of damage, which increases to 1d8 at 14th level.
Spirit Steadfast
At 10th level, when you have a power manifested or a spell cast on you by an ally that requires concentration, any time the ally needs to make a saving throw, the spirits will aid your ally in concentration. Your ally has advantage on the saving throw to maintain concentration on the spell or power.
Spirit Punishment
At 14th level, when you hit a creature with a critical attack, you are able to make a creature that is allied with that creature feel its pain. You select a creature within 60 feet of the original target that you can see, and the spirits punish it mentally. The creature you selected sufferers half the damage of the original target as psychic damage.