Edge
2017-06-26, 06:11 PM
Path of the Mountainblood
http://i.imgur.com/94ANMUD.png
“The mountain still stands. And once you all lie face down in the dirt, broken and bloody, it will stand still.”
The mountain has much for a barbarian to aspire to: incomparable endurance, incontestable resilience, and might beyond measure. Any berserk warrior can attempt emulate this. Only those with the earth in their blood can truly attempt to be the mountain, to make their flesh, their bones, their very breath the stuff of stone.
Those earth genasi who truly master this path become warriors capable of reshaping the battlefield around them, enduring hardships both physical and mental, and swimming through the very fabric of the world.
Restriction: Earth Genasi
Only earth genasi can pursue the Path of the Mountainblood, as only they have the innate connection to the essence of elemental Earth necessary. Your DM can lift this restriction to better suit the campaign.
Level 3: Earthcalling
Starting at 3rd level when you select this Path, you learn the mold earth cantrip if you don't already know it. Your spellcasting ability for it is Constitution.
Level 3: Unassailable Mountain Spirit
At 3rd level, your battle furies channel the cold, inexorable anger of the mountain. While raging, you add your Rage Damage bonus to all rolls made to resist being knocked prone or being moved involuntarily.
In addition, while raging, you also add your Rage Damage bonus to all shove attempts you make, and on a successful shove attempt you may push the target up to your Rage Damage bonus times 5 feet.
Finally, when you successfully push a creature into a solid object with a shove attempt, and they have yet to move the full distance you pushed them, they take bludgeoning damage equal to your Strength modifier + 1d6 per 5ft they have left to move.
Level 6: Stone As Self Internalisation
Starting at 6th level, you can feel the earth around you as a very extension of yourself. You have tremorsense with a radius of your proficiency bonus times 5 feet. In addition, when wearing armour made of stone or metal in which you are proficient, you can ignore any disadvantage that armour would impose on Stealth checks, the earth you wear a second skin for you.
Level 10: Unflagging Granite Spirit
At 10th level, your body and mind are infused with the enduring patience of stone. You have advantage on saves against charm, exhaustion and fear. Additionally, you can expend a use of rage to cause all Deception, Intimidate and Persuasion checks made against you to have disadvantage for a number of minutes equal to your Rage Damage bonus.
Level 14: Indomitable Mountain Apex
Upon reaching 14th level, you truly become one with the earth. You no longer need to breathe whilst you are in contact with nonmagical, unworked earth or stone, and the damage dealt by your Unassailable Mountain Spirit increases to your Strength modifier + 1d8 per 5 feet the target of your shove has left to move. Furthermore, while raging, spaces you move through becomes non-magical difficult terrain for 1 minute. Additionally, the space in a 5 foot radius around you is considered magical difficult terrain to hostile creatures.
Finally, you also gain a burrow speed equal to your walking speed speed while raging. You can burrow through non-magical, unworked earth and stone and while doing so, you don't disturb the material you move through.
A WIP Primal Path for a character in a game I'm playing in. None of the existing Paths or any homebrewed ones I found really seemed like they fit my character to me,
so I've taken a stab at this. Thoughts would be appreciated!
http://i.imgur.com/94ANMUD.png
“The mountain still stands. And once you all lie face down in the dirt, broken and bloody, it will stand still.”
The mountain has much for a barbarian to aspire to: incomparable endurance, incontestable resilience, and might beyond measure. Any berserk warrior can attempt emulate this. Only those with the earth in their blood can truly attempt to be the mountain, to make their flesh, their bones, their very breath the stuff of stone.
Those earth genasi who truly master this path become warriors capable of reshaping the battlefield around them, enduring hardships both physical and mental, and swimming through the very fabric of the world.
Restriction: Earth Genasi
Only earth genasi can pursue the Path of the Mountainblood, as only they have the innate connection to the essence of elemental Earth necessary. Your DM can lift this restriction to better suit the campaign.
Level 3: Earthcalling
Starting at 3rd level when you select this Path, you learn the mold earth cantrip if you don't already know it. Your spellcasting ability for it is Constitution.
Level 3: Unassailable Mountain Spirit
At 3rd level, your battle furies channel the cold, inexorable anger of the mountain. While raging, you add your Rage Damage bonus to all rolls made to resist being knocked prone or being moved involuntarily.
In addition, while raging, you also add your Rage Damage bonus to all shove attempts you make, and on a successful shove attempt you may push the target up to your Rage Damage bonus times 5 feet.
Finally, when you successfully push a creature into a solid object with a shove attempt, and they have yet to move the full distance you pushed them, they take bludgeoning damage equal to your Strength modifier + 1d6 per 5ft they have left to move.
Level 6: Stone As Self Internalisation
Starting at 6th level, you can feel the earth around you as a very extension of yourself. You have tremorsense with a radius of your proficiency bonus times 5 feet. In addition, when wearing armour made of stone or metal in which you are proficient, you can ignore any disadvantage that armour would impose on Stealth checks, the earth you wear a second skin for you.
Level 10: Unflagging Granite Spirit
At 10th level, your body and mind are infused with the enduring patience of stone. You have advantage on saves against charm, exhaustion and fear. Additionally, you can expend a use of rage to cause all Deception, Intimidate and Persuasion checks made against you to have disadvantage for a number of minutes equal to your Rage Damage bonus.
Level 14: Indomitable Mountain Apex
Upon reaching 14th level, you truly become one with the earth. You no longer need to breathe whilst you are in contact with nonmagical, unworked earth or stone, and the damage dealt by your Unassailable Mountain Spirit increases to your Strength modifier + 1d8 per 5 feet the target of your shove has left to move. Furthermore, while raging, spaces you move through becomes non-magical difficult terrain for 1 minute. Additionally, the space in a 5 foot radius around you is considered magical difficult terrain to hostile creatures.
Finally, you also gain a burrow speed equal to your walking speed speed while raging. You can burrow through non-magical, unworked earth and stone and while doing so, you don't disturb the material you move through.
A WIP Primal Path for a character in a game I'm playing in. None of the existing Paths or any homebrewed ones I found really seemed like they fit my character to me,
so I've taken a stab at this. Thoughts would be appreciated!