Difference between revisions of "Barbarian/Path of the Bladestorm"

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<html><div class="portrait"><img src="/w/images/class/barbarian_berserker.png" alt="barbarian" /></div></html>
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<html><div class="portrait"><img src="/w/images/class/barbarian_bladestorm.png" alt="barbarian" /></div></html>
  
<h6>Path of the Dragon</h6>
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<h6>Path of the Blade Storm</h6>
{{Homebrew | '''Homebrew:''' Path of the Dragon (1.2.0) was made by KibbleTasty and published on [https://www.gmbinder.com/profile/kibblestasty GM Binder].}}
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{{Homebrew | (1.2.1) This subclass was created by KibbleTasty and published on [https://www.gmbinder.com/profile/kibblestasty GM Binder].}}
  
A Barbarian of this path taps into one of the most ancient and primeval of them all: the power of dragons.
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Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more an apt description than those that have chosen the Path of the Bladestorm. They are barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath.
  
Some say this path was born during the Dracorage by mortals tapping into the primal rage as it washed across the world, others say that only those with latent dragon blood coursing through them can walk this path. What all can agree on is the result is a being to be feared.
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When a Path of the Bladestorm Barbarian walks unto a battlefield, those unprepared to withstand the rain of sharp steel ought to run away and hide until the storm passes. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks, and slashes at the strength of primal winds.
  
As with most Barbarian, those following this path tend toward Chaos, as they contain potent destructive power that paces at the edges of the cage, just waiting to be unleashed. Some, particularly those rare individuals who channel metallic colors, may be exceptions to this tendency.
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Woe to the foe who would stand before the storm.
  
====Quirks====
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===Walking Armory===
The following are some optional quirks for a player of this Path to choose from - these can be either preexisting, signaling their fated path toward this Path, or appearing after the first time they've assumed dragon shape.
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Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it or drawing a new weapon immediately after throwing the weapon if you have another weapon available.
  
<div class="box">
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===Furious Hurl===
{| class="classtable"
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Additionally at 3rd level, you can add your Rage bonus damage to thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
! style="width:10%" | d6
 
! style="text-align:left" | Optional Quirks
 
|-
 
| 1
 
| style="text-align: left" | You keep your treasure in your bedroll.
 
|-
 
| 2
 
| style="text-align: left" | You have dragon-like horns that never go away after your first rage.
 
|-
 
| 3
 
| style="text-align: left" | You occasionally refer to mortals as morsels.
 
|-
 
| 4
 
| style="text-align: left" | You prefer your food having been treated by your element of choice.
 
|-
 
| 5
 
| style="text-align: left" | Your burps can be a little bit... elemental.
 
|-
 
| 6
 
| style="text-align: left" | You occasionally feel the need to practice your roaring.
 
|}
 
</div>
 
  
===Dragon Form===
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===Whirling Death===
When you choose this path at 3rd level, when you enter a rage, you can choose to make your Rage bonus damage deal elemental damage matching your draconic type. Additionally, you can you take on aspects of a draconic being, growing savage natural weapons as claws grow from your hands, fangs sprout from your maw, and a vicious lashing tail grows from your back. Your claws deal 1d4 slashing damage, your fangs deal 1d8 piercing damage, and your lashing tail deals 1d6 bludgeoning damage and has the reach property.
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Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling weapon stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that ends its turn within 5 feet of it. A creature can only take damage from this feature once per turn. You can use your reaction to make an attack of opportunity with any weapon animated by this feature if a target moves out of its reach.
  
Whenever you attack with one of your natural weapons using the Attack action on your turn, if you are not carrying any weapon or shield, you can make a single unarmed strike with your claws as a bonus action.
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===Endless Blades===
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Additionally at 6th level, while raging your rage suffuses any weapon within 20 feet of you that is not
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being worn or carried. As a bonus action, you can call one or more such weapons to your open hands. Any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical
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attacks and damage.
  
When you gain this feature, you pick a color, and gain resistance corresponding to the element type of that color on the following chart while raging.
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===Winds of Rage===
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Beginning at 10th level, the winds around you are tied to your anger. You learn the spell gust. While you are raging, you can cast gust as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet.
  
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===Bladestorm===
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Starting at 14th level, as an action when you are raging, you can start a Bladestorm. You can fling out up two light melee weapons you are carrying and whip any weapons animated by Whirling Death into it.
  
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All creatures of your choosing within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency modifier + your strength modifier. On failure, they take 1d6 damage for each blade that is part of the bladestorm (up to 4d6) + your Strength modifier + your rage bonus damage.
  
When you enter a rage, if you choose to deal elemental damage with your rage, and choose not to transform, you can instead focus your powers into intensifying your elemental power, increasing your Rage bonus damage increases by 1.
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On subsequent turns, while raging, you can use your action to keep the Bladestorm going, forcing all creatures within 20 feet to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier. You can use this feature once per rage. When a bladestorm ends, all included weapons fall to the ground around you.
 
 
===Unleashed Savagery===
 
Starting at 6th level, once during a rage, as an attack as part of the Attack action, you can unleash your Rage into pure energy, exhaling a blast of elemental power. Creatures within 15 foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your proficiency modifier + your strength modifier. A creature takes 6d6 damage of the Elemental Type of your Dragon Color on a failed save.
 
 
 
The damage and range of this breath weapon increase at 10th level (to 8d6 in a 30 foot cone), and 14th level (to 10d6 in a 60 foot cone). Starting at 18th level, you can use this breath weapon twice per rage, but only per turn.
 
 
 
===Primal Weapons===
 
Additionally at 6th level, the natural weapons you gain while raging now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
 
 
 
===Dragonhide===
 
Starting at 10th level, the marks of your Draconic path no longer entirely fade when you are not raging, and heavy scales grant you resistance to bludgeoning, piercing, and slashing damage from nonmagical sources even when you are not raging. Additionally, you gain resistance to your Dragon Color's Elemental Type when not raging.
 
 
 
===Tyrant of the Skies===
 
By 14th level, when you enter a rage, you can massive dragon wings sprout from your back. If you are not wearing heavy armor, you gain a flying speed equal to your movement speed.
 
 
 
If you choose to manifest natural weapons and wings when you enter a rage, you can choose entirely take on a draconic form while raging, becoming Large sized. When you take on a full draconic form, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.
 
  
  

Latest revision as of 13:38, 10 September 2022

barbarian

Path of the Blade Storm
Homebrew: (1.2.1) This subclass was created by KibbleTasty and published on GM Binder.

Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more an apt description than those that have chosen the Path of the Bladestorm. They are barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath.

When a Path of the Bladestorm Barbarian walks unto a battlefield, those unprepared to withstand the rain of sharp steel ought to run away and hide until the storm passes. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks, and slashes at the strength of primal winds.

Woe to the foe who would stand before the storm.

Walking Armory

Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it or drawing a new weapon immediately after throwing the weapon if you have another weapon available.

Furious Hurl

Additionally at 3rd level, you can add your Rage bonus damage to thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Whirling Death

Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling weapon stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that ends its turn within 5 feet of it. A creature can only take damage from this feature once per turn. You can use your reaction to make an attack of opportunity with any weapon animated by this feature if a target moves out of its reach.

Endless Blades

Additionally at 6th level, while raging your rage suffuses any weapon within 20 feet of you that is not being worn or carried. As a bonus action, you can call one or more such weapons to your open hands. Any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Winds of Rage

Beginning at 10th level, the winds around you are tied to your anger. You learn the spell gust. While you are raging, you can cast gust as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet.

Bladestorm

Starting at 14th level, as an action when you are raging, you can start a Bladestorm. You can fling out up two light melee weapons you are carrying and whip any weapons animated by Whirling Death into it.

All creatures of your choosing within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency modifier + your strength modifier. On failure, they take 1d6 damage for each blade that is part of the bladestorm (up to 4d6) + your Strength modifier + your rage bonus damage.

On subsequent turns, while raging, you can use your action to keep the Bladestorm going, forcing all creatures within 20 feet to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier. You can use this feature once per rage. When a bladestorm ends, all included weapons fall to the ground around you.