Barbarian - Path of the Ravager

Exploit fear as a weapon and use blood magic to gain great power.

Created by Daniel Nnorth

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Path of the Ravager

Barbarians that choose to follow the Path of the Ravager disfigure their bodies and use fear as a weapon. Adorning themselves with odd bits of jewery and chains.

They learn to use a bit of blood magic to heighten their rage at the expense of out of combat recovery.

Naturally Intimidating

Starting when you choose this path at 3rd level, you gain proficiency with the disguise kit and Intimidation. If you are already proficient with Intimidation, your proficiency bonus is doubled.

Additionally, as a bonus action on your turn while raging, you can make an Intimidation check against one creature that can see and hear you within 30 feet. The target must make a contested Wisdom (Insight) check. On a failed check, the target becomes frightened of you until the end of your next turn. On a successful check, their attention turns toward you and they have advantage on their next attack against you.

When you reach 17th level in this class, if a you make an Intimidation check against a creature and its Wisdom (Insight) check is successful, it no longer gains advantage on its next attack against you.

Blood Rage

Starting at 3rd level, when you enter a rage, as an additional cost you may expend one hit die to enter what is called a blood rage. While under the effects of blood rage, you gain the following additional benefits:

  • Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one size category. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available.
  • You gain a bonus to the damage of your melee weapon attacks, the bonus equals your Constitution modifier (minimum of +1)
  • Your reach increases by 5 feet.
  • You have disadvantage on Wisdom saving throws.

When your blood rage ends, roll the hit die. You must succeed on a DC (10 + the number rolled) Constitution saving throw or fall prone and become incapacitated until the end of your next turn.

Scarification

Starting at 6th level, you disfigure your own skin to bring fear to those who would oppose you. You gain a +1 bonus to your Armor Class from Unarmored Defence. This bonus increases by +1 at 15th level.

Additionally, when making an Intimidation check, you may use your Strength modifier instead of your Charisma modifier.

Satiated Rage

Starting at 10th level, when you are hit by an attack or spell effect during a blood rage, you can use your reaction to expend one hit die and reset the duration of your blood rage without expending a use of your rage ability. When you do so, roll the hit die. You regain hit points equal to the number rolled + your Constitution modifier.

After using this ability, if you fail the Constitution saving throw when your blood rage ends. You gain one level of Exhaustion.

You can only use this ability a number of times during each use of blood rage equal to your Constitution modifier.

Fearsome Rage

Starting at 14th level, as an action, you can bring fear to those around you while you are raging. If you do so, for the duration of your rage creatures that enter within a 10-foot-radius of you and can see or hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened for the duration of your rage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. If you are under the effects of Blood Rage when you use this, the DC of the saving throw is increased by +2.

License

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System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;

Path of the Ravager Copyright 2018, Nnorthbrew; author Daniel Nnorth.

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