Homebrew:Path of the Courageous Heart: Difference between revisions

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[[file:bontu.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Ambition Domain subclass from [[Plane Shift: Amonkhet]]}}
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__NOTOC__
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|barbarian|blockquotestyle=width:100%}}
''The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife.''
For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.


Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one’s place in the afterlife at the expense of others is not shameful, but is proof of the initiate’s determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.
These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.


{| class="wikitable"
== Matter at Hand ==
|+ Ambition Domain spells
When you choose this path at 3rd level, you gain proficiency with improvised weapons. Additionally, your unarmed strikes deal damage equal to 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to a simple weapon, you can use that weapon’s statistics instead.
! Cleric Level !! Spells
|-
| 1st || ''[[spell:bane|bane]]'', ''[[spell:disguise-self|disguise self]]''
|-
| 3rd || ''[[spell:mirror-image|mirror image]]'', ''[[spell:ray-of-enfeeblement|ray of enfeeblement]]''
|-
| 5th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:vampiric-touch|vampiric touch]]''
|-
| 7th || ''[[spell:death-ward|death ward]]'', ''[[spell:dimension-door|dimension door]]''
|-
| 9th || ''[[spell:dominate-person|dominate person]]'', ''[[spell:modify-memory|modify memory]]''
|}


== Warding Flare ==
== Favor the Bold ==
When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
At 3rd level, when the adrenaline kicks in, primal instinct propels you to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.


== Channel Divinity: Invoke Duplicity ==
== Hearty Blow ==
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
At 6th level, when you hit with an unarmed or improvised weapon attack while raging, roll 1d4 and add its total to the attack’s damage. This damage increases when you reach certain levels in this class, increasing to 2d4 at 10th level, and 3d4 at 14th level.


As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
== Stroke of Inspiration ==
At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom check, you can expend a use of your rage to reroll the check with advantage. You must use the new roll.


For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
== Tenacious Heart ==
At 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll.


== Channel Divinity: Cloak of Shadows ==
;Inspiring.
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
:Your inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary hit points.
;Persistent.
:You won’t quit without a fight. The DC of your Relentless Rage feature is reduced by 5 until the end of your turn.
;Rallying.
:Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next minute.


== Potent Spellcasting ==
[[category:homebrew barbarian subclasses|Courageous Heart]]
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
 
== Improved Duplicity ==
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
[[category:homebrew cleric subclasses|Ambition]]

Latest revision as of 17:14, 26 July 2025

(OOC: This is an implementation of the Path of the Courageous Heart subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Barbarian

For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.

These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.

Matter at Hand

When you choose this path at 3rd level, you gain proficiency with improvised weapons. Additionally, your unarmed strikes deal damage equal to 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to a simple weapon, you can use that weapon’s statistics instead.

Favor the Bold

At 3rd level, when the adrenaline kicks in, primal instinct propels you to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.

While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.

Hearty Blow

At 6th level, when you hit with an unarmed or improvised weapon attack while raging, roll 1d4 and add its total to the attack’s damage. This damage increases when you reach certain levels in this class, increasing to 2d4 at 10th level, and 3d4 at 14th level.

Stroke of Inspiration

At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom check, you can expend a use of your rage to reroll the check with advantage. You must use the new roll.

Tenacious Heart

At 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll.

Inspiring.
Your inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary hit points.
Persistent.
You won’t quit without a fight. The DC of your Relentless Rage feature is reduced by 5 until the end of your turn.
Rallying.
Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next minute.