Homebrew:Path of the Red Reaver: Difference between revisions

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[[file:red reaver.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Path of the Courageous Heart subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Path of the Courageous Heart subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|barbarian|blockquotestyle=width:100%}}
{{base class|barbarian|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
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.
The Path of the Red Reaver is a warrior’s hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.


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.
As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.


== Matter at Hand ==
== Devouring Rage ==
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.
Starting when you choose this path at 3rd level, your thirst for blood channels the life force of your foes to sustain you. When you're raging and below half of your hit point maximum, you can enter a devouring rage by expending any number of Hit Dice as a bonus action. For the duration of your rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 + the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points.


== Favor the Bold ==
Your target must have blood in order for you to regain hit points from an attack.
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.
At the beginning of each turn, if you haven’t hit a hostile creature since your last turn, you suffer damage equal to the number you would regain on a hit but retain your devouring rage and its features.


== Hearty Blow ==
Your devouring rage ends once you reach your hit point maximum or you exit your Rage whichever happens first.
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 ==
== Sanguine Scent ==
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.
Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.


== Tenacious Heart ==
If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can’t use this feature to detect any other creature but your quarry. When you would make a Wisdom ({{Survival}}) check to track your quarry, the creature instead makes a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.
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.
You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature.
: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.


[[category:homebrew barbarian subclasses|Courageous Heart]]
== Blood Hound ==
When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature’s possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.
 
Additionally, you can spend 1 Hit Die to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target’s saving throw against being tracked by you and the range of your tracking ability becomes 5 miles for that creature.
 
== Blood of the Pack ==
At 10th level, your wild blood fury is tempered by the bond you share with your allies. As an action, while your current hit point total is at least half of your hit point maximum, you can expend some of your Hit Dice to heal allies within 10 feet of you. When you do, you roll 1 Hit Die for each creature you target with this feature. That creature regains a number of hit points equal to the result + your Constitution modifier (minimum of 1). Repeat the process for each creature you choose. At the end of your turn, you suffer one level of exhaustion.
 
Once you use this feature, you can’t use it again until you finish a long rest.
 
== Sanguine Clarity ==
Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage, you can expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18–20.
 
If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further.
 
[[category:homebrew barbarian subclasses|Red Reaver]]

Revision as of 04:51, 13 June 2023

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

Base Class: Barbarian

The Path of the Red Reaver is a warrior’s hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.

As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.

Devouring Rage

Starting when you choose this path at 3rd level, your thirst for blood channels the life force of your foes to sustain you. When you're raging and below half of your hit point maximum, you can enter a devouring rage by expending any number of Hit Dice as a bonus action. For the duration of your rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 + the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points.

Your target must have blood in order for you to regain hit points from an attack.

At the beginning of each turn, if you haven’t hit a hostile creature since your last turn, you suffer damage equal to the number you would regain on a hit but retain your devouring rage and its features.

Your devouring rage ends once you reach your hit point maximum or you exit your Rage whichever happens first.

Sanguine Scent

Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.

If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can’t use this feature to detect any other creature but your quarry. When you would make a Wisdom (SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.) check to track your quarry, the creature instead makes a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature.

Blood Hound

When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature’s possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.

Additionally, you can spend 1 Hit Die to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target’s saving throw against being tracked by you and the range of your tracking ability becomes 5 miles for that creature.

Blood of the Pack

At 10th level, your wild blood fury is tempered by the bond you share with your allies. As an action, while your current hit point total is at least half of your hit point maximum, you can expend some of your Hit Dice to heal allies within 10 feet of you. When you do, you roll 1 Hit Die for each creature you target with this feature. That creature regains a number of hit points equal to the result + your Constitution modifier (minimum of 1). Repeat the process for each creature you choose. At the end of your turn, you suffer one level of exhaustion.

Once you use this feature, you can’t use it again until you finish a long rest.

Sanguine Clarity

Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage, you can expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18–20.

If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further.