Homebrew:Path of the Sacred Kin: Difference between revisions

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{{base class|barbarian|blockquotestyle=width:100%}}
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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.
As in all civilizations, stories of life’s origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forebear’s spirit, to lead them to their destiny—for good or ill. The circumstances surrounding the event could be as simple as the death of a clan’s chieftain, as great as the threat of slavery, or even extinction.


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.
The elders of most tribes are aware of a spirit’s affinity to their people, but some spirits can surprise even them. Oftentimes these gifts are celebrated, for they usher in a new and heroic age—but some fear that a gifted hero could just as easily become a tyrant.


== Matter at Hand ==
In battle, your ancestor’s spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, demonic, or even aberrant in nature.
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 ==
== Spellcasting ==
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.
When you reach 3rd level, you channel your ancient blood to harness the power of your forebearer. See [[beyond:sources/phb/spellcasting|chapter 10 of the ''Player's Handbook'']] for the general rules of spellcasting and [[beyond:sources/phb/spells#SorcererSpells|chapter 11]] for the sorcerer spell list.


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.
;Cantrips.
:You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
;Spell Slots.
:The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
:For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall with either slot.
;Spells Known of 1st-Level and Higher.
:You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination or transmutation spells on the sorcerer spell list.
:The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
:The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer’s spell list.
:Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
;Spellcasting Ability.
:Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one.
<center>'''Spell save DC''' = 8 + your proficiency bonus + your Constitution modifier</center>


== Hearty Blow ==
<center>'''Spell attack modifier''' = your proficiency bonus + your Constitution modifier</center>
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 ==
{| class="wikitable" style="text-align:center"
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.
|+ Sacred Kin Spellcasting
! rowspan="2" | Barbarian Level
! rowspan="2" | Cantrips Known
! rowspan="2" | Spells Known
! rowspan="2" | Ancestry Points
! colspan="4" | &mdash;Spell Slots per Spell Level&mdash;
|-
! 1st !! 2nd !! 3rd !! 4th
|-
| 3rd || 2 || 3 || &mdash; || 2 || &mdash; || &mdash; || &mdash;
|-
| 4th || 2 || 4 || &mdash; || 3 || &mdash; || &mdash; || &mdash;
|-
| 5th || 2 || 4 || &mdash; || 3 || &mdash; || &mdash; || &mdash;
|-
| 6th || 2 || 4 || 4 || 3 || &mdash; || &mdash; || &mdash;
|-
| 7th || 2 || 5 || 5 || 4 || 2 || &mdash; || &mdash;
|-
| 8th || 2 || 6 || 5 || 4 || 2 || &mdash; || &mdash;
|-
| 9th || 2 || 6 || 6 || 4 || 2 || &mdash; || &mdash;
|-
| 10th || 3 || 7 || 6 || 4 || 3 || &mdash; || &mdash;
|-
| 11th || 3 || 8 || 7 || 4 || 3 || &mdash; || &mdash;
|-
| 12th || 3 || 8 || 7 || 4 || 3 || &mdash; || &mdash;
|-
| 13th || 3 || 9 || 7 || 4 || 3 || 2 || &mdash;
|-
| 14th || 3 || 10 || 8 || 4 || 3 || 2 || &mdash;
|-
| 15th || 3 || 10 || 8 || 4 || 3 || 2 || &mdash;
|-
| 16th || 3 || 11 || 8 || 4 || 3 || 3 || &mdash;
|-
| 17th || 3 || 11 || 9 || 4 || 3 || 3 || &mdash;
|-
| 18th || 3 || 11 || 9 || 4 || 3 || 3 || &mdash;
|-
| 19th || 3 || 12 || 9 || 4 || 3 || 3 || 1
|-
| 20th || 3 || 13 || 10 || 4 || 3 || 3 || 1
|}


== Tenacious Heart ==
== Ancestral Origins ==
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.
At 3rd level, when you choose this path, you choose the origin of your ancestor, either aberrant, celestial, or demonic. The damage types associated with your origin are used by features you gain later.


;Inspiring.
You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries.
: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]]
{| class="wikitable"
|+ Ancestral Origin
! Ancestor !! Damage Type !! Language
|-
| Aberrant || Psychic or Force || Deep Speech
|-
| Celestial || Thunder or Radiant || Celestial
|-
| Demonic || Necrotic or Poison || Abyssal
|}
 
== Mythic Manifestation ==
As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you gain temporary hit points equal to three times the spell slot’s level.
 
== Supernatural Fury ==
At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.
 
When you enter your Supernatural Fury and you aren’t wearing heavy armor, the following benefits replace the benefits of the Rage feature:
 
* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
* You have resistance to damage from spells and other magical effects.
 
Your Supernatural Fury lasts for 1 minute. It ends early if you're knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus action.
 
== Ancestry Points ==
At 6th level, you have 4 ancestry points, and you gain more as you reach higher levels, as shown in the Ancestry Points column of the Sacred Kin Spellcasting table. You regain all spent ancestry points when you finish a long rest.
 
=== Metamagic ===
As represented by ancestry points, you're able to create a variety of magical effects. You gain the ability to twist your spells to suit your needs. You gain two of the metamagic options of your choice from the sorcerer’s list of available options. You gain another one at 10th and 17th level.
 
You can use only one metamagic option when you cast a spell, unless otherwise noted.
 
== Transcendent Legacy ==
At 6th level, when you enter your rage, you can choose to imbue your weapons with one of the damage types associated with your ancestry. Until your rage ends, your melee weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage.
 
At 14th level, weapon attacks with this feature ignore resistance to this damage, but not immunity.
 
== Ancestral Guidance ==
Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage to the target of your weapon attack, you make this attack with advantage.
 
== Immortal Birthright ==
At 14th level, you gain the ability to manifest the wings of your ancestor from your back, gaining a flying speed equal to your current speed. The origin you chose for you Ancestral Origins feature determines the appearance of the wings, either feather, scale, or sinew. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
 
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
 
[[category:homebrew barbarian subclasses|Sacred Kin]]

Revision as of 05:19, 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

As in all civilizations, stories of life’s origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forebear’s spirit, to lead them to their destiny—for good or ill. The circumstances surrounding the event could be as simple as the death of a clan’s chieftain, as great as the threat of slavery, or even extinction.

The elders of most tribes are aware of a spirit’s affinity to their people, but some spirits can surprise even them. Oftentimes these gifts are celebrated, for they usher in a new and heroic age—but some fear that a gifted hero could just as easily become a tyrant.

In battle, your ancestor’s spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, demonic, or even aberrant in nature.

Spellcasting

When you reach 3rd level, you channel your ancient blood to harness the power of your forebearer. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips.
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots.
The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall with either slot.
Spells Known of 1st-Level and Higher.
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination or transmutation spells on the sorcerer spell list.
The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer’s spell list.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability.
Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Sacred Kin Spellcasting
Barbarian Level Cantrips Known Spells Known Ancestry Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 4 3
7th 2 5 5 4 2
8th 2 6 5 4 2
9th 2 6 6 4 2
10th 3 7 6 4 3
11th 3 8 7 4 3
12th 3 8 7 4 3
13th 3 9 7 4 3 2
14th 3 10 8 4 3 2
15th 3 10 8 4 3 2
16th 3 11 8 4 3 3
17th 3 11 9 4 3 3
18th 3 11 9 4 3 3
19th 3 12 9 4 3 3 1
20th 3 13 10 4 3 3 1

Ancestral Origins

At 3rd level, when you choose this path, you choose the origin of your ancestor, either aberrant, celestial, or demonic. The damage types associated with your origin are used by features you gain later.

You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries.

Ancestral Origin
Ancestor Damage Type Language
Aberrant Psychic or Force Deep Speech
Celestial Thunder or Radiant Celestial
Demonic Necrotic or Poison Abyssal

Mythic Manifestation

As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you gain temporary hit points equal to three times the spell slot’s level.

Supernatural Fury

At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.

When you enter your Supernatural Fury and you aren’t wearing heavy armor, the following benefits replace the benefits of the Rage feature:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You have resistance to damage from spells and other magical effects.

Your Supernatural Fury lasts for 1 minute. It ends early if you're knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus action.

Ancestry Points

At 6th level, you have 4 ancestry points, and you gain more as you reach higher levels, as shown in the Ancestry Points column of the Sacred Kin Spellcasting table. You regain all spent ancestry points when you finish a long rest.

Metamagic

As represented by ancestry points, you're able to create a variety of magical effects. You gain the ability to twist your spells to suit your needs. You gain two of the metamagic options of your choice from the sorcerer’s list of available options. You gain another one at 10th and 17th level.

You can use only one metamagic option when you cast a spell, unless otherwise noted.

Transcendent Legacy

At 6th level, when you enter your rage, you can choose to imbue your weapons with one of the damage types associated with your ancestry. Until your rage ends, your melee weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage.

At 14th level, weapon attacks with this feature ignore resistance to this damage, but not immunity.

Ancestral Guidance

Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage to the target of your weapon attack, you make this attack with advantage.

Immortal Birthright

At 14th level, you gain the ability to manifest the wings of your ancestor from your back, gaining a flying speed equal to your current speed. The origin you chose for you Ancestral Origins feature determines the appearance of the wings, either feather, scale, or sinew. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.