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Eebie BarbarianAncients NoMini

This document describes the Path of the Ancients barbarian subclass. It provides abilities that allow barbarians to tap into the power of ancestral spirits, including gaining resistance to necrotic damage while raging, dealing additional damage with melee attacks during rage, and unleashing vengeful spirits to damage enemies.
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0% found this document useful (0 votes)
21 views4 pages

Eebie BarbarianAncients NoMini

This document describes the Path of the Ancients barbarian subclass. It provides abilities that allow barbarians to tap into the power of ancestral spirits, including gaining resistance to necrotic damage while raging, dealing additional damage with melee attacks during rage, and unleashing vengeful spirits to damage enemies.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ΒΑRΒΑRΙΑΝ SUBCLASS:

Path of the Ancients


Path of the Ancients Ancestral Fury
3rd-Level Path of the Ancients Feature
I n the primeval forests where the fabric of
reality is thin and the spirits of the first warriors
As you tap into the raw energy of your rage,
ethereal forms of your ancestors begin to
roam, the Path of the Ancients beckons the brave manifest around you. These ghostly figures, clad
and the bold. These warriors bond with the in ancient armor and wielding spectral weapons,
ancestral spirits, not for protection but for hover and swirl in a haunting dance of war.
conquest, their essence woven with whispers of Their eyes blaze with the fury of battles long past,
primordial battles. Each of these chosen and their ghostly voices echo with the cries of
champions carries the echoes of ancient wars, ancient war chants, instilling a sense of awe and
their arms guided by spectral hands thirsty for dread in all who witness this display.
glory. As they stride into battle, the air shimmers
with the might of the forgotten ones, and their Berserker's Might: Your melee attacks
cries of valor resound through the echoes of become charged with the might of your
time. To walk this path is to carry the mantle of forebears. When you make a melee weapon
epochs past and to unleash the wrath of history's attack using Strength during your rage, the
fiercest souls upon any foe that dares to challenge spirits guide your hand. Once per rage, you can
the old blood. reroll the damage dice for the attack, and you
must use the new roll.
Song of the Old Blood
Ancestral Armor: The spirits of your
3rd-Level Path of the Ancients Feature
ancestors imbue you with a touch of their
ethereal resilience in the form of a protective
You gain the ability to perceive and communicate
shield. This shield manifests as a shimmering
with the spirits of your ancestors. This
aura that briefly flares each time you take
connection provides access to their guidance and
necrotic damage. While raging, you gain
wisdom. Once you use either option, you can’t
resistance to necrotic damage.
use that option again until you finish a long rest.

Spiritual Insight: You can seek guidance Soul Reaver


from your ancestors for advice on matters related 6th-Level Path of the Ancients Feature
to history, lore, and relevant traditions. You can
perform a 10-minute ritual to ask the spirits a Your rage taps into a primal force, enabling you
single question. The GM will provide an answer to unleash vengeful spirits upon your enemies. If
based on the knowledge and perspective of your you are raging and an ally you can see within 30
ancestors. This insight does not predict the feet of you takes damage from a creature, you can
future but may offer wisdom, warnings, or use your reaction to unleash an ancestral spirit at
insight based on past experiences. the attacking creature. The target must make a
Wisdom saving throw with a DC equal to 8 +
Ancestral Language: Your connection to your proficiency bonus + your Strength modifier.
your ancestors grants you the ability to A creature takes 2d6 necrotic damage on a failed
comprehend ancient languages. You undertake a save, or half as much damage on a successful one.
1-minute ritual, after which you gain the benefits This damage increases to 3d6 at 10th level and to
of the comprehend languages spell. This ability 4d6 at 14th level.
reflects the ancestral spirits imparting their
knowledge upon you, allowing you to understand
spoken words and decipher written messages in
any language, as if the voices of the past are
whispering these secrets in your ear.
Ancestral Warcry Wrath of the Wraiths
10th-Level Path of the Ancients Feature 14th-Level Path of the Ancients Feature

Your deep connection to ancient warrior spirits You can harness the vengeful power of a
empowers you to unleash a warcry that echoes thousand raging ancestral spirits. As an action
through the ages. As a bonus action while raging, once per rage, you invoke these wraiths to
you can channel the might of your ancestors to unleash their wrath in one of the following ways.
invigorate your allies or strike fear into the hearts The saving throw DC for these effects is 8 + your
of your enemies. proficiency bonus + your Strength modifier.
When you use this feature, choose one of the
following effects: Flames of Vengeance: Ghostly flames erupt
from your core, engulfing a 15-foot-radius sphere
• Allies within 30 feet of you who can hear you centered on you, passing through objects as if
are imbued with ancestral vigor, gaining ethereal. All creatures of your choice that you can
advantage on their next attack roll, saving see within this inferno must make a Dexterity
throw, or ability check before the start of saving throw, taking 8d6 necrotic damage on a
your next turn. failed save, or half as much damage on a
• Enemies within 30 feet of you who can hear successful one.
you must make a Wisdom saving throw (DC
equals 8 + your proficiency bonus + your Chain of Wraiths: A chain of tormented
Strength modifier). On a failure, the creature spirits erupts from your outstretched hands in a
becomes frightened until the end of your line 30 feet long and 5 feet wide. Each creature in
next turn. On a success, or when the effect the area must succeed on a Dexterity saving
ends, the target becomes immune to being throw or become restrained by the spirits for 1
frightened by you for the next 24 hours. minute. Restrained creatures can use an action to
repeat the saving throw at the end of each of
their turns, ending the effect on themselves on
a success.

Chill of the Grave: You unleash a bone-


chilling gust of otherworldly cold in a 30-foot
cone. Each creature caught in this maelstrom of
spectral frost must make a Dexterity saving
throw. A creature takes 8d6 cold damage on a
failed save, and half as much damage on a
successful one. Success or failure, each affected
creature’s speed is halved until the end of your
next turn as the grip of the grave hinders their
vitality.
D20 DICE

10+ Undying Megabosses


10+ Profane Lairs - each with
Innovative Mechanics!
Innovative Player Death & Resurrection
Mechanics
Undead Grafting System
75+ Unholy Monsters
50+ Craftable Items
10+ Otherwordly Familiars
12+ Dark Subclasses
40+ Mystical Spells
6+ Haunting Races
Setting Agnostic Adventures
Playable at Multiple Levels &
A LEGENDARY Campaign
Arc for Levels 1 through 10!
10+ Premium Megaboss
Miniatures

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