![]() ![]() Skills Perception +1 plus PB, Stealth +2 plus PB Saving Throws Dex +2 plus PB, Wis+1 plus PB Hit Points 5 + four times your barbarian level When an ally within 5 feet of it is hit by an attack, the guardian takes the damage instead. Hit: 1d4+2 bludgeoning, piercing, or slashing damage (based on chosen form). Melee Weapon Attack: +2 plus PB, reach 5ft., one target. The guardian can't be surprised.Īctions Natural Weapons. When the guardian's hit points fall below half its maximum, it's enraged for 10 minutes, gaining temporary hit points equal to half its maximum. ![]() Languages Understands your languages but cannot speak. Senses Darkvision 60ft., passive Perception 11 plus PB Skills Athletics +2 plus PB, Intimidation -2 plus 2 times PB, Perception +1 plus PB Saving Throws Str +2 plus PB, Con +3 plus PB Hit Points 5 + six times your barbarian level Medium (Large if Land or Sea), beast, neutralĪrmour Class 12 plus Proficiency Bonus (natural armour) Its in game statistics found below, which uses your proficiency bonus (PB) in several places. Select either the Guardian or Striker, and one of land, sea or sky. This respect for animals doesn't cross into naivety- no barbarian better understands the circle of life and the delicate balance between the needs of predator and prey better than those who walk the Path of the Primal Spirit.Īt 3rd level, you gain a primal companion, a spirit that accompanies you on your adventures and instinctively fights alongside you. Such barbarians are as likely to accept quests and pleas for aid from the local wildlife as they are other humanoids. These barbarians forge powerful connections with the beasts and natural spirits of the world, inspiring such ethereal beings to manifest and journey with them on far-flung adventures.īarbarians who follow this path have a deep reverence for the ecological cycle of the natural world. Many Barbarians are in tune with the natural world, but few are as mystically intertwined with it as those who walk the Path of the Primal Spirit. Once you use this feature, you can’t use it again until you finish a long rest. You lose all remaining temporary hit points after 1 minute. ![]() In addition, if you were raging your rage ends, and if you weren’t raging, you enter a rage (even if you have no remaining uses of your rage). While you are raging, your unarmed strikes score a critical hit on a roll of 19 or 20.Īt 14th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead and gain temporary hit points equal While you are raging, you have resistance to all damage except psychic damage.Īt 10th level, while you are not raging, you can take a bonus action on each of your turns to take the Disengage or Help action. In addition, you gain proficiency with one artisan’s tool kit of your choice or learn to read, speak, and write one language of your choice.Īt 6th Level, while you are not raging, you have resistance to psychic damage. You count as one size larger when determining who you can target and who can target you with grappling, and your reach with unarmed attacks increases to 10 feet.Īlso at 3rd level, you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion.When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.You can roll a d8 in place of the normal damage of your unarmed strike, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.In addition, while raging, you gain the following benefits if you aren't' wearing heavy armour: Creatures who don't witness your transformation and have not witnessed it in the past do not recognize you. ![]() Starting at 3rd level, when you enter your rage, your features distort and your body swells such that your appearance completely changes. When they allow their id to take control, their countenance turns monstrous and their bodies swell with the power of rage made physically manifest. When their ego is in control, the Fractured, as these barbarians are known- are capable of a degree of self-control and cunning that few other Barbarians are. A rare few study esoteric psychological techniques that split their rage off from the rest of their psyche, diving their identity into two parts: ego and id. Barbarians are defined by their rage, channelling emotion to unleash brief but potent destruction on their enemies. ![]()
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