Path of the Spirits (5e Subclass)

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Path of the Spirits[edit]

Barbarian Subclass

Hailing from the wild places of the world where the power of nature reigns supreme, they are servants of the natural order who use the raw power of their Rage to channel spirits of the natural world. They often serve as defenders of sacred groves, Druidic Circles, and other places of natural power.

Primal Rage[edit]

3rd-level Path of the Spirits feature

You have learned to draw on primal magic, even in your Rage. You can cast spells while you’re Raging, and concentrate on them. Also, casting a spell of 1st-level or higher allows your Rage to continue, even if you don’t meet the other requirements.

Spirit Animal[edit]

3rd-level Path of the Spirits feature

At 3rd level, when you adopt this path, you choose a spirit animal and gain its feature. You must make or acquire a physical object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the spirit animal. At your option, you also gain minor physical attributes that are reminiscent of your animal spirit. For example, if you have a bear spirit, you might be unusually hairy and thick-skinned, or if your spirit is the eagle, your eyes turn bright yellow. Your spirit animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear You have resistance to all damage. (You don't have to be raging) The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle While you’re raging and aren’t wearing heavy armor, you have a flying speed equal to your current walking speed, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Wolf While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast[edit]

6th-level Path of the Spirits feature

At 6th level, you gain a magical benefit based on the spirit animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Elk Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.

Tiger You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Wolf You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Doubles[edit]

10th-level Path of the Spirits feature

As your connection with nature deepens, you now are blessed by two spirit animals. You can choose an additional option on your Spirit Animal and Aspect of the Beast features. In addition, if you are concentrating on a spell while raging, you get a bonus equal to your Proficiency Bonus to AC and Saving Throws made to maintain Concentration on a spell. The animal spirits stand up for you and protect you from assaults.

Spirit's Empowering[edit]

14th-level Path of the Spirits feature

Beginning at 14th level, you can harness your spirit's magic to empower yourself or a companion. As an action, you can touch one creature (which can be yourself).

The creature regains all expended spell slots, and all of his used class, race, background or other features.

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