Path of the Thousand-Lives (5e Subclass)

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Path of the Thousand-Lives[edit]

Barbarian Subclass

Many Barbarians strive to be like their ancestors, but few strive to actually become their ancestors. Those who follow the Path of the Thousand-Lives seek to quite literally bring their great ancestors back to the present day in the flesh -- by becoming them.

Ancestral Protection

Starting at 3rd level, your ancestors protect you (or at least that's what you believe). You gain a pool of d6s, called ancestral dice, equal to your Barbarian level. Whenever you make a check against a condition (such as being grappled) or a saving throw, you can expend and roll an ancestral die and add it to the result.

You regain any expended ancestral dice upon finishing a long rest.

Fury of the Founders

Starting at 3rd level, your rages are inspired directly by your ancestors. While raging, you add 1d4 to your attack rolls and saving throws.

Kin-Prayer

Starting at 6th level, you can pray to your ancestors for guidance. You can cast the Augury spell as a ritual without providing material components. When you do, your ancestors answer instead of a deity or other force.

At 10th level, you can cast Leomund's Tiny Hut as a ritual, manifesting as an invisible space protected by your ancestors.

Tribal Memories

When you reach 6th level, memories of your ancestors' lives come flooding back. You gain proficiency with a skill or tool of your choice.

Additionally, choose one type of weapon to be your ancestral weapon. You have a +1 bonus to attack and damage rolls made with an ancestral weapon, and your rage damage applies to it while raging even if you use an ability other than Strength for the attack and damage rolls. When you reach 10th and 14th level in this class, you can choose an additional type of ancestral weapon.

Kill the Outsiders

Starting at 10th level, the first time you hit a creature with a weapon attack during a turn while raging, it must succeed on a Charisma saving throw or subtract 1d4 from the next attack roll or saving throw it makes before the end of its next turn. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier.

Become the Thousand-Lives

At 14th level, you become one of your great ancestors incarnate. Choose one of the following:

  • Barbarian: Your hit point maximum increases by 14. Whenever you gain a level in this class, your hit point maximum increases by 1 more point. Your rage damage increases by +2.
  • Bard: Choose one skill or tool with which you have proficiency. Add your proficiency bonus again to checks you make with that skill or tool. You know one Bard cantrip of your choice, and you can cast it while raging.
  • Cleric: You gain immunity to diseases, poison damage, and the poisoned condition. You can use the Turn Undead Channel Divinity option available to the Cleric once between long rests. The DC for it equals 8 + your proficiency bonus + your Charisma modifier.
  • Druid: You can speak, understand, and read Druidic. Once between long rests, you can use the Druid's Wild Shape class feature to transform into a CR 1 beast.
  • Fighter: While raging, you can make one weapon attack using your bonus action. Once between long rests, you can use your bonus action to regain a number of hit points equal to 1d12 + your barbarian level.
  • Monk: Your unarmed strikes deal 1d6 damage (unless it was already higher). While raging, they deal 1d8 damage instead (unless it was already higher). Whenever you hit with an unarmed strike, you can use your bonus action and expend and an ancestral die to make a number of additional unarmed strikes against the same target equal to the number rolled on the ancestral die.
  • Mystic: You gain proficiency with Intelligence saving throws. While raging, you gain the benefit of one Psionic Focus of one Psionic Discipline of your choice. You can choose a difference Psionic Focus each time.
  • Paladin: You gain proficiency with heavy armor, and heavy armor doesn't keep you from raging. Whenever you finish a long rest, you gain temporary hit points equal to 5 times your Constitution modifier (minimum of 5 temporary hit points).
  • Ranger: Choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have advantage on Intelligence and Wisdom checks related to such a terrain. Additionally, you are immune to the effects of difficult terrain when in a chosen terrain. You can choose new types of terrain when you finish a long rest.
  • Rogue: Whenever you have advantage on a weapon attack roll, you deal an extra 1d6 damage of the weapon's type on a hit. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
  • Sorcerer: You gain proficiency with Charisma saving throws. You know one Sorcerer cantrip of your choice, and you can cast it while raging.
  • Warlock: You gain the benefits of one Eldritch Invocation of your choice that doesn't have any prerequisites.
  • Wizard: Choose three spells of 5th-level or lower that can be cast as rituals. You can cast those spells as rituals without providing material components for them. You know one Wizard cantrip of your choice, and you can cast it while raging.

Any spells granted to you by this feature use Charisma as your spellcasting ability.

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