Saturday, May 7, 2016

Barbarian: Path of the Thaneborn v.2

Yesterday, after seven hours in labor, my wive gave birth to out first daughter, Elizabeth. Needless to say, I am dreadfully behind on my blogging. For that, I apologize. Instead of offering up a new batch of monsters (that will have to wait for another day), I would like to present the next draft of the Thaneborn Barbarian.

Designer's Notes: The new draft replaces the level 10 feature, which before gave proficiency with an additional skills (chosen from history, insight, intimidate, and persuasion), now gives the barbarian advantage on intimidate, and persuasion rolls made for a short time after raging. Theaneborn charge proved too finicky during our playtest of this subclass and has been replaced with a defender-like ability, furious challenge.

As always, let me know what you think. Feedback is always welcome and appreciated.




Path of the Thaneborn v.2

While most barbarians unleash their inner rage through destruction, others are born leaders, holding positions of great prestige in their tribe. These thanes are not only ruthless warriors, but inspirational war-leaders, whose furious tendencies serve not only to devour their foes, but also to inspire their allies.


Triumphant Shout
Starting when you select this path at 3rd level, your battle prowess begins to inspire those around you. Whenever you reduce a creature to 0 hit points, you and a number of allies equal to your Charisma modifier (minimum 1) within 30 feet who can see and hear you gain temporary points equal to your barbarian level + your charisma modifier.

Inspiring Presence
Beginning at 6th level, your presence and headfast resilience allows your allies stand in the face of fear and uncertainly, never surrender, even under the effects of charms and enchantments. Whenever you are raging, you and all allies within 30 feet gain advantage on saving throws to against being frightened or charmed.


Words of the Victor
Starting at 10th level, you fighting prowess and reputation begins to give you an edge in diplomacy and negotiation. After you finish raging and until your begin your next short rest, you have advantage on all Charisma (Intimidation) and Charisma (Persuasion) checks.


Furious Challenge
Starting at 14th level, whenever you are raging, you can let out a furious challenge that calls an opponent to arms as a bonus action. Choose a creature within 30 feet of you that can see and hear. That creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. One a failed save, any attacks that do not include you as a target are made with disadvantage and cannot willingly move away from you. This effect ends whenever you stop raging or if you willingly move more than 30 feet away from the target.