Barbarian
The barbarian archetype is common throughout Noefra, and not only (not even predominantly) among the “uncivilized” tribes. It’s said that the origin of the iconic rage was developed by watching pre-cataclysm orcs tap into primal (but demon-tainted) power through their bloodline curse of blood-lust and anger. [That’s a story I don’t believe. People have been getting angry and gaining power from it for a long time. End of the 2nd Age at the most recent. –IB] Whatever the origin, the orcs of the Fiach Wood (and those of Wyrmhold) are most associated in the common mind with barbarians. Barbarians draw on the primal aether of the Mortal world, often through their emotions. They draw that aether into themselves to reinforce their bodies and souls. While anger (ie rage) is one of the easiest emotions to do this with, many barbarians wield other emotions. Their minds remain cleare Some, in fact, treat this as an entirely intellectual exercise as they become the primal embodiment of the blade.
Presented here are two new subclasses for the 2014 Barbarian class. For a different take on the barbarian entirely, see Warden, later in this document. The two (barbarian and warden) shouldn’t be played in the same party.
Path of the Stormbound Fist
Those that follow the path of the Stormbound Fist have an innate connection to elemental lightning; fire and air combined into a destructive mix. They often tend to favor unarmed attacks, but regardless their attacks hit with the force of a bolt of lightning.
Storm Fist
When you choose this path at 3rd level, you can concentrate your primal electricity in your unarmed attack. When you hit with an unarmed attack, your fists deal 1d10 damage instead of 1. When you hit with an unarmed attack, you can choose to make the damage lightning damage instead of bludgeoning.
If you wield a weapon, the weapon deals lightning damage or its regular damage type (your choice).
Lightning Throw
Starting at 3rd level, when you make a ranged attack with a thrown weapon, the short range is equal to the long range. Additionally, when you hit with a ranged attack with a thrown weapon, the attack deals an additional 1d6 lightning damage.
Amplification
Starting at 3rd level, when you hit with a weapon attack or an unarmed attack, you can choose to infuse it with extra electricity. When you do so, the attack deals 2d6 extra lightning damage and the target must make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the target is stunned until the end of your next turn. If the triggering attack was a critical hit, the target automatically fails the saving throw. Once you use this ability, you cannot do so again until you finish a short or long rest.
Implacable
Starting at 6th level, you have gained a measure of implacability. No one can stand against an oncoming storm or against your raging advance. You gain the following benefits.
- When you are grappled or restrained by an ability that requires a check to escape, you can do so once per turn without expending an action. Additionally, you have advantage on Strength (Athletics) checks made to impose a grapple.
- When you take the Dash action, you add movement equal to twice your speed instead of only equal to your speed. Additionally, when you take the Dash action, move at least 10 feet, and end your movement within reach of a creature, you can immediately make an unarmed attack against them as part of that action.
- You gain resistance to lightning and thunder damage.
Overcharged
Starting at 10th level, the lightning courses through your blood. You gain the following benefits.
- Lighting damage that you do ignores resistance and treats immunity as resistance.
- When you hit with the attack granted by your Implacable feature, you can use your Amplification ability even if you have already expended it. If you have not expended it, this does not expend its use.
- While you are raging, you gain a flying speed equal to your speed as lightning forms crackling wings.
Havoc
Starting at 14th level, your rage carries with it primal lightning and thunder. You gain the following benefits:
- You can use Amplification twice before needing to complete a short or long rest to use it again.
- While you are raging, you can use an action to stomp the ground, creating a shocking web of lightning. All creatures of your choice within 30 feet must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, they take 8d8 lightning damage and are knocked prone and restrained by bands of lightning. On a success, they take half as much damage and are only knocked prone (not restrained). Restrained creatures take 2d8 lightning damage at the beginning of each of their turns and can attempt the saving throw again at the end of each of their turns, ending the effect on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.
Path of the Whirling Blade
Those that follow the Path of the Whirling Blade seek to embody the essential nature of the blade. They manipulate their personal aether into forms, the platonic ideal of a particular concept. In this case, curved blades. As a side effect, those of the Whirling Blade dance like (angry, hulking) tornadoes across the battlefield, striking seemingly randomly, leaving devastation in their wake.
The Whirling Blade
| Level | Shaping Die |
|---|---|
| 3 | d6 |
| 6 | d8 |
| 10 | d10 |
| 14 | d12 |
Shaping Dice
You have 4 shaping dice, each of which is a d6. You use these to empower your archetype features. You regain expended dice when you complete a short or long rest. The size of each die increases with level as shown on the Whirling Blade table.
Aetheric Weapons
Starting when you choose this archetype at level 3, you can manifest aetheric blades from one or both of your hands as a bonus action. These glittering blue swords count as magical light melee weapons with the thrown (60/120) property. Their damage die is equal to your shaping die and they deal your choice of slashing or piercing damage. When you throw one of them as an attack, it reappears instantly in your hands after the attack completes, hit or miss.
Additionally, you can choose to meld with up to two one-handed magical weapons you are touching at the end of a long rest. While bonded, the weapons disappear and any magical properties they possess are replicated on your aetheric blades.
Blade Dance
At 3rd level you gain the two-weapon fighting style (allowing you to add your ability modifier to the damage dealt when using two-weapon fighting). When you hit with your aetheric blades, you can spend a shaping die to increase the damage done by the amount rolled.
Additionally, you make the extra attack from wielding two light weapons as part of the Attack action instead of a bonus action. You can still only make this extra attack once per turn.
Blurred Step
Starting at level 6, while raging, you can use your reaction to move up to your speed toward anyone who attacked you or cast a spell with you as a target. This movement does not provoke opportunity attacks if you expend a shaping die as part of the reaction.
Shielding Tempest
Starting at 10th level, you can expend a shaping die when you are targeted by a ranged attack. If you do so, make an attack with your wielded weapon or with an unarmed strike if not wielding a weapon against the attacker’s AC. On a hit, you suffer no ill effects from the attack and the attacker instead takes the normal damage of the attack + the amount you rolled on your shaping die. You can only use this once per turn.
Warp Strike
Starting at 14th level, when you make a thrown attack with your aetheric blade and hit, you can choose to teleport next to the target.