Path of th Painted Spirits

“The wind carries my name. The fire knows my rage. I walk with the spirits of claw and sky.”

These barbarians do not belong to warbands or kingdoms. They walk the painted way, guided by the animal spirits etched into their skin with ash, mud, and ink. Each warrior bonds to one or more sacred spirits, Bear, Wolf, Eagle, or Coyote, who grant unique strengths in battle and survival. They live close to the land, moving like wind, striking like storms, and enduring like stone.

(3rd Level)

Spirit Marks

You choose one Painted Spirit that marks your body with symbols visible only during your rage. This spirit guides your path in battle and survival.

You may choose one additional Spirit at 6th and 14th level. While raging, you may invoke one of your known Spirits. You may switch which one you invoke at the start of each rage.

Bear: Enduring Mountain

  • You gain resistance to all damage types except psychic while raging.
  • You cannot be moved against your will while on the ground.
  • When you are missed by a melee attack, you may use your reaction to grapple the attacker if they are Large or smaller.

Wolf: Packbound Guardian

  • Allies within 10 feet of you gain +2 to melee damage rolls while you’re raging.
  • When you strike a creature with a melee attack, that creature has disadvantage on attacks against creatures other than you until the start of your next turn.
  • You can move through your allies’ space without penalty.

Eagle: Skywatcher

  • While raging, you may Dash or Disengage as a bonus action.
  • You have advantage on Perception checks and do not suffer disadvantage due to long-range weapon attacks.
  • If you fall while raging, you may reduce the damage by an amount equal to twice your Barbarian level.

Coyote: Trickster Spirit

  • When you miss with a melee attack, you may immediately make another attack roll with advantage (once per turn).
  • When a creature within 10 ft misses you with a melee attack, you may move up to 10 ft without provoking.
  • You have advantage on Deception and Insight checks while raging.

(6th Level)

Painted Path

You are one with the land. You gain the following benefits:

  • You ignore nonmagical difficult terrain.
  • You can track creatures across stone, snow, or water as long as they’ve passed within the last 24 hours.
  • You gain proficiency in one skill of your choice from: Stealth, Insight, Survival, Animal Handling, or Medicine. If you already have it, you gain expertise instead.

In addition, choose a second Painted Spirit.

(10th Level)

Spirit Echo

Your spirits remain even after the battle fades.

  • For 1 minute after you rage ends, you retain the benefits of your chosen Spirit.
  • You may now speak with beasts and plants while raging, and they recognize you as a spirit-bound being (you have advantage on such interactions).

You can also use Totemic Echo once per long rest:

  • As a bonus action, switch to a different Painted Spirit during your rage.

(14th Level)

Ascendant Totem

You gain the ultimate blessing of one of your chosen spirits. Choose one of your known Spirits to become your Ascendant Spirit and gain the following:

Bear: Earth Breaker

  • You count as one size larger for weapon attacks and shoves.
  • When you strike a creature with a melee attack, it must succeed on a Strength saving throw (DC = 8 + Prof + Str mod) or be knocked prone.

Wolf: Alpha Howl

  • As a bonus action once per rage, you and all allies within 30 ft may move up to 15 ft immediately, even through enemies' spaces.
  • All attacks made before the end of their next turn have advantage if targeting a creature you've damaged this round.

Eagle: Sky Ascendant

  • You gain a flying speed equal to your movement speed while raging.
  • Your vision becomes supernatural, you can't be surprised, and you can see invisible creatures within 30 ft.

Coyote: Spirit Trickster

  • You may teleport up to 30 ft as a reaction when missed by an attack.
  • When you roll a 1 on a weapon damage die, you may reroll it.
  • When you hit a creature with advantage, you may force a Wisdom save (DC = 8 + Prof + Str or Dex mod). On a failure, the creature is confused (as per the spell) until the end of your next turn.


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