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Path of the Outlander

Wanderer's Gift

Your experience traversing the wilds has prepared you to rest in almost any environment. You learn the Control Flames cantrip, and may cast it at will

Startouched

Beginning at 3rd level when you choose this path, and at the beginning of each day at dawn, and at the start of each sunset, you choose a constellation to follow. This lasts until you choose another. Once you choose a constellation, you cannot choose the same one twice in a row.

The Fist

Whenever you make an unarmed strike, you may roll 1d6 in place of the normal damage You may take the dash action as a bonus action

The Giant

You gain advantage on escaping and making grapple checks and you may add half your strength modifier (rounded down) to any dexterity saving throws you make

The Hunter

You gain a +2 to your first attack roll made with a simple or martial weapon each turn You gain advantage on Wisdom (nature) and Wisdom (survival) checks.

The Warrior

You gain temporary hit points equal to 1d4 + half your Barbarian level rounded down at the start of each of your turns

The Demon

Once per turn, when you make an attack with a simple or martial weapon, you may add 1d8 fire damage to the total

The Magi

You gain advantage on saving throws to resist being charmed, put to sleep, or mind controlled

Experienced Traveler

At 6th level, your experience from traveling to other lands grants you the following benefits
  • You suffer the effects of exhaustion half as fast
  • When you forage for food, you find twice as much
  • You choose one additional language to learn
  • You gain proficiency in one additional tool of your choice
  • You may add your Wisdom modifier to the first attack roll
  • you make each turn with a simple or martial weapon

Relentless March

When you reach 10th level, your body becomes tireless, able to push through the most rigorous physical exertion. You gain the following effects while raging
  • Your movement speed increases by 10 feet
  • You are no longer affected by difficult terrain
  • You may take the dash action as a bonus action
  • You gain advantage on ability checks and saving throws to be knocked prone

Wisdom of the Road

At 14th level, while you are not wearing armor, you may add your Wisdom modifier to your Unarmored Defense calculation.   Additionally, whenever you make an ability check or saving throw that you are not proficient in and does not already use Wisdom, you may add your Wisdom modifier to the total

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