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Barbarian - Path of the Gloambound
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<blockquote data-quote="Ganymede81" data-source="post: 7255560" data-attributes="member: 6812267"><p><strong>Path of the Gloambound</strong></p><p><strong></strong></p><p>Gloams are ghosts that have lost their moorings to the physical world and have slipped into the Shadowfell. There, they gradually transform into hideous incarnations of their own death: one savaged by wolves might appear as a skinless floating torso with a bull skull for a head, and one assassinated in cold blood might appear as a shriveled cadaver with knife blades protruding from its eyes and mouth. While they lose most of the memories of their former life, they develop a sentience and self-awareness not seen in ordinary ghosts. Gloams generally remain trapped in the Shadowfell, but sometimes the rage of the wild men and women of the physical world will draw one back; they are especially attracted to those that have had brushes with death which mirror their own demise.</p><p></p><p>Barbarians that walk the path of the Gloambound are those that have attracted the attention of a Gloam and formed a bond with it. You draw supernatural power from being bound to a Gloam, even if it is offered or drawn upon reluctantly. Your Gloam has its own warped personality and might act as a doting relative, a barb-tongued rival, or a goal obsessed zealot. Your rage in combat draws upon the sorrow, fear, or fury felt by your Gloam at the moment of death, and every wound in battle and swing of an axe offers your Gloam a brief taste of the life it once had.</p><p></p><p>If you like, you may select or randomly determine a personality trait for your Gloam from the table below.</p><p></p><p></p><p>[TABLE="class: grid, width: 500, align: left"]</p><p>[TR]</p><p>[TD]d6</p><p>[/TD]</p><p>[TD]Trait</p><p>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]1</p><p>[/TD]</p><p>[TD]I’ll use this opportunity to experience everything about life I missed the first time.</p><p>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]2</p><p>[/TD]</p><p>[TD]Vigilance is key; I will not die again.</p><p>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]3</p><p>[/TD]</p><p>[TD]I will not rest until my goal is complete, and neither will my Gloambound.</p><p>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]4</p><p>[/TD]</p><p>[TD]Mortals are so… interesting.</p><p>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]5</p><p>[/TD]</p><p>[TD]My Gloambound reminds me of someone, maybe a lover, maybe an enemy.</p><p>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]6</p><p>[/TD]</p><p>[TD]I really, REALLY love apples.</p><p>[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p></p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>Visions of Another Life</strong></p><p><strong></strong></p><p>At 3[SUP]rd[/SUP] level when you adopt this path, faded memories of your Gloam’s former life fill your mind. That knowledge grants you proficiency in two skills from the following list: Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Performance, Religion, and Survival.</p><p></p><p><strong>Harrowing Strike</strong></p><p><strong></strong></p><p>At 3[SUP]rd[/SUP] level, when you adopt this path, you may cause your Gloam to momentarily materialize in order to menace your foes. While raging, you can use a bonus action immediately after hitting a creature with a melee weapon attack to inflict an additional 1d8 psychic damage with that attack.</p><p></p><p>This extra damage increases by 1d8 when you reach 6[SUP]th[/SUP] level (2d8) and 14[SUP]th[/SUP] level (3d8).</p><p></p><p><strong>Tales of Dead Men</strong></p><p>At 6[SUP]th[/SUP] Level, you may cast the Speak with Dead spell, but only as a ritual. Your Gloam provides the animating spirit that allows the corpse to speak.</p><p></p><p><strong>Pierce the Veil</strong></p><p><strong></strong></p><p>At 10[SUP]th[/SUP] level, you may perceive and interact with the spirit world via your Gloam. You can see 60 feet into the Ethereal Plane while on an Inner Plane, and your melee weapon attacks can affect creatures in the Ethereal Plane, even if you are on an Inner Plane.</p><p></p><p>Additionally, your Gloam's baleful energies allow your attacks to cleave both body and soul. While raging, you can choose to have your melee weapon attacks inflict force damage instead of the bludgeoning, piercing, or slashing damage it would normally inflict.</p><p></p><p><strong>Ghostly Apotheosis</strong></p><p><strong></strong></p><p>At 14[SUP]th[/SUP] level, your bond with your Gloam grows to the point where you can become incorporeal. While raging, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object or a creature, you take 1d10 force damage and are immediately shunted back to the previous location before you entered that object or creature.</p></blockquote><p></p>
[QUOTE="Ganymede81, post: 7255560, member: 6812267"] [B]Path of the Gloambound [/B] Gloams are ghosts that have lost their moorings to the physical world and have slipped into the Shadowfell. There, they gradually transform into hideous incarnations of their own death: one savaged by wolves might appear as a skinless floating torso with a bull skull for a head, and one assassinated in cold blood might appear as a shriveled cadaver with knife blades protruding from its eyes and mouth. While they lose most of the memories of their former life, they develop a sentience and self-awareness not seen in ordinary ghosts. Gloams generally remain trapped in the Shadowfell, but sometimes the rage of the wild men and women of the physical world will draw one back; they are especially attracted to those that have had brushes with death which mirror their own demise. Barbarians that walk the path of the Gloambound are those that have attracted the attention of a Gloam and formed a bond with it. You draw supernatural power from being bound to a Gloam, even if it is offered or drawn upon reluctantly. Your Gloam has its own warped personality and might act as a doting relative, a barb-tongued rival, or a goal obsessed zealot. Your rage in combat draws upon the sorrow, fear, or fury felt by your Gloam at the moment of death, and every wound in battle and swing of an axe offers your Gloam a brief taste of the life it once had. If you like, you may select or randomly determine a personality trait for your Gloam from the table below. [TABLE="class: grid, width: 500, align: left"] [TR] [TD]d6 [/TD] [TD]Trait [/TD] [/TR] [TR] [TD]1 [/TD] [TD]I’ll use this opportunity to experience everything about life I missed the first time. [/TD] [/TR] [TR] [TD]2 [/TD] [TD]Vigilance is key; I will not die again. [/TD] [/TR] [TR] [TD]3 [/TD] [TD]I will not rest until my goal is complete, and neither will my Gloambound. [/TD] [/TR] [TR] [TD]4 [/TD] [TD]Mortals are so… interesting. [/TD] [/TR] [TR] [TD]5 [/TD] [TD]My Gloambound reminds me of someone, maybe a lover, maybe an enemy. [/TD] [/TR] [TR] [TD]6 [/TD] [TD]I really, REALLY love apples. [/TD] [/TR] [/TABLE] [B] Visions of Another Life [/B] At 3[SUP]rd[/SUP] level when you adopt this path, faded memories of your Gloam’s former life fill your mind. That knowledge grants you proficiency in two skills from the following list: Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Performance, Religion, and Survival. [B]Harrowing Strike [/B] At 3[SUP]rd[/SUP] level, when you adopt this path, you may cause your Gloam to momentarily materialize in order to menace your foes. While raging, you can use a bonus action immediately after hitting a creature with a melee weapon attack to inflict an additional 1d8 psychic damage with that attack. This extra damage increases by 1d8 when you reach 6[SUP]th[/SUP] level (2d8) and 14[SUP]th[/SUP] level (3d8). [B]Tales of Dead Men[/B] At 6[SUP]th[/SUP] Level, you may cast the Speak with Dead spell, but only as a ritual. Your Gloam provides the animating spirit that allows the corpse to speak. [B]Pierce the Veil [/B] At 10[SUP]th[/SUP] level, you may perceive and interact with the spirit world via your Gloam. You can see 60 feet into the Ethereal Plane while on an Inner Plane, and your melee weapon attacks can affect creatures in the Ethereal Plane, even if you are on an Inner Plane. Additionally, your Gloam's baleful energies allow your attacks to cleave both body and soul. While raging, you can choose to have your melee weapon attacks inflict force damage instead of the bludgeoning, piercing, or slashing damage it would normally inflict. [B]Ghostly Apotheosis [/B] At 14[SUP]th[/SUP] level, your bond with your Gloam grows to the point where you can become incorporeal. While raging, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object or a creature, you take 1d10 force damage and are immediately shunted back to the previous location before you entered that object or creature. [/QUOTE]
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