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The Path of the Reaper for Barbarians
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<blockquote data-quote="Herosmith14" data-source="post: 7568150" data-attributes="member: 6886148"><p>Here we are. This one was inspired by the Huntsmen from Lloyd Alexander's "Prydain Chronicles," and I ran with it. I kind of like the idea of a build up barbarian, and the theming fits nicely into a radical cult in my own campaign setting. I realize Reaping Blow might need a little balancing, so I'm curious as to see as how you would rebalance it.</p><p></p><p>Anyway, I look forward to any other advice to have.</p><p></p><p>Barbarian: Path of the Reaper</p><p>Many barbarians harness the powers of nature or inner turmoil in the form of rage. While thriving on violence, or at least advancing their power during it, they do not gain anything aside from the deaths of their foes aside from worldly benefits. You, however, feed on death; using the life energy released when the soul is severed to increase your own power.</p><p>[h=1]Reaping Blow[/h]Starting when you adopt this path at 3rd level, you can absorb the energy released when you bring a creature to or past the brink of death. Whenever you reduce a creature within 5ft of you to 0 hit points while raging, you may use your reaction to absorb the energy of your victim and gain the following benefits for the duration of your rage:</p><p></p><ul> <li data-xf-list-type="ul">You gain temporary hit points equal to the number of hit dice of the creature.<br /> </li> <li data-xf-list-type="ul">You gain a +1 to all melee weapon attack rolls, to a maximum of +3.<br /> </li> <li data-xf-list-type="ul">For every two uses of this feature, you gain a +1 to saving throws, to a maximum of +3.<br /> </li> <li data-xf-list-type="ul">Your speed increases by 5ft</li> </ul><p>The creature reduced to 0 hit points must have a hit point maximum of at least 5 for you to gain this benefit. This feature does not work if the victim creature is a construct or undead.</p><p>[h=1]Reaper’s Veil[/h]Starting at 6th level, you gain the stealth and protection of the Reaper himself. You gain resistance to necrotic damage, and creatures have disadvantage on wisdom (Perception) checks against your dexterity (Stealth) when they are below their hit point maximum.</p><p>[h=1]Greater Reaping[/h]Starting at 10th level, your consumption of life energy grants you even greater power. Whenever you use your Reaping Blow feature, you receive the following, additional benefits.</p><p></p><ul> <li data-xf-list-type="ul">You regain hit points equal to the number of hit dice of the victim creature.<br /> </li> <li data-xf-list-type="ul">You gain a +1 to the damage of your melee weapon attacks, to a maximum of +3.</li> </ul><p>[h=1]Grim Accomplice[/h]When you reach 14th level, you honed your senses to imminence of death that you are able to absorb the life from those who fall from others’ hands. Whenever a creature within 30ft of you is reduced to 0 hit points, you may use your Reaping Blow feature as a reaction.</p></blockquote><p></p>
[QUOTE="Herosmith14, post: 7568150, member: 6886148"] Here we are. This one was inspired by the Huntsmen from Lloyd Alexander's "Prydain Chronicles," and I ran with it. I kind of like the idea of a build up barbarian, and the theming fits nicely into a radical cult in my own campaign setting. I realize Reaping Blow might need a little balancing, so I'm curious as to see as how you would rebalance it. Anyway, I look forward to any other advice to have. Barbarian: Path of the Reaper Many barbarians harness the powers of nature or inner turmoil in the form of rage. While thriving on violence, or at least advancing their power during it, they do not gain anything aside from the deaths of their foes aside from worldly benefits. You, however, feed on death; using the life energy released when the soul is severed to increase your own power. [h=1]Reaping Blow[/h]Starting when you adopt this path at 3rd level, you can absorb the energy released when you bring a creature to or past the brink of death. Whenever you reduce a creature within 5ft of you to 0 hit points while raging, you may use your reaction to absorb the energy of your victim and gain the following benefits for the duration of your rage: [LIST] [*]You gain temporary hit points equal to the number of hit dice of the creature. [*]You gain a +1 to all melee weapon attack rolls, to a maximum of +3. [*]For every two uses of this feature, you gain a +1 to saving throws, to a maximum of +3. [*]Your speed increases by 5ft [/LIST] The creature reduced to 0 hit points must have a hit point maximum of at least 5 for you to gain this benefit. This feature does not work if the victim creature is a construct or undead. [h=1]Reaper’s Veil[/h]Starting at 6th level, you gain the stealth and protection of the Reaper himself. You gain resistance to necrotic damage, and creatures have disadvantage on wisdom (Perception) checks against your dexterity (Stealth) when they are below their hit point maximum. [h=1]Greater Reaping[/h]Starting at 10th level, your consumption of life energy grants you even greater power. Whenever you use your Reaping Blow feature, you receive the following, additional benefits. [LIST] [*]You regain hit points equal to the number of hit dice of the victim creature. [*]You gain a +1 to the damage of your melee weapon attacks, to a maximum of +3. [/LIST] [h=1]Grim Accomplice[/h]When you reach 14th level, you honed your senses to imminence of death that you are able to absorb the life from those who fall from others’ hands. Whenever a creature within 30ft of you is reduced to 0 hit points, you may use your Reaping Blow feature as a reaction. [/QUOTE]
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