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Path of the Berserker

"For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the Berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.”

First discovered while fighting the shamans of the orcish clans whose warriors would grow with strength, agility, and anger. After close observation, many other races realized the Orcs were manipulating the power of the Umbral spirits to grant them increased abilities. The Astral and Umbral winds mirror each other in many ways, and by seeking the guidance of the natural spirits of the world, a similar method was discovered through a deep connection and understanding of the Astra. The enhanced ability came to be known as the berserker’s rage, stemming from their connection to the spirits of the world.

Path of the Totem Warrior

"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. It is unusual for an individual to have more than one totem animal spirit, though exceptions exist.”

Totem Warriors are known for their abilities on the sea, commonly bonding with animals attuned to sea travel.

  • Shark Totem: While you’re raging and aren’t wearing heavy armor, your swim speed becomes 30ft and you have advantage on swim checks. You may also make jump checks while breaching from the water as if it were solid ground, which may be done as a charge action.
  • Whale Totem: While raging, you have resistance to all damage except psychic damage. The spirit of the whale makes you tough enough to stand up to any punishment.
  • Octopus Totem: While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the octopus makes you a leader of hunters.
  • Dolphin Totem: While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the dolphin makes you extraordinarily swift.
  • Eel Totem: While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the Eel makes you into a predator who can weave through the fray with ease.

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals

Not all fallen warriors wish to move on after death. In defiance of the natural order set forth by the 100 Oaths, these spirits don’t move on after death, claiming a greater purpose is in store for them. These spirits bond themselves to warriors who show promise, acting as teachers to further not only their own goals but that of their students. Barbarians who walk this path have tremendous respect for the dead, especially those fallen in battle. They will bury and say a few words for anyone they have slain.

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Storm Heralds tap into the primal power of the Nine Bloods, converting their rage into raw magical energy. Storm Heralds are heavily tied to Druids who follow the Circle of the Wind. Storm Heralds are those who could not find a place within the sages and mystics, so they sought a different path. These two groups rely upon one another in times of great unease. (The following is a translation between Land Circle and Wind Circle)

Land Wind
Arctic South
Grassland North
Coast West
Mountain North East
Desert East
Swamp North West
Forest South West
Underdark South East

Path of the Zealot

"Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power. In general, the gods across the 1000 Stones who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good."

Zealot’s have been blessed through their actions by the gods. They do not rely on the primal energy other barbarians use. Their battle rage is fueled by complete devotion to the ones they serve. Similar to Clerics, the goal of the Zealot is to carry out the ideal and tenets of their faith. The difference mainly being in the method they accomplish their goals. While Clerics have many paths, the Zealot strives to be the strongest among their fellow followers, seeking to become a possible chosen avatar of their god.