Barbarian: Path of the Soaring Soul (Homebrew: Fools Gold)
The Path of the Soaring Soul calls to barbarians who place deep trust in their weapons. When you take exceptional care of your weapons, you will find your weapons will also take exceptional care of you. As your bond deepens, you and your weapon will zip across the battlefield, bringing the hurt from every angle.
SOUL-BOUND WEAPON
At 3rd level when you adopt this path, choose one martial melee weapon from your equipment to become your soul-bound weapon. A rune unique to you appears on the weapon. Attacks you make with your soul-bound weapon are considered magical. Additionally, you are immune to damage from your soul-bound weapon and can sense its direction as long as you are on the same plane of existence. When you choose the Path of the Soaring Soul, you can choose to dedicate yourself to a single weapon or to gain experience with many different weapons. Choose one of the following options:- Dedicated Soul. Your care for a single weapon allows it to grow in power along with you. Any creature other than you who attempts to wield your soul-bound weapon must first succeed on a Strength (Athletics) check with a DC equal to 8 + your Constitution modifier + your proficiency bonus, or be unable to lift the weapon. Additionally, your soul-bound weapon becomes a +1 weapon when you reach 6th level in this class, a +2 weapon when you reach 10th level, and a +3 weapon when you reach 14th level.
- Wandering Soul. When you gain a level in this class, you can choose to exchange your soul-bound weapon for another or gain an additional soul-bound weapon by carrying out a ritual that takes no less than 12 hours to complete. You can have a number of soul-bound weapons equal to your Constitution modifier (minimum of 1). You consider all martial melee weapons that you have soul-bound as light and can wield them one-handed for the purpose of two-weapon fighting. Additionally, you always use the larger damage die whether you wield a versatile soul-bound weapon one-handed or two-handed.
RANGED STRIKE
Starting when you choose this path at 3rd level, you can throw your soul-bound weapon and make ranged attacks with it using your Strength modifier instead of your Dexterity modifier at a range of 20/60 feet. When you make a ranged strike with your soul-bound weapon while you are raging, if the attack hits, you can have your weapon fly back to your grasp as your weapon eagerly wishes to be used again.WEAPONS EXPERT
At 6th level, your understanding of weapons deepens. By handling a weapon or piece of armor for at least one minute, you can estimate its value accurately. When making Intelligence (History) checks related to weapons and armor, you are considered to have expertise in the History skill, doubling your proficiency bonus. Additionally, if you spend at least ten minutes handling a weapon, you can determine if it has any magical properties, as if you had cast the identify spell, as well as the identity of the last creature to wield it. At 14th level, when using this ability, you gain additional information, as if you had cast the legend lore spell. You can use this ability a number of times a day equal to your Constitution modifier (minimum of 1).SAVAGE RICOCHET
At 10th level, your bond with your soul-bound weapon strengthens, improving your ranged strikes. When you make a ranged attack with your soul-bound weapon, your weapon bounces off the target and flies back to your grasp, whether the attack hits or misses. If the attack hits, you can have your soul-bound weapon to make a second ranged attack against an additional target within 10 feet of the first target before returning to you. At 14th level, when this second ranged attack also hits, your weapon can make a third ranged attack against another target within 10 feet of the second target before returning to you.RAGING LEAP
At 10th level, you can build up incredible momentum by swinging your soul-bound weapon, allowing you to leap extraordinary lengths. While raging, your long jump and high jump distances are doubled, and you no longer need a running start. Additionally, when you take damage during your rage by falling 10 feet or more while making an attack that hits, your target takes extra damage from your weapon equal to double the amount of damage you take from the fall.PAIRED FURY
At 14th level, your bond with your soul-bound weapon is perfected. You can use your reckless attack feature when making ranged attacks with your soul-bound weapons. Additionally, choose one of the following options.- Brash Soul. When you hit a creature with your ranged strike while you are raging, you can push or pull it 10 feet in a direction of your choice as your soul-bound weapon barrels into it.
- Hopeful Soul. When you miss with a ranged strike with your soul-bound weapon, you can reroll the attack and add 1d6 to the result. You must use the new result. Once you have used this feature, you can’t use it again until you have completed a short or long rest.
- Independent Soul. One of your soul-bound weapons gains sentience. While you are raging, it gains a fly (hover) speed equal to half your walking speed and can act independently to make attacks. In combat, it takes its turn immediately after yours. It can make melee attacks using your Strength modifier plus your proficiency bonus. Once per round, either you or your weapon can gain advantage on an attack while you are both adjacent to the target. Your sentient weapon loses its fly speed and its ability to attack independently if it moves more than 60 feet from you, you stop raging, or you fall unconscious.
- Shooting Soul. You and your soul-bound weapon can soar through the sky together. While raging, you gain a fly speed equal to your walking speed while you are wielding your soul-bound weapon.
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