Path of the Extreme Explorer – Barbarian Subclass
Barbarian: Path of the Extreme Explorer
Some explorers search for mystical secrets, delving into the crumbling ruins of Xen’drik or climbing to the highest towers of Sharn. Some explorers venture into the frigid depths of the Frostfell or face the sandstorms of the Blade Desert in search of forgotten civilizations and ancient treasure. Whether driven by a thirst for gold, knowledge, or a love of a good challenge, the extreme explorer is an archetypal action hero, ready to face any challenge that Eberron can offer. Rather than being driven by rage, an extreme explorer is guided by remarkable luck and fueled by pure adrenaline. Every extreme explorer is a unique individual, and background helps to define their story. The adventurous Morgrave scholar could be a sage, who’s equally comfortable in a library or a jungle. A bold crypt raider might take the criminal background, reflecting a knack for dealing with traps and useful contacts when it comes to fencing recovered artifacts. An urchin born in Sharn has no interest in gold or glory, but has never met a tower that couldn’t be climbed. Most of all, an extreme explorer is an adventurer, ever ready for the next challenge.
3rd Level: Adrenaline Rush
Starting when you choose this path at 3rd level, a rush of adrenaline from the thrill of inherent danger fuels your rage. While raging, you can push your body and mind, each time sacrificing your own vitality to rise to the occasion. Whenever you make an ability check, attack roll, or saving throw while raging, you can spend one of your Hit Dice to push your normal limits. Roll the Hit Die, and add the number rolled to the total. You can choose to do so after you roll your d20, but before the DM tells you whether you succeed or fail. Immediately after, you take damage equal to the number rolled minus your proficiency bonus, and you can’t reduce this damage by any other means.
3rd Level: Cunning Artisan
Also at 3rd level, as part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
6th Level: Adaptive Elements
Starting at 6th level, as part of a short rest, you can spend 10 minutes insulating you or your equipment against the elements. You must have access to cloth, furs, paper, plants, and other naturally occurring materials to create your insulation.
Once you are insulated in this way, you gain your choice of resistance to cold or fire damage when you finish the short rest, allowing you to withstand extreme conditions without any additional protection. If you chose resistance to cold damage, you can tolerate temperatures as low as −50 degrees Fahrenheit. If you chose resistance to fire damage, you can survive temperatures as high as 150 degrees Fahrenheit. This benefit lasts until the next time you finish a short or long rest.
6th Level: Extreme Rush
At 6th level, you can focus your adrenaline to greater effect. You gain the following benefits.
- Instinctual Focus: When you use your Adrenaline Rush feature to make an Intelligence, Wisdom, or Charisma ability check, you can add half your proficiency bonus, rounded down, to the ability check if it doesn’t already include your proficiency bonus.
- Overwhelming Dominance: When you use your Adrenaline Rush feature to succeed a saving throw against a creature you can see within range, you can immediately use your reaction to make a melee or thrown weapon attack against that creature. If you hit, you add the number rolled to the weapon’s damage.
- Unbridled Aggression: When you use your Adrenaline Rush feature to hit with a melee or thrown weapon attack that targets only one creature that you can see, you can use the weapon to deal extra damage to the target equal to the number you roll on the Hit Die.
10th Level: Elevated Exploration
At 10th level, your enthusiasm for reaching untrod ground bolsters your ability to traverse gaps and untoward obstacles with uncanny ease. Climbing and swimming no longer costs you extra movement, and your speed increases by 10 feet while you are not wearing heavy armor.
At 14th level, while you have both hands free, you gain the ability to move along vertical surfaces on your turn without falling during the move.
14th Level: Conditioned Endurance
At 14th level, when you roll a Hit Die to fuel one of your Extreme Explorer features, and the number is less than your proficiency bonus, you don’t expend the Hit Die after you add the number to your roll.
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