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Path of the Carrion Raven

Barbarians who walk the Path of the Carrion Raven wield the warrior spirit of a blood-soaked raven blessed with the power of speech. This carrion bird aided Kentigern on his quest to slay Gormadraug so that the raven might feast on the heart of the Prismatic Wyrm. This path is popular among wanderers of the inhospitable wastes of Valika - yet most remain mistrusted outsiders, even among the hardened Valikan clans. They don't mind.   Barbarians who embody the Saga of the Carrion Raven prefer the company of beasts. This close proximity to animals grants them deeper insights into the raven's search for power and survival at any cost. To them, it's a high compliment. To other Valikans, it marks them as outsiders to be feared and kept away at spearpoint.  

Martial Maneuvers

  You have trained in the manner of heroes from the old sagas, and now you can perform certain martial manouvers. A maneuver requires you to spend maneuver points to use it. You know three maneuvers of your choice from the list below. You learn an additional maneuver at 6th, 10th and 14th level Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.  

Maneuver Points

  Channelling the heroes from old sagas is no easy task, and your pool of maneuver points represents the limit of your ability to do so. Your barbarian class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the Path of the Carrion Raven table below. You regain all spent maneuver points at the end of a long rest.  

Using Maneuvers

You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers require your target to make a saving throw to resist the maneuver's effects.  
Martial Maneuver save DC: 8 + PB + Con modifier
 
Barbarian LevelManeuver PointsManeuvers Known
3rd 6 3
4th 8 3
5th 10 3
6th 12 4
7th 14 4
8th 16 4
9th 18 4
10th 20 5
11th 22 5
12th 24 5
13th 26 5
14th 28 6
15th 30 6
16th 32 6
17th 34 6
18th 36 6
19th 38 6
20th 40 6

Feral Celerity

3rd-level Path of the Carrion Raven feature
Your rage grants you animalistic speed of action. As part of the bonus action to enter a rage, you can make one weapon attack. Additionally, you gain the ability to concentrate on maneuvers, even while you are raging. You still cannot concentrate on spells while raging.

Raven's Spirit

6th-level Path of the Carrion Raven feature
You gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain proficiency in your choice of one of the following instead: Athletics, Nature, or Survival.
In addition, you can cast speak with animals as a ritual.

Ferocious Rage

10th-level Path of the Carrion Raven feature
When you enter your rage, creatures of your choice within 10 feet that can see you must succeed on a Wisdom saving throw against your Martial Manuevers DC. On a failed saving throw, the creature is frightened of you until the end of its next turn.

Violent Hunger

14th-level Path of the Carrion Raven feature
When you deal damage to a creature with a weapon attack and roll the maximum damage on one of the damage dice, you can spend 1 manouver point to roll an additional damage die dalt by the attack. You can do this once per attack.

Carrion Raven Manouvers

The Saga of the Carrion Raven speaks of a talking raven with the power to transform into any animal he had eaten to wield their powers. His tale intersects with Kentigern and his companions on their journey to slay the Great Prismatic Wyrm, Gormadraug, where the raven appeared, offering to help in exchange for the chance to eat the Prismatic Wyrm's heart. As the story goes, the raven taught the heroes how to fight with the ferocity of the north's fiercest predators and fly with the speed of their fastest birds.
Warriors who practice the Saga of the Carrion Raven trust in their instincts, and embody the cunning, resilience and power of the natural world. Masters of this saga learn to knit their flesh, take flight, and even adopt the shape of the beasts they've so long emulated. These maneuvers can be used by anyone who studies the Carrion Raven saga.  

Apex Dominance (5 points)

You can use a bonus action to attempt to sunder your enemy with excessive force. When you do, a creature within your reach must succeed on a Strength saving throw. If the creature is currently grappled by you, it has disadvantage on this saving throw.   On a failed saving throw, the creature takes 6d10 force damage. On a successful save, the target takes half damage. If the damage from this manouver reduces a creature to 0 hit points, it immediately dies as you rip it apart.  

Axolotl's Regeneration (2 or 6 points)

You can use a bonus action to spend 2 or 6 manouver points to regenerate your body. When you do, you regain 1d12 + Con modifier hit points. If you spend 6 points, you also regrow a lost limb or organ of your choice.  

Bestial Transformation (8 points)

You can use an action to cast polymorph targeting only yourself without providing material components. However, you can only transform into a beast with a CR of half your level or lower, and you retain your Intelligence, Wisdom and Charisma scores. Constitution is your spellcasting ability when you cast the spell in this way.

Call of the Beast Lord (5 points)

You can use an action to howl, calling a bestial spirit to your aid. When you do, choose any beast with a CR equal to or less than your level to appear in an unoccupied space of your choice within 60 feet. A beast conjured this way disappears when it is reduced to 0 hit points, after 10 minutes, or when you lose concentration on this manouver. The summoned creature is friendly to you and your companions. The creature shares your initiative but takes its turn immediately after yours. It obeys your verbal commands (no action required). If you don't issue any commands to the creature, it defends itself from hostile creatures by taking the Dodge action.  

Carrion Feast (4 points)

You can use an action to feast on an enemy's waning life. When you use this maneuver, make a melee weapon attack. On a hit, the attack deals an additional 5d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.  

Falcon's Glide (1 point)

When you fall, you can use your reaction to spend 1 maneuver point to slow your fall to 60 feet per round for 1 minute. If you land before this time elapses, you take no falling damage.
In addition, as a bonus action on each of your turns for the duration of this manouver, you can spend 1 additional maneuver point to gain a fly speed of 30 feet until the end of your turn.  

Hibernating Bear Recouperation (5 points)

You can spend an action to put yourself into a deep and restful sleep for the next 10 minutes. During this time you have resistance to all damage, except psychic, and, when you take damage, you can choose to remain asleep or wake up. If you sleep for the entire ten minutes, you gain the benefits of having completed a short rest, immediately end any poison affecting you, and lose one level of exhaustion.
At the end of this sleep, you can spend and roll any number of Hit Die, adding your Con modifier to each Hit Die rolled, gaining temporary hitpoints equal to the total.  

Pack Leader (1 point)

When an enemy creature within 5 feet of you is attacked, you can use your reaction and spen 1 manouver point to make a melee attack at the same enemy creature. When you do, the triggering attack has advantage.  

Predator's Howl (2 points)

You can use a bonus action to emit a terrifying howl. Two creatures of your choice within 30 feet of you must make a Wisdom saving throw. On a failed davem the creature is frightened of you until the start of your next turn. Each time the frightened creature takes damage from weapon attacks, they take an additional 1d6 psychic damage.  

Shape of the Behemoth (3 points)

As an action, you embody the power of nature's largest beasts for 1 minute. When you do, your size increases by one category, to a maximum of Large. In addition, for the duration, your reach increases by 5 feet, your weapon attacks deal an additional 1d6 damage, and you gain 1d6 temporary hit points at the start of each of your turns. This ma ouver ends early if you lose concentration.  

Slippery Otter (1 point)

You can use a bonus action to embody the grace and endurance of an otter in water. For the next hour, you have a swimming speed of 30 feet, and can hold your breath for a normal of minutes equal to twice your Constitution ability score. Whule in water, you can take the Dash action as a bonus action.  

Snout of the Bloodhound (1 point)

You take a minute to attune your senses to your surroundings, enhancing your senses of smell, sight and hearing for the next hour. During this time, you gain the following benefits:  
  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track
  • You add your proficiency bonus to initiative checks
  • You do not have disadvantage on attack rolls against invisible creatures
 

Stoic Oxen Spirit (2 points)

When you become charmed or frightened, you can use your reaction to immediately end the triggering charmed or frightened condition. In additon, you have advantage on attack rolls against the creature who attempted to charm or frighten you until the end of your turn.  

Trampling Bull (3 points)

You can use a bonus action to channel the charging bull, moving up to your speed. While moving this way, you can move through the space of creatures of your size or smaller. You must end your movement in an unoccupied space.
Each creature whose space you moved through must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to 1d8 + your Strength modifier.  

Tusks of the Rampaging Mammoth (3 points)

You can use an action to strike an enemy with the overwhelming force of a rampaging mammoth. When you do, make a melee weapon attack against a creature within 5 feet. On a hit, you deal 3d12 damage in addition to your attack's normal damage. If the creature is Huge or smaller, you push the creature 15 feet.  

Woolly Beast's Hide (2 or more points)

When you are hit by an attack, you can use your reaction to use the resilient parts of your body to shield yourself from harmful damage. When you use this maneuver, roll 1d6 for every 2 points you spend to use this maneuver and reduce the damage from the triggering attack. After taking any remaining damage, you gain temporary hit points equal to the result of the roll.

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