PATH OF THE WHIRLWIND REAPER (5E)

A primal path for barbarians

WHIRLING FURY
Starting at 3rd level, when you rage, you can still use two-weapon fighting even if one of the weapons you hold is not a light weapon (but both weapons must still be one-handed). Also, while raging and wielding a melee weapon in each hand, any creature that ends its turn within your reach takes damage equal to your barbarian rage damage bonus.

This ability only functions as long as you’re not wearing heavy armor.

BLADECATCHER
At 6th level, when you are struck with a melee attack and you are wielding a melee weapon in each hand, you can use your reaction to make an attack roll and use the result in place of your Armor Class.

If you roll a natural 20, you can choose to disarm the attacking creature (if applicable), redirect the attack to another target within the attacking creature’s reach, or have the attacking creature grant Advantage to the next creature that attacks it.


REAPING ATTACK
At 10th level, when you use your reckless attack feature while wielding a melee weapon in each hand, you deal damage from both weapons on a hit.

EYE OF THE STORM
When you reach 14th level, you learn how to channel your rage into devastating spinning attack.

While raging and wielding a melee weapon in each hand, you choose to end your rage and make a single attack roll with Advantage. If the roll would overcome the AC of any creature within your reach, they take damage from both of your weapons. Additionally, if they are your size or smaller, they are also pushed back 5 feet and knocked prone.

HEART DOMAIN (5E)

Domain Spells
1st: charm person, heroism
3rd: detect thoughts, enthrall
5th: beacon of hope, fear
7th: compulsion, locate creature
9th: dream, telepathic bond

EMPATH: At 1st level, whenever you make an Insight skill check to determine a living creature’s true emotional state, you gain a bonus to the roll equal to your character level. You must be able to see the creature’s face or hear the creature speak to use this ability.

HEART OF IRON / HEART OF GOLD: Starting at 1st level, after completing a long rest, choose one of the following abilities:

Heart of Iron: You gain advantage on saving throws to resist fear-based and charm-based spells and effects. However, you incur disadvantage on all Charisma-based skill and ability checks.
Heart of Gold: You gain advantage on all Deception, Persuasion, and Insight skill checks. However, you gain disadvantage on saving throws to resist fear-based and charm-based spells and effects.

Once selected, you cannot change abilities until you have completed a long rest.

CHANNEL DIVINITY: EMPATHIC TRANSMISSION: At 2nd level, you can expend a use of your channel divinity to alter the emotional state of others. Living creatures that can see and hear you within 30 must succeed a Wisdom saving throw or experience the emotion of your choice for 1 minute. All affected targets feel the same emotion.

SEARCH YOUR FEELINGS: At 6th level, whenever you fail a Persuasion or Insight skill check, you can re-roll the check with bonus equal to your character level. After using this ability, you must complete a short rest or long rest before you can use it again.

STRUCK THROUGH THE HEART: Beginning at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

SACRED HEART: At 17th level, while you have Heart of Iron active, you gain resistance to psychic and necrotic damage. While you have Heart of Gold active, allies within 30 feet of you gain advantage on death saving throws.

BLOOD DOMAIN (5E)

Domain spells:
1st – expeditious retreat, false life
3rd – enhance ability, ray of enfeeblement
5th – vampiric touch, haste
7th – aura of life, death ward
9th – hold monster, raise dead

Matters of Life and Death – At 1st level, you gain proficiency with Martial Weapons and Medicine. You have Advantage on all ability checks and skill checks related to determining causes of injury or time of death.

Sanguine Vitality: Also at 1st level, you become proficient in Constitution saving throws. You gain 1 additional hit point per character level.

Channel Divinity – Bound by Blood: Starting at 2nd level, you can forge a temporary link between the vital forces of you and your allies. As a standard action, you can brandish your holy symbol before a number of creatures of your choice that you can see equal to your character level. Whenever an affected ally would suffer damage from any source, they take half damage and you take the other half.

This effect lasts until you drop below 0 hit points or 1 minute, whichever comes first. 

Thirsty Blade: Beginning at 6th level, whenever you deal slashing or piercing damage to a living creature, you gain temporary hit points equal to your proficiency bonus

Crimson Strike: At 8th level, you can imbue your weapons with divine energy to increase the severity of wounds you inflict. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 necrotic damage to the target, plus another 1d4 necrotic damage each round until they succeed a Constitution saving throw. When you reach 14th level, the extra damage increases to 2d4.

Undead creatures and creatures without circulatory systems are immune to this effect.

Reign of Blood: At 17th level, you gain Advantage on all Constitution ability checks and saving throws and you become immune to non-magical disease. When you use your Bound by Blood ability, you can telepathically communicate with the allies you affect as long as the effect lasts.

NEW SPELL: Waste of Tiamat

Sorcerer/Warlock/Wizard (Evocation)

Invoking the dread name of the primordial dragon, you smite your foes with seething, iridescent fire.

Every creature in a 30-foot cone emanating from the caster that fails a Dexterity saving throw must roll 1d6 to see how the spell affects them:

  1. Bodywarp: The target gains a number of random mutations equal to the caster’s level. At the start of their next turn, the bodywarped target can make a Constitution saving throw, reverting to normal with a success. If they fail three Constitution saving throws, the mutations become permanent.
  2. Fatewarp: The target gains Disadvantage on the next X rolls they make, where X equals the caster’s level.
  3. Mindwarp: The target gains a number of random insanities equal to the caster’s level. At the start of their next turn, the mindwarped target can make a Wisdom saving throw, regaining sanity with a success. If they fail three Wisdom saving throws, the insanities become permanent.
  4. Spacewarp: The target is teleported 1d6 feet per caster level in a random direction.
  5. Timewarp: The target ages 1d10 years per caster level.
  6. Warpfire: The target takes 1d6 damage per caster level and starts burning. At the start of the creature’s turn it takes another 1d6 damage; on a 6, add another 1d6 and keep adding d6s as long as 6s are rolled. Any creature that starts its turn next to a burning target must succeed a Dexterity saving throw or start burning too. Warpfire can only be extinguished with magic.

PATH OF THE PIT BEAST (5E)

A primal path for barbarians.

BLOOD AND SAND
Starting at 3rd level, whenever you make a melee attack that drops a creature to 0 HP, you gain temporary hit points equal to your Constitution modifier; while you are raging, the temporary hit points you gain are equal to your Constitution modifier plus your rage damage bonus.

If you have any temporary hit points at the start of your turn, you can expend them to gain a bonus to the damage roll of your next melee attack.

EXCELLENCE OF EXECUTION
At 6th level, whenever you make an attack roll with Advantage and both results would hit, the target of the attack must succeed a Strength saving throw (DC = 8+the damage roll) or be knocked prone or moved 5 feet in the direction of your choice.

FINISHING MOVE
At 10th level, when you roll damage for a critical hit on a melee attack, add another die of damage for every die that rolls a maximum result.

UNDISPUTED
When you reach 14th level, you can use your reaction to re-roll a failed saving throw with bonus equal to your Proficiency bonus. After using this ability, you must complete a short or long rest before you can use it again.

HAVOC JACK

A supple leather jacket festooned with spikes. The havoc jack provides physical protection equivalent to medium armor, but counts as light armor for the purposes of encumberance. The wearer also gains a melee attack dealing 1d4 damage.

Once per day, the wearer can enter a state of violent fury (as a barbarian (or similar class) rage). If the wearer already has a rage-type ability, the duration of their ability is doubled.

The wearer has Advantage on Charisma checks to intimidate, but Disadvantage of Charisma checks involving tact or subtlety.

College of Clowns (5E)

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SLAPSTICK
Beginning at 3rd level, when making an attack with an unarmed strike or improvised weapon, you can elect to deal no damage and instead impose the deafened, grappled, poisoned, or prone condition until the start of your next turn.

When making a slapstick attack, you are considered proficient with whatever item you’re using and add your Charisma modifier to the attack roll instead of your Strength or Dexterity.

LAUGH TO KEEP FROM CRYING
Starting at 6th level, you can use comedy to help allies stave off adverse conditions.4wli
Whenever a creature that can see and hear you fails a saving throw, you can use your reaction to expend a use of Bardic Inspiration, rolling an Inspiration die and adding the number rolled to the creature’s saving throw result.

EXPANDED SHTICK
Also at 6th level, you can now inflict the charmed, blinded, or restrained condition with a successful slapstick attack.

KILLING JOKE
At 14th level, you have learned a comedy routine so funny that a creature experiencing it will laugh itself to death.

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As an action, you expend a use of Bardic Inspiration, roll an Inspiration die and add the number rolled to a Performance skill check. The target of the killing joke must make a Wisdom saving throw; if it doesn’t meet or beat your Performance roll, the target begins laughing so hard that it becomes paralyzed and takes 1dX Constitution damage, where X is equal to your Bardic Inspiration die. At the start of its next turn, the target can attempt another Wisdom saving throw to end the effect.

A creature that succeeds the Wisdom saving throw is stunned for a number of rounds equal to result of the Inspiration die roll and cannot be targeted by another killing joke for 24 hours.

NEW SPELL: Wrathstone

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Druid/Sorcerer (Evocation)

Tapping into your anger and aggression, you wrench a jagged shard of rock out of the ground and hurl it at a target you can see within 30 feet, plus 10 feet per caster level.

On a successful ranged spell attack, the wrathstone inflicts 1d6 bludgeoning damage per level and the target must succeed a Dexterity or Strength saving throw or be knocked prone.

If the target had inflicted damage on you prior to casting the spell, you have Advantage on the ranged spell attack. When you cast this spell while you have less than half your maximum hit points, this spell inflicts 1d10 bludgeoning per caster level instead.

NEW SPELL: Gravel Blast

Evocation Cantrip
You cause a 5-foot-by-5-foot patch of ground within 30 feet to energetically erupt, tossing soil and stone into the air.

A creature standing in that area must succeed a Dexterity saving throw or takes 1d4 damage from flying debris and is thrown backwards 5 feet for every point of damage suffered. Creatures larger than Medium-size gain Advantage on their saving throw.

With each casting of the spell, you can cause one eruption plus an additional one for every 3 caster levels. Multiple eruptions occur simultaneously.

VARIATION: If you don’t like and/or use cantrips, you could make this a 1st-level spell by bumping up the number of eruptions to one per caster level.

THE VOID (WARLOCK PATRON (5E))

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When you tell others you serve Nothing, they regard you with incomprehension. It is difficult for a mortal mind to grasp the absence of existence. Nevertheless, you contemplate nullity and perhaps – beyond sensation, beyond thought – you will find something, or perhaps, something has already found you…

Patron Spells
1st: false life, sleep
2nd: blur, rope trick
3rd: blink, sending
4th: confusion, greater invisibility
5th: modify memory, passwall

Seeking Emptiness: Starting at 1st level, you can enter a state of suspended animation for up to 1 minute. While in this state, you do not need to eat, drink, or breathe, you do not age, and the progress of any disease or poison is halted. You remain aware of your immediate surroundings but cannot interact or communicate in any way. At any time before the duration expires, you can return to full consciousness instantly as a bonus action.

Every time you gain a level, the duration of this ability doubles.

Empty Mind: Starting at 6th level, you can use your reaction to automatically succeed a saving throw against a spell or ability that would detect your emotions or thoughts, or bestow the charmed condition. You must complete a short or long rest before you can use this ability again.

Ego Destruction: Beginning at 10th level, you gain resistance to psychic damage and have Advantage on Charisma based saving throws. Additionally, you can grant these benefits to another being with an Intelligence score of at least 3 by spending a round talking to them. A creature affected in this way has Disadvantage on Intelligence-based skill and ability checks. The effects last until the creature takes a short or long rest.

Total Annihilation: At 14th level, you can cast disintegrate once without expending a spell slot. You must complete a long rest before you can use this ability again.