LGtC:Path of the Weal

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A Path of the Weal Barbarian

Path of the Weal

Focusing on intimidating their opponents with their raw display of strength and mettle, barbarians of the Path of the Weal use a variety of magical markings that push their capabilities or harm their enemies. While legends of these warriors are sparse, they are most commonly seen as gladiators in the arena, where they can show off their peculiar gifts for the spectacle. There are also rumors of mercenaries and bandit kings who use these techniques in the wilds of Tamriel.

A barbarian of this path can gain these markings in a variety of ways. Perhaps you were tattooed with magical inks, or your flesh or fur was decorated with infused paints. Consider if the marks are deep scars with mystical powers, or if the markings suddenly appeared as though a greater power approved of your methods.

Path of the Weal Features
Level Feature
3rd Weal Markings
6th Powerful Markings, Minor Marks
10th Remarkable Markings, Marks of the Covenant
14th Extraordinary Markings

Weal Markings

3rd-level Path of the Weal feature

Choose a marking from the list of weal marks listed below, which covers a large part of your body, such as your entire torso. The mark resembles an animal or other entity which represents the chosen effect. For example, if you choose Mark of Resilience, it can bear the image of a mammoth, troll, or roots. While you are raging, the markings glow with magical energy and you gain the effects as described.

Mark of Strength. You are considered one size larger for the purposes of shoving and grappling, and when determining your carrying capacity and the weight you can push, drag, or lift.

Mark of Speed. Your movement speed is increased by 10 feet.

Mark of Resilience. You gain a +1 bonus to AC.

Powerful Markings

6th-level Path of the Weal feature

Your marks grow larger, and shine brightly while raging, giving you an additional magical effect of your choice. You can choose the same mark you chose at 3rd level, or an entirely new one.

Mark of Strength. After attacking a creature, you can shove or grapple it as a bonus action.

Mark of Speed. You gain advantage on Agility (Acrobatics) skill checks and Agility saving throws.

Mark of Resilience. You gain advantage on Endurance saving throws.

Minor Marks

6th-level Path of the Weal feature

Choose a marking from the list of Minor Marks detailed at the end of the subclass description, which covers a small part of your body, such as a limb, or your neck. While you are raging, the marking glows with magical energy, and you gain the effects as described.

You can choose a second minor mark when you reach 10th level, and a third at 14th level. You can’t gain the benefits of the same minor mark twice, unless noted otherwise.

Remarkable Markings

10th-level Path of the Weal feature

Your marks cover more of your body, allowing you to control another magical effect of your choice. You can choose the same marks you have chosen previously, or an entirely new one.

Mark of Strength. You gain a +1 bonus to your rage damage.

Mark of Speed. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can add one additional weapon damage die to one of your attacks.

Mark of Resilience. You gain an additional +1 bonus to AC, and you can go one extra round without attacking or taking damage before your rage ends.

Marks of the Covenant

10th-level Path of the Weal feature

You gain the ability to share your minor marks with others. During a short rest, you can choose one minor mark you possess and share it with an ally, giving them the effects of the chosen mark while you are raging. The ally’s mark fades when you finish a short or long rest.

Extraordinary Markings

14th-level Path of the Weal feature

Your marks have become one with you, applying their effects even while you are not raging. Additionally, your marks fuse you with an additional magical ability of your choice. You can choose the same marks you have chosen previously, or an entirely new one.

Mark of Strength. Your attack rolls score a critical hit on a roll of 19 or 20.

Mark of Speed. Your speed increases by an additional 5 feet, and opportunity attacks made against you are made at a disadvantage.

Mark of Resilience. Whenever you take any damage, you can use your reaction and expend one hit die to reduce the total by 1d12 + your Endurance modifier.

Minor Marks

The Minor Marks are listed in alphabetical order.

Mark of Death. When you kill a small or larger creature that is hostile to you on your turn, you regain hit points equal to your Endurance modifier.

Mark of Elementals. When you enter your rage, choose one of fire, lightning, cold or poison. As a bonus action on your turn, you can change the damage type of your rage damage to your chosen elemental damage type, which lasts until your rage ends or you use a bonus action to change it again.

Mark of Fear. You can use a bonus action to strike fear into an enemy. Choose one creature that is within 60 feet of you that can see and hear you. That target must succeed on a Willpower saving throw (DC equal to 8 + your Endurance modifier + your proficiency modifier) or become frightened of you. The frightened target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success, and becoming immune to being frightened in this way for 1 hour.

Mark of Intimidation. You gain proficiency in Intimidation. Additionally, you can use either your Strength or Endurance attribute when making an Intimidation skill check instead of Personality.

Mark of Ruin. When you hit a creature with a melee weapon attack, you can attempt to inflict one of the following conditions of your choice: blinded, deafened, or staggered. The target must succeed on an Endurance saving throw (DC equal to 8 + your Endurance modifier + your proficiency modifier) or be affected by the chosen condition until the end of your next turn. You can only use this ability only once per rage.

Mark of Perseverance. When you enter your rage, choose one saving throw. You gain a +2 bonus to that saving throw while raging.

Mark of Perception. You gain a +2 bonus to your Willpower (Perception) skill, and you can sense invisible creatures within 10 feet of you as though you have blindsense.

Mark of Shielding. When you enter your rage, you gain temporary health points equal to 1d8 + your Endurance modifier. These temporary hit points vanish when your rage ends.

Mark of Water. You gain a swimming speed equal to your walking speed.