Path of the Celts
Subclass of Barbarian
Old World's Might - Subclasses from Old Europe p. 6 (Homebrew)
- Level
- 3
Description
Fight according to traditions and nature
"Blood and earth, iron and fire, this is the warrior's path."
Theme: Barbarians who embody the mysticism, warrior traditions, and fierce independence of the ancient Celts. They draw strength from nature, channeling primal energies to protect allies and devastate foes.
Playstyle: A hybrid of offensive ferocity and primal magic, focusing on battlefield control, mystic resistance, and empowering allies.
The Celts were a collection of tribes which originated in central Europe. Although separate tribes, they had similar culture, traditions, religious beliefs and language in common. First mention of the Celts was made by the Greeks authors between 540 and 424BC. But the most valuable insights are provided by Roman authors — as the Roman world was expanding, they came in direct contact with the Celts on their northern borders.
Traits
Primal Battle Frenzy Nivel 3
When you enter a Rage, you enhance it with ancient primal energy. While raging, you gain the following benefits:
- When you hit a creature with a melee attack, you can deal an additional 1d6 Force damage.
- You and your Allies within 10 feet of you are Immune to the Frightened condition.
Mystical Ward Nivel 6
Your connection to nature grants you protective magic. As a Reaction, when you or one of your Allies within 30 feet of you is hit by an attack, you can reduce the damage by 1d10 + your Barbarian level. You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Wrath of the Ancestors Nivel 10
As a Bonus Action, you call for help from your ancestors that appear as spectral Celtic warriors around you in a 15-foot Emanation for 1 minute. The Emanation provides the following effects:
- Hostile Creatures within the Emanation have Disadvantage on attack rolls against creatures other than you.
- Your Allies within the Emanation gain a bonus to saving throws equal to your Rage Damage Bonus.
Once you use this feature, you can't use it again until you finish a Long Rest.
Oath of the Ancestors Nivel 14
Your connection to your ancestors allows you to shield your allies even further. When a creature Allied to you within 30 feet of you drops to 0 hit points but isn't outright killed, you can use your Reaction to have them drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a Long Rest.