Path of the Sacrifice (Homebrew, Restricted)
Hit Points
Hit Dice: d4 per Path of the Sacrifice (Homebrew, Restricted) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Everyone dies, but your death was written in the stars themselves, ordained within the blood and entrails of a dying beast, and whispered of by the falling bones and shuffling cards of the diviners. You are going to die, and your death is going to mean something. The rise of a great evil, or the end of an era. The destruction of all you hold dear, or the redemption of your blackened soul. The arrival of the legions of light, or the end of fear itself. In the end, you'll be dead - sacrificed as an offering to fate and slain by a prophecy that cannot be changed by wishes alone. You embrace your fury in defiance of that prophecy, or to ensure that it arrives as was written. You scream with rage because your life means more than just an ending. When the time comes, you will be waiting, bloodstained weapon in hand.
DESTINED END Those who walk this path are rare, and for good reason, as their deaths often come with catastrophic consequences. When choosing this path, work with your group to create the prophecy that speaks of your death. Remember that prophecies are often extremely vague, subject to misinterpretation, and can be self-fulfilling, or even entirely untrue. For some, these supposed prophecies could be simply the ravings of a lunatic blessed with incredible luck and martial skill, while for others these prophecies are the purest expressions of universal truth.
DETERMINE YOUR FATE When creating a prophecy, there are several factors you should consider. First, think about the end outcome. What is supposed to happen when you die? Consult the following table, or create an outcome of your own.
d6 |
Upon my death... |
1 |
A star will shine no longer, and something shall stare out from the void that remains. |
2 |
My homeland will soon burn and fall to ruin, destroyed by enemies from within and without. |
3 |
A heavenly host will know that the time has come to descend to punish the wicked and unrighteous. |
4 |
My weapon will shatter into six pieces, and a demon shall later rise from each piece to wreak havoc. |
5 |
My sacrifice will inspire others to rise against an oppressor and overcome their vile rule. |
6 |
A gateway to paradise will open, but only one will be able to enter and enjoy an eternity of pleasure and indolence. |
Omens of Doom
When creating a prophecy, refrain from mentioning specific dates or times that it will come true, as these are unreliable. Instead, create omens and motifs that herald specific parts of the prophecy. For example, mentioning events that could be interpreted in a variety of ways, such as "When the raven cries" or "When the stars fall" is an excellent way to add urgency, tension, and confusion to a prophecy.
Grim Prophecy
At 3rd level, you discover or accept that your death is fated, but this knowledge gives you a certain insight. You can cast augury at will as an action without using a material component, relying on your prophetic destiny to guide you. Wisdom is your spellcasting ability for this spell. You can't cast this spell in this way more than once per minute.
Lamb to the Slaughter
Also at 3rd level, your fate affords those that surround you a measure of protection. Once per turn when you take damage while raging, you can choose to grant a friendly creature that you can see within 30 feet of you other than yourself temporary hit points equal to your Barbarian level + Constitution modifier. These temporary hit points last for one minute, and you can use this feature a number of times equal to your constitution modifier, regaining uses on a long rest.
Cruel Fate
At 6th level, your death draws ever closer, but your skill grows in turn. If the augury spell would give you a random result, the result is Woe. Each time you cast augury, critically hit with an attack, or fail a death saving throw, you gain a defiance die, which is a d6. You can have up to two defiance dice at a time. Once per turn when you take damage from an attack, you can expend and roll one of your defiance dice, adding the roll to the damage result. When you do, you also add the same result to your next attack roll and damage roll.
Rise and Fall
At 10th level, your destiny overpowers the lesser lives of others. When you have 0 hit points and a creature within 30 feet of you is reduced to 0 hit points, you can choose to expend and roll your defiance die to recover hit points equal to the result.
Blood for Blood
At 14th level, your destined death awaits your arrival, and you refuse to surrender before the end of your journey. At the start of your turn, as long as you are raging, you gain temporary hitpoints equal to half your Barbarian level. These temporary hit points last until the start of your next turn. Whenever you are reduced to 0 hit points while you are raging, you can use your reaction to make a single melee weapon attack against a target within your reach. If this attack hits, it is a critical hit.