Path of the Warboss
The half-orc that chooses the Path of the Warboss is the strongest, and the meanest of his tribe. More than just an exceedingly powerful warrior fueled by a thirst for battle, the Warboss exudes control over the battlefield through sheer might. A Warboss will usually rise to power in his tribe through sheer brute force. Once in position as the leader of a tribe, he holds dominion over all he surveys, and will use a heavy hand against anyone who says or thinks different.
Restriction: Half-Orcs Only
Only half-orcs can follow the Path of the Warboss. The warboss is a rare title among a unique few orc clans.
Your DM can lift this restriction to better suit the campaign.
Biggest and Baddest
Starting when you choose this path at 3rd level, your rage surges through your muscles causing you to grow to an immensely terrifying sight. While you are raging, you begin to grow in size and gain the following benefits:
- Double in all dimensions, and weight is multiplied by four.
- Increase size catagory by one - from Medium to Large.
- Your weapons also grow in size to match. While these weapons are enlarged, attacks with them deal 1d4 extra damage.
When your rage ends, you return to normal size.
Warlord's Favor
At 6th level, your allies are bolstered by your strength. Whenever an ally you can see within 30 feet makes a Strength saving throw or Strength check, you can use your reaction to give them advantage on the roll.
You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses of this feature when you complete a long rest.
Toughest and Meanest
When you reach 10th level, while raging, if a magical effect would force you to make a saving throw, you automatically succeed. You can't use this feature again until you finish a long rest.
Unbridled Savagery
Starting at 14th level, The sight of turmoil and destruction on the battlefield fills you with glee. Whenever you reduces a creature to 0 hit points, or score a critical hit, each enemy within 20 feet that can see you must make a Wisdom saving throw (DC equals 8 + your proficency bonus + your Strength bonus) or be frightened of you until the end of your next turn. If a creature successfully makes their saving throw, they can't be affected by this ability for 24 hours.
This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
Path of the Dervish
Dervish are dangerously fierce and lightning fast warriors who hail from the deserts of the Western Wastelands or the harsh rocky plains of the Silver Steppes. They move across the battlefield cutting down their enemies like a searing wind.
Death Grip
Starting when you choose this path at 3rd level, you treat weapons that don't have the heavy property as light weapons.
Additionally, if you are wielding two weapons while raging, whenever you take the Attack action you may make one single additional attack. You do not add your ability modifier to the damage roll of this attack.
Cutting Wind
At 6th level, whenever you reduce a creature to 0 hit points or score a critical hit, you can make another attack against a creature you can reach.
Desert Gale
When you reach 10th level, you learn to use the power of the wind in a number of different ways. As an action, you can cast warding wind. You can't use this feature again until you finish a short or long rest.
Blood Sirocco
Starting at 14th level, you engage in a dance of death, lashing out at all enemies in an area around you. When you take the attack action, you can make melee weapon attacks against any creature within 10 feet of you. Until the beginning of your next turn, opportunity attacks against you are made with disadvantage. You can't use this feature again until you finish a long rest.
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