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1347042-The Warlord A 5th Edition Variant Barbarian by Goob The Goblin

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0% found this document useful (0 votes)
59 views12 pages

1347042-The Warlord A 5th Edition Variant Barbarian by Goob The Goblin

Uploaded by

Luke Freeman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

Designer: Goob The Goblin


Template: Simple Microsoft Word Template by
Laura Hirsbrunner
Cover and Interior Illustrator: Goob The Goblin

ON THE COVER
Phil the warlord charges further into battle
after separating some goblins from their
legs.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Spelljammer, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2023 by Gabriel Menzie and published under the Community
Content Agreement for the Dungeon Masters Guild.

1
TABLE OF CONTENTS
Credits................................................................................. 1
Table of Contents ............................................................... 2
The Warlord........................................................................ 3
Death? Don’t Make Me Laugh. .......................................... 3
Fight Me Cowered!............................................................... 3
By The Blood Of My Ax! ...................................................... 3
Class Features .................................................................... 4
Rage ....................................................................................... 4
Mighty ................................................................................... 4
Powers ................................................................................... 4
Might Makes Right ............................................................. 4
Advanced Powers ................................................................ 4
Rageful ...................................................................................5
Spiteful ...................................................................................5
Nonsense ...............................................................................5
Epic Boon ...............................................................................5
Tribal Tradition ........................................................................ 6
Nomad ................................................................................... 6
Berserker .............................................................................. 6
Keeper.................................................................................... 6
War Tradition ..................................................................... 7
The Battle Tested ....................................................................... 7
Hardy as Can Be ....................................................................7
Never Fallen ..........................................................................7
Battle Tested Powers...........................................................7
No Time to Rest ....................................................................7
Not Today ..............................................................................7
The Tactician .............................................................................. 7
Tactical Might.......................................................................7
Tactician Powers ................................................................. 8
Planning is Everything ...................................................... 8
Plan B ..................................................................................... 8
Blinding Rage....................................................................... 8
The Warmonger .........................................................................9
Improved Critical ................................................................ 9
Death to Them All ............................................................... 9
Fury ........................................................................................ 9
Warmonger Powers ............................................................ 9
Explosive Rage..................................................................... 9
Magic Items ...................................................................... 10
Arrows of Climbing ................................................................. 10
Atlantean Sword ...................................................................... 10
Ax of the Blood Kin.................................................................. 10
Cloak of Magrrun ..................................................................... 10
Loin Cloth of Rage ................................................................... 10
Orb of Peace ............................................................................... 11
Pendent of the Rageful ............................................................ 11
Sword of the Ancestors ........................................................... 11

2
THE WARLORD
Sorcha the stands on a blood-soaked battlefield,
having forced herself between the halfling and a hoard
of orcs. Her muscles twitch in anticipation of blows
and counters as the orcs size her up. The battle will be
quick and decisive, and she will feast tonight.
Small and stout, the gnome is often overlooked in
their combat prowess, a mistake never made twice.
They perch themselves upright as they tie themselves
to a standing stone. Their comrades are stridden
across the clearing and too many gnolls to count
prowl toward her. She may not survive, but neither
will her enemies.
The sound of her cries drowns out any clatter or
clang coming from the battle. Not even the crowd of
the colosseum can be herd as she plows her way
through one gladiator after another. No one bothers to
gamble anymore; her victory is determined only by
her will and the gods. And no one dares challenge
either.
For some their rage comes from within, others pull
rage out of the world. Some warlords use their rage to
battle down others, while many use their rage as a
shield in which to protect themselves. Rage is power,
at least where a warlord is concerned, but many still
know the might of peace.

DEATH? DON’T MAKE ME LAUGH.


Warlords are powerful beings; they’re strength is
impossible and their might immeasurable. The clerics
need not come, a resurrection will not be needed.

FIGHT ME COWERED!
Many Warlords are feared bounty hunters, tracking
down targets and finishing the job with ease. Others lead
war bands that make the strongest of monarchs cower.
A warlord is best described as a wall, an impassable
object to meet in the midst of battle. This wall, however,
fight back and strikes first. A warlord won’t wait for you
to draw your blade.

BY THE BLOOD OF MY AX!


Warlords were born for the chaos of battle. They live for
the thrill of the fight, yearning for the blood of their
enemies. They make prized gladiators and dangerous
soldiers.
Orcs, goblins, trolls… trivial. Dragons, daemons, and
devils… no more than an inconvenience. Powerful strikes
that kill the hardiest of foes with a single swing, a
warlord is not to be trifled with.

3
CLASS FEATURES CHARGING MIGHT
If you move before making an attack and an opportunity
attack is attempted on you, you may spend up to 5 rage
As a warlord you gain the following features at certain
points, increasing your next attack's damage by that
levels.
number. You may spend an additional 2 rage points for

HIT POINTS every additional opportunity attack you take during that

Hit Dice: 2d8 per Warlord Level movement.

Hit Points at 1st Level: 16 + your Constitution modifier


BERSERK
Hit Points at Higher Levels: 2d8 (or 9) + your When you make an attack, you may spend 2 rage points
Constitution modifier per Warlord level after 1st and your bonus action to make an additional attack. The
additional attack must be made with a simple weapon
PROFICIENCIES
with the light property.
Armor: Shields
Weapons: Simple Weapons, Melee Martial Weapons THINK AGAIN
Tools: None When an attack misses you, you may spend 1 rage point
to take an opportunity attack against your attacker.

Saving Throws: Constitution, Wisdom


LOOK AT ME
Skills: Choose three from Animal Handling, Athletics,
When an attack is made against a creature within your
Medicine, Nature, Perception, Religion, or Survival
reach, you can spend your reaction and 2 rage points to

EQUIPMENT force the attack to hit you. If you are out of range of the

You start with the following equipment, in addition to attacker, you pull them to an open space within 5 ft. of

the equipment from your background. you.

• (a) a Great ax and a Hand ax or (b) a shield and a


BOUNDING STRIDES
simple melee weapon You may spend up to 10 rage points to increase your
• (a) a Sling and 20 ammunition or (b) a simple weapon movement by an equal number of squares.
• (a) an explorer's pack or (b) a dungeoneer's pack
RAGEFUL AWAKENING
RAGE You may spend your action to heal yourself. Spending
up to 10 rage points and healing yourself an equal
Starting at 1st level you gain access to rage points, which
amount.
represent the fury within your soul. Many abilities you
gain as you level up will consume rage points. Any time
MIGHT MAKES RIGHT
you gain rage points it is a number equal to your rage
Starting at 2nd level, once a short rest, you may force your
counter. When you are below half hit-points your rage
rage onto others. As an action, you can force one creature
counter is multiplied by 2. You lose all rage points if you
within 5 feet of you to make a Wisdom saving throw. The
are incapacitated or the combat encounter ends.
DC equals 8 plus your proficiency bonus plus any number
At first level, your rage counter is equal to your Wisdom
of rage points you wish to spend. On a failure, the target is
modifier.
affected with the frightened condition for a number of
Starting at 10th level your rage counter is equal to your
rounds equal to the number of rage points you’ve spent
Wisdom modifier plus half your proficiency bonus
on this ability.
rounded up.

ADVANCED POWERS
MIGHTY At 10th level, you can choose 2 from the following list of
Starting at first level whenever you are hit with an attack
advanced powers.
you gain rage points equal to your rage counter.

ANGER IS MY POWER
WARLORD POWERS As an action, you may spend 5 rage points allowing you
Starting at first level you may choose up to three of the to spend up to half your hit die to heal.
following powers.

4
CALMING RAGE
Before a battle, you may spend ten minutes to center
yourself. When this is done you gain rage points equal to
your rage counter. The additional rage points last for an
hour or until they are used.

DRAINING STRIKE
As part of an attack, when you hit a creature, you may
spend up to 5 rage points. Your target decreases its
Strength modifier by that number for 1 minute.

NOT TODAY
When an ally is hit with an attack you may use a reaction
to move toward them. You may move a number of
squares equal to the number of rage points you spend on
this ability. If you end the movement within 5 ft. of both
your ally and the enemy you may have the attack hit you
instead.

RAGEFUL
Starting at 14th level, at the start of combat you may
decrease your initiative by 3 and gain a number of rage
points equal to your rage counter.

SPITEFUL
Starting at 15th level, you can gain power from your
existing injuries. When you are below maximum hit
points you may use a bonus action to gain a number of
rage points equal to your rage counter. Once this feature is
used you must complete a rest before doing so again.

NONSENSE
Starting at 18th level you gain a climbing speed equal to
your walking speed. If you already have a climbing speed
equal to or greater than your walking speed it is increased
by 10 ft. instead.

EPIC BOON
At 20th level you gain the Combat Prowess Epic Boon, or
another Epic Boon of your choice.

5
TRIBAL TRADITION gain advantage on all attacks, but all melee attacks have

At 6th level you may choose one of the following tribes. advantage on you. At the start of every round after

You gain one power from that tribe now; you gain activation, you lose 5 rage points. This trance lasts until

additional powers from the same tribe at 13th and 17th you end it, fall unconscious, or reach zero rage points.

levels.

NOMAD KEEPER
You are a master of knowledge, holding vast libraries in
You don’t require the company of others, moving on and
your mind.
setting new roots frequently and easily.

I AM A FRIEND (6TH LEVEL)


CALM IN THE STORM (6TH LEVEL) When making Charisma skill checks you may add your
You may use your Wisdom modifier instead of your
Wisdom modifier instead of your Charisma modifier.
Strength when determining your to-hit bonuses with
Additionally, you gain proficiency in persuasion,
melee weapon attacks.
deception, and intimidation if you are not already.

PAST LIVES (13TH LEVEL)


Whenever you enter a new settlement there's a chance GUARDIAN ANGEL (13TH LEVEL)
Whenever you succeed in a Wisdom (Medicine) check on
that you have connections there. Roll percentiles; 1%-
an unconscious ally you may allow them to spend a
50% you have no connections, 51%-62% you have
number of their hit die equal to your Wisdom modifier.
negative connections, 63%-88% you have mediocre
You also gain proficiency in the medicine skill if you do
connections, and 89%-100% you have a good
not already have it.
connection.
Negative relations are actively hostile and feel you
MASTER WORKED (17TH LEVEL)
have wronged them in some way. Mediocre connections You gain expertise in 1 skill of your choice and
are neither friend nor foe, most likely a past business proficiency in 2 skills of your choice.
connection. Good associations are old friends and
family willing to help you in some matters.

BATTLE CRY (17TH LEVEL)


Once a short rest, as a bonus action, you cry out to your
allies. Every creature of your choice within 30 ft. gains a
number of temporary hit points equal to your rage
counter.

BERSERKER
You pride yourself on your rage. It fuels you in your
endeavors to protect and massacre.

GRUDGE (6TH LEVEL)


Once a short rest you may use a bonus action choosing a
creature to hold a grudge against. Until you rest, rage
points gained from that creature's attacks are doubled.

RECKLESS (13TH LEVEL)


Once a long rest, as a reaction, when making a saving
throw, you may give yourself disadvantage. On a
success, you negate all the effects of the ability you were
saving against instead of half. You must use this ability
before the outcome of the save is revealed.

CALAMITY (17TH LEVEL)


Once a long rest you may enter a trance of rage. While in
this trance a 30 ft. sphere centered on you becomes
difficult terrain (you are unaffected.) Additionally, you

6
WAR TRADITION I CANNOT DIE
When making death saves a natural 1 only counts for 1
failure instead of 2. Additionally, when hit with a critical
At third level you choose one of three war traditions for
attack you only receive 1 failure instead of 2.
your subclass. Choose one of the following: The Battle
Tested, The Tactician, or The Warmonger. GIVE ME YOUR STRENGTH
As a reaction to killing an enemy you may regain hit

THE BATTLE TESTED points equal to half that enemy's CR rounded up.
You’ve been touched by many blades, but none have felled
you. Your blood soaks the land and splinters of your bones NO TIME TO REST
lay in the ground like seeds. You cannot fall, it is an Starting at 9th level, when an encounter is over, when you

impossibility. lose your remaining rage points, you may regain hit
points equal to the rage points you had remaining at the
HARDY AS CAN BE end of the battle.
Starting at 3rd level you gain an additional 10 hit points.
Furthermore, every time you take a level in this class you NOT TODAY
may add your proficiency bonus to your gained hit points, Starting at 11th level you may, as an action, become

along with your “Hit Points at Higher Levels.” immune to certain damage. You are immune to one
damage type of your choice from the following:
NEVER FALLEN Bludgeoning, slashing, or piercing. When this ability is
At 5th level, as a reaction whenever an attack would cause used you must spend 5 rage points, and remain immune
you to drop to zero hit points or lower you may spend any until the end of your next turn. Once this ability is used
number of rage points and increase your current hit you must complete a long rest before doing so again.
points by that number before the attack's damage is
dealt. THE TACTICIAN
You use both your might and your mind to control the
BATTLE TESTED POWERS battlefield. Quick thinking and brutal, your plans put the
At 7th level you may choose 3 from the following powers. best of generals to shame.

DYING RAGE
When making death saves, you gain a number of hit TACTICAL MIGHT
points equal to your rage counter if you roll a 17 or At 3rd level you gain proficiency in the following: Light

higher. armor, shields, and martial ranged weapons. Additionally,


you may choose one of the following Fighting Styles.
DEFENDING RAGE
As an action, you become resistant to some damage. You THROWN WEAPON FIGHTING
may choose one of the following damage types to be You can draw a weapon that has the thrown property as

resistant to; Bludgeoning, piercing, slashing, fire, part of the attack you make with the weapon.

lightning, cold, or thunder. When this ability is In addition, when you hit with a ranged attack using a

activated, you must spend 5 rage points. You must thrown weapon, you gain a +2 bonus to the damage roll.

spend an additional 2 rage points for every round after


TWO-WEAPON FIGHTING
the first. The effect ends when you choose to, are When you engage in two-weapon fighting, you can add
incapacitated, or lack the proper rage points. You may your ability modifier to the damage of the second attack.
not use this ability while a damage resistance from it is
still in effect. Once this ability is used you must UNARMED FIGHTING
Your unarmed strikes can deal bludgeoning damage
complete a long rest before doing so again.
equal to 1d6 + your Strength modifier on a hit. If you

PREPARE FOR BATTLE aren't wielding any weapons or a shield when you make
Once a short rest, you may spend 10 minutes focusing the attack roll, the d6 becomes a d8.
on yourself. When this is done you gain a number of At the start of each of your turns, you can deal 1d4
temporary hit points equal to your rage counter plus bludgeoning damage to one creature grappled by you.
half your level.

7
PROTECTION PLANNING IS EVERYTHING
When a creature you can see attacks a target other than
Starting at 7th level whenever initiative is rolled you may
you that is within 5 feet of you, you can use your
make a Wisdom (Perception) check, DC equal to 10 plus
reaction to impose disadvantage on the attack roll. You
the number of enemies currently in the encounter. On a
must be wielding a shield.
success, you gain a number of rage points equal to your
rage counter and remove the surprised condition if
INTERCEPTION
When a creature you can see hits a target, other than applicable.
you, within 5 feet of you with an attack, you can use
your reaction to reduce the damage the target takes by PLAN B
1d10 + your proficiency bonus (to a minimum of 0 At 9th level you become hyper-aware of your situation.

damage). You must be wielding a shield or a simple or When you fail a saving throw you may use your reaction

martial weapon to use this reaction. to add your proficiency bonus to it. If you still fail, you
gain a number of rage points equal to the difference
TACTICIAN POWERS between your saving throw and the DC. You may use this
At 5th level you may choose 3 of the following powers. ability a number of times equal to your Wisdom modifier a
long rest.
RAGING GRAPPLE
While holding a grappled target, you may use your
action to throw them. You throw them a number of BLINDING RAGE
At 11th level you can force others to focus on nothing but
squares equal to the number of rage points you spend on
this ability. your rage. You may choose any number of people within
30 ft. of you, but you must spend 1 rage point for every
AND STAY DOWN person you target. Your targets must make a Wisdom
As part of an attack action, you may spend 2 rage points
saving throw, DC equal to 8 plus your Wisdom modifier
to make an opposed Strength (athletics) check to force a
plus your proficiency bonus. On a success, they receive
target within 5 ft. of you prone. When forced prone in
disadvantage on their next attack. On a failure they are
this way the target must use the entirety of their
encompassed by your rage for 1 minute, they receive
movement to stand again.
disadvantage when attacking anyone but you and cannot
willingly move away from you. Once you use this ability
BACK BEAST
When you miss an attack, you may spend 2 rage points, you must complete a long rest before doing so again.

using your bonus action to force your target to move 10


ft. in a direction of your choice.

TO ME
With your action and spending 2 rage points you and
one creature of your choice within 5 ft. of you gain
advantage on melee attacks and Dexterity saving
throws. You may spend 1 additional rage point for every
additional creature within 5 ft. of you that you wish to
grant advantage to. You retain this advantage while at
least one of these creatures remains within 5 ft. of you,
they lose their advantage if they ever move more than 5
ft. from you. Once you use this ability you must
complete a long rest before doing so again.

STAND YOU FOOL


When a creature within 5 ft. of you falls to zero hit
points you may use your reaction to pull them back
from the brink of death. You may spend any number of
rage points; your target regains an equal amount of hit
points.

8
THE WARMONGER BURNING BLOOD
When you are hit by an attack you may use your reaction
You have prepared your entire life to do one thing, kill.
and spend 2 rage points to make an opportunity attack
Vicious in your tactics and wild in your methods, you rip
against your attacker. On a hit, you grapple your target
through the battlefield like a tornado.
and deal 2 extra damage.

IMPROVED CRITICAL
Starting at 3rd level, you crit on a 19 or a 20. Additionally,
EXPLOSIVE RAGE
At 11th level you gain the ability to fill the battle with your
when you crit, you can spend up to 10 rage points,
rage. Once a long rest, as an action, every creature, of your
increasing the damage of the attack by that number.
choice, within 30 ft. of you must make a Wisdom saving

DEATH TO THEM ALL throw. The DC equals 8 plus your proficiency bonus plus

Starting at 5th level you gain additional rage points equal your Wisdom modifier. On a failure, the targets are

to half your rage counter whenever an enemy target marked by your rage. When attacking a marked target you

within 5 ft. of you dies. have advantage, additionally, when you hit a marked
target, you may spend any number of rage points dealing
FURY an equal amount of damage. Creatures remain marked
At 7th level you gain the ability to enter a fury. Once a long until you are incapacitated, they are incapacitated, or you
rest, as an action, you may explode with rage for a single fall to zero rage points.
turn. Until the end of your turn, you may make as many
attacks as you wish, but you must expend 5 rage points
every time. Once this ability is used you may not spend or
gain rage points until the end of your next turn.

WARMONGER POWERS
Starting at 9th level you may choose 3 of the following
powers.

BRUTAL STRIKES
Whenever you attack a creature with less than 20 hit
points you may use your bonus action to expend 10 rage
points and kill them instantaneously.

LET ME TASTE YOUR BLOOD


Whenever you use your Improved Critical ability, its
max rage point limit is increased from 10 to 20.

FLYING RAGE
As an action, you may leap into the air -not consuming
any movement- a number of squares equal to the
number of rage points you spend on this ability. You
may land anywhere within 10 ft. of where you left. You
land on the same turn you leaped. When you land you
may make a melee weapon attack, as a bonus action, on
a hit the attack deals additional damage equal to the
damage dealt to you from falling.

NO MERCY
Whenever you kill a target, you may use your reaction
and spend 4 rage points to make another attack on a
target within 5 ft. of the last. You may only do this once
a turn.

9
MAGIC ITEMS
Additionally, once the wearer returns to normal size,
they must succeed a constitution saving throw, DC 5. On
a success they return to their normal size and the DC is

ARROWS OF CLIMBING increased by 5. On a failure, the wearer is turned into a

Wondrous item, common brown bear, keeping their mind and wherewithal, and the

Two arrows with spined tips and shafts formed to your DC is reset to 5. The wearer remains in this form for an

hands. The arrows cannot be used as ammunition but hour, at which point they may remake the save, not

while they are being held the wielder gains a 40 ft. increasing the DC on a success. If the creature fails the

climbing speed. save 3 times in a row, they become stuck in this form and
become mentally a bear until a spell such as remove

ATLANTEAN SWORD curse is cast on them.


Weapon (any sword), very rare (requires attunement by a
warlord)
LOIN CLOTH OF RAGE
A +3 weapon that reflects the light like the surface of Wondrous item, very rare (requires attunement by a
water. As a bonus action you may activate the sword, you warlord)

must spend 1 rage point for every turn the sword remains A loin cloth (and bra if you choose) that fits comfortably.

activated. While activated the sword becomes While wearing no other protective measures, other than

encompassed in water gaining a +5 to reach and deals an the loin cloth, you may add your rage counter to your AC

additional 2d6 cold damage. in place of your Dexterity modifier. Additionally, you are
immune to the effects of extreme weather, such as that

AX OF THE BLOOD KIN from a freezing blizzard or a blazing desert.


Weapon (any ax), rare
An ax of crimson metal that gleams in the light. The ax
acts as a +1 magic weapon. When a hit is made with the ax
it has a chance of doing additional damage. As part of the
attack, you may spend 2 rage points to force the target to
make a constitution saving throw. The DC is equal to 8
plus your PB plus your Wisdom modifier. On a success
nothing happens. On a failure the target takes 1d6
necrotic damage. You deal an additional 1d6 necrotic
damage whenever you hit this creature with this weapon
by spending 1 rage point as part of an attack action,

requiring no save.

CLOAK OF MAGRRUN
Wondrous Item, Very Rare (requires attunement)
A black fur cloak carved from the back of a bear, the
wearer gains a +2 bonus to strength, not increasing
above 20. In addition, the cloak can temporarily
empower the wearer, as an action the wearer may
increase their size by one category for 1 minute. Their
weight is cubed and any items they were wearing or
carrying were enlarged as well. While enlarged the
creature's health increases by 20 and they gain
advantage on strength-based skill checks and saving
throws. The wearer also gains a +2 bonus to strength-
based attacks and all their strength-based attacks deal
an additional 1d12. Once this is done the wearer must
finish a long rest before doing so again.

10
ORB OF PEACE • Summon the Ancestors. You may spend 5 rage points

Wondrous item, rare (consumable) to cast the Summon Undead spell, requiring no

A clear glass orb that magically remains clean. At the end components. The undead spirit appears as one of your

of a battle, when you would lose all your remaining rage ancestors. Once you use this ability you must complete

points, you may instead store them in the orb. This a long rest before doing so again.

requires a one-minute ritual to be completed, the orb can


store an infinite amount of rage points over multiple
rituals without losing any stored rage points. Rage points
in the orb are inaccessible and cannot be used, forming a
storm within the orb. At any time, you may choose to
smash the orb gaining all the stored rage points, these
rage points last until they are used or you finish a long
rest. When this is done the orb is destroyed beyond
repair.

PENDENT OF THE RAGEFUL


Wondrous item, varies (requires attunement by a
warlord)
While attuned to the pendant your rage counter is
increased according to the pendant's rarity; uncommon
+1, rare +2, very rare +3, legendary +4.

SWORD OF THE ANCESTORS


Weapon (any sword), legendary (requires attunement by
a warlord)
An ancient weapon imbued with the powers of the
ancestors. The sword acts as a +3 weapon. While attuned
you gain proficiency in the Intelligence (History) skill.
Additionally, you gain the following abilities;

• Battle Forges Family. Whenever you kill a creature

with this sword there's a chance they are absorbed


into the sword, joining your ancestors. When the
sword makes the killing blow on a creature with an
Intelligence of 8 or higher you may roll percentiles. On
a 76 or higher the target must make a Wisdom saving
throw, the DC equal to 8 plus half your level. On a
failure the creature is absorbed into the sword and you
gain 2 times your rage counter in rage points. The
creature cannot be resurrected or re-summoned once
they are absorbed and their spirit lies with the rest of
your ancestors. Once this is done you must complete a
long rest before doing so again.
• Fighting might. You may spend 5 rage points to cast

Spirit Guardians, requiring no components. Your spirit


guardians appear as vestiges of your ancestors. Once
you use this ability you must complete a long rest
before doing so again.
• Recall. Any time you fail a skill check you may call

upon the knowledge of your ancestors using your


reaction to add your rage counter to the roll. You may
use this ability once a rest.

11

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