![]() Might Theme: Rage damage bonus is doubled + Make a free shove action when hitting with Reckless Attack / Double movement speed when entering rage + hitting enemies reduce their speed by half for a round / Add an extra weapon damage die to your Reckless Attack / Gain AC depending on number of enemies around you (reused in Path of Stone)ĭragon Theme: Gain AC + Resistance to one element / Breath Attack (limited use) / Deal additional elemental damage with melee weapon attacks / Enemies hitting you in melee take elemental damage Sacrifice Theme: Deal additional damage when below half HP / Gain the effect of Bless for one round when damaged / Expend hit point dice in combat to gain temporary HP / Regain HP gradually up until half max HP while raging. Hansen, Randy Ward, IceJoker, MooWun, Brad Allison ![]() Note: Temporary Hit Points do not stack (higher amount of temporary HP overrides current temporary HP).Ĭontributors: Patrick P. ![]() These temporary hit points are removed once you stop raging. Additionally, whenever your Relentless Rage roll succeeds, you also gain temporary HP equal to 1/4th of your maximum HP. Level 14 (not in-game): Last Stand - While you have temporary HP, you gain a bonus to your melee weapon attacks and melee weapon damage rolls equal to half your proficiency bonus. Level 10: Rock Solid - While raging, you gain +1 AC for every hostile opponent you can see within 5' of you, up to a maximum of +4. Level 6: Strength from Within - You can use your Constitution modifier instead of another ability modifier whenever you have to make a Saving Throw. Level 3: Stone Resilience - While raging, you gain temporary HP equal to twice your proficiency bonus at the end of your turn. 1000 years after the Cataclysm the Path of Stone still has many followers, from all lineages. ![]() And once Manacalon began its incursions, they were in the thick of it, lending their legendary implacability to the resistance. They were the ones who kept the people safe during the harsh winters, when hungry monsters were on the prowl. The first Stone Barbarians hailed from the North, even before there was a Snow Alliance. They never give up in the face of adversity and thrive in hostile environments. I didn't see the benefit of metamagic feats outweighing the versatility of a wizard, but I'm sure there's a lot I missed.īarbarian Community Subclass - Path of Stoneīarbarians following this path draw their strength from their connection to stone. I ended up having to change the settings to allow attunement for unidentified items to equip any magic items because neither my sorcerer or my rogue had identify as a potential spell. I tried a sorcerer when I went through the "dlc" modules that the developers released recently and I have no desire to do it again. Wizard was wizard and did a lot of AoE damage in addition to doing buff duty and through the use of "counterspell," making a lot of fights that would otherwise be really difficult not so difficult. The ranger just shot things and the rogue was 1/2 ranged attack 1/2 devastating sneak attack dude. Paladin and cleric both do pretty well stopping bad guys from getting to my wizard and the paladin at least can deal some significant damage in melee. The party makeup that's done the best for me is paladin, cleric (with at least one domain that gives you sunlight as a default spell) wizard and either rogue or ranger with the background that allows lockpicking proficiency. Paladins just seem far more powerful overall than fighters.
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