Path of the Immortal

by Charrmeleon

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Path of the Immortal

Barbarians who's strength comes not just from their body but from their mind as well. Those that hone that ability can focus the psionic energies into themselves to enhance their strength follow the Path of the Immortal.

Immortal Warrior

At 3rd level when you choose this path, your psionic talents manifest whenever your fury emerges, empowering yourself. While raging, you gain the following benefits:

  • When you enter a rage, you gain a number of temporary hit points equal to your Barbarian level.
  • Your unarmed strikes deal additional psychic damage equal to your your Rage Damage bonus, as shown in the Rage Damage column of the Barbarian table.

Physical Adept

At 3rd level, your unarmed strikes deal 1d4 bludgeoning damage and when you use the attack action to make an unarmed strike, you can use your bonus action to make an additional unarmed strike.

Psionic Fists

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Immortal Durability

At 10th level, as a reaction when you take damage, you can immediately enter a rage, gaining resistance to the damage until the start of your next turn.

Once you use this feature, you cant use it again until you finish a short or long rest.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can immediately enter a rage to regain a number of hit points equal to your barbarian level + your Constitution modifier.

Math

  • Barbarian is raging
  • All attacks hit, no crit
  • 16 STR at 1st level, 18 STR at 4th level, 20 STR at 8th level, 24 STR at 20th level
  • No feats
  • Berserker gets a reaction attack at 14th level
Immortal
Level Damage (Avg) Range
3 2 * (1d4 + 7) (19) 16-22
6 3 * (1d4 + 8) (31.5) 27-36
10 3 * (1d4 + 11) (40.5) 36-45
14 3 * (1d4 + 11) (40.5) 36-45
20 3 * (1d4 + 15) (52.5) 48-57
Berserker
Level Damage formula Damage
3 2 * (1d12 + 5) (23) 12-34
6 3 * (1d12 + 6) (37.5) 21-54
10 3 * (1d12 + 7) (40.5) 24-57
14 4 * (1d12 + 7) (54) 32-76
20 4 * (1d12 + 11) (70) 48-92
Zealot
Level Damage formula Damage
3 1 * (1d12 + 5) + 1d6 + 1 (16) 8-24
6 2 * (1d12 + 6) + 1d6 + 3 (31.5) 18-45
10 2 * (1d12 + 7) + 1d6 + 5 (35.5) 22-49
14 2 * (1d12 + 7) + 1d6 + 7 (37.5) 24-51
20 2 * (1d12 + 11) + 1d6 + 10 (48.5) 35-62

Observations

  • The Immortal is the most consistent damage with the highest damage "floor" and also the lowest "ceiling"

  • The damage ceiling is easily dominated by the Berserker barbarian. With potentially 4 attacks per round, anything that adds flat damage or increases crit chance excels on Berserker, such as Great Weapon Master or anything to increase crit chance.

  • The Zealot has a similar, or slightly lower average than the Immortal, but the ceiling is higher, has a smoother damage curve, and crits harder due to the additional die of damage.

Order of the Immortal (for Reference)

The following is from the UA Mystic:

From The Mystic UA on Immortals

"The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.

Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill."

Immortal Durability

Starting at 1st level, your hit point maximum increases by 1 per mystic level.

In addition, when you arent wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

Psionic Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Surge of Health

Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.

You can't use this feature if you can't use your psychic focus.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.

Part 2 | Your Introduction
 

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