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## Barbarian: Path Of The Valkyr (Ver. 1) The first Valkyr was forced to stare into the Void and slowly became mad with the sights that she saw. Her captors scribbling notes as she continued to scream and kept trying to escape. But they wanted to learn more, so with a simple push she fell in, her body was ripped and cut as she slipped through the Void. Though it was only for a short moment, it was enough to change her forever. Nobody knows who the first Valkyr was or what happened to her captors. All that remains are sparse notes, which others now use to try and gain control of the Void for their own power. | Level | Barbarian Path Feature | |:---:|:-----------:| | 3 | Void Charges, Zip Line | | 6 | Warcry | | 10 | Paralysis | | 14 | Hysteria | ___ #### Void Charges At 3rd level, you gain **Void Charges**. You may use these charges to augment your abilities to be even stronger and have secondary effects. Some of these abilities require creatures to make Saving Throws, your Spell Save DC is 8 + your Con Modifier + your Prof Bonus. You have a number of Void Charges equal to your Con Modifier and you regain all your charges after a long rest. ___ #### Zip Line Also at 3rd level, you can use the void energy within you to create a hook and line with a few uses. As an action, you can create a wire with a hook at the end and can make a ranged attack against a creature you can see within 15ft. On a hit, you can move the creature up to 10ft towards you. It deals 1d6 bludgeoning damage. At higher levels the damage die increases by 1d when you reach 6th level (2d6), 11th level (3d6) and 16th level (4d6). You can use your Str Mod for it's attack roll and can also add your Rage damage. Also at higher levels, the distance your Zip Line can go and the distance you can pull creatures also increases by 5ft when you reach 5th level (ranged attack distance becomes 20ft and pull distance becomes 15ft), 11th level (ranged attack distance becomes 25ft and pull distance becomes 20ft) and 16th level (ranged attack distance becomes 30ft and pull distance becomes 25ft). Also as a bonus action, you can use your Zip Line to pull yourself to a spot. You can fire your Zip Line within range of the Zip Line that you can see and be pulled to the location. **Swing Line:** For **1 Void Charge**, on a hit you can pull the creature the full distance of the Zip Line and can force the creature to make a Str Saving Throw, on a fail the creature is knocked prone. ___ #### Warcry At 6th level, you can bolster your allies and push them to keep fighting. As an action, you can let out your Warcry and a number of creatures of your choice within 30ft gain Temp HP equal to your Character level. **Eternal War:** For **2 Void Charges**, you can make hostile creatures within 30ft make a Wis Saving Throw. On a fail, creatures take damage equal to your Character level and are now frightened of you for one minute, creatures can attempt to remove the frightened condition at the end of their turns. On a success, they take half damage instead. ___ #### Paralysis At 10th level, you release some of the Void energy within to stun your enemies. As an action, you release some of the Void energy within and creatures within a 15ft radius of you must make a Con Saving Throw. On a fail, they are stunned until the end of their next turn and take force damage. On a success, they take half damage instead. **Prolonged Paralysis:** For **2 Void Charges** you can strengthen your paralysis affect on creatures. When you pay the charge cost and stun a creature using this ability, after the first turn has passed, the creature needs to make a Con Saving Throw at the beginning of it's next turn, on a fail it is still stunned, on a success it is no longer stunned and can take it's turn but cannot take any reactions until it's next turn. ___ #### Hysteria By 14th level, you lose control of yourself as your mind goes further into the Void. As a bonus action, whilst you are raging you can go into a Hysterical Rage. When you are in such a rage you can make an extra attack, as part of your attack action, on your turn. Whilst in a Hysterical Rage allows other creatures to have advantage against you. This lasts for 1 minute, until you fall unconscious or if you use a bonus action to end your Hysterical Rage. Once the rage ends, you suffer 1 level of exhaustion. **Hysterical Assault:** Whilst you are under the effects of Hysteria, as a part of your attack action and cost of **1 Void Charge** you may leap to a unoccupied space next to a creature within 15ft. Make an attack roll against the creature, on a hit you deal an extra 1d8 force damage. > Created by **[u/CakeSlayer](http://https://www.reddit.com/user/CakeSlayer94/)**