Primal Path: Path of the Mist-Scarred

by Eiti3

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Path of the
Mist-Scarred







Covered in countless scars, those who follow this path have awakened a primal energy within them. Be it a small cut or a giant cleave, your body takes the pain in stride as a radiant mist begins to emit from your wounds as they begin to mend; leaving a fresh, new scar behind in its place. You may been blessed by the gods, or perhaps you broke your vow as a paladin. Mayhaps you are the child of a celestial who lost your divine spark, and this is all that remains; at least this and your rage.

Mending Ire

Starting at 3rd level when you choose this path, your wounds begin to mend themselves when you rage, emitting a radiant mist as they begin to close.

When you rage, you can choose to expend one Hit Die. If you do, you begin to exude mist from your wounds as you rage. While raging this way, immediately after raging and at the start of each of your turns, you regain a number of hit points equal to 1d6 + your Constitution modifier (minimum 1). If you are above half your hit point maximum, you instead gain that amount as temporary hit points. These effects, including any remaining temporary hit points, all end when your rage ends.

The amount of hit points your regain increase to 1d12 + your Constitution modifier at 10th level.

Scars of the Past

Also at 3rd level, your body not only repairs itself, but you can also fix the broken things around you. You learn the mending cantrip.

Lingering Fumes

Beginning at 6th level, you continue to heal after your rage.

When your rage ends, you heal an amount of hit points equal to the temporary hit points you ended your rage with from your Mending Ire feature.

Also, when you finish a short or long rest and you have no hit dice remaining, you regain an additional hit die.

Steamy Presence

Beginning at 10th level, when you expend a Hit Die to rage you can create a cloud of healing mist centered on you.

If you do, each creature of your choice within 15 feet of you regain a number of hit points equal to 1d12 + your Charisma modifier (minimum 1). As the healing properties immediately fade away, the mist lingers until the end of your next turn. Everything within the 15-foot radius centered on you is lightly obscured by the mist cloud.

Once you use this feature, you can't use it again until you finish a long rest.

Bleeding Mist

Starting at 14th level, your wounds are only momentary distractions.

As an action while raging, you can expend a Hit Die and regain a number of hit points equal to three times your Hit Die roll + your Constitution modifier.

You regain an additional 10 hit points at the start of your turn if you are below half your hit point maximum.


Credits

Primal Path: Path of the Mist-Scarred by /u/Eiti3

Special thanks to /u/BladeBotEU, /u/FlashPointBrews, and /u/AliceTheAlhoon for the feedback and help!

Art Credt: Ares by Emmanuel Julian

Primal Path: Path of the Mist-Scarred | /u/Eiti3
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