Barbarians of Pagrodin
When Pagrodin was a young plane, untouched by calamity, its barbarians were numerous and loved. Their boundless passion was aimed towards the world by way of hatchets and picks, but they revered the bounty of nature as they carved it away for dwellings and shelter. After the Devastation, they slowed this work so that Pagrodin might heal. Even after so long, few barbarians are left who adhere to the old ways.
In those months following the Devastation, people lost both their faith and their hope if they hadn't already lost their lives. Cities like Madtown and Rostro's Post came to the brink of collapse; the latter due to its near-annhilation and the former as a result of its violent, scared populace. After clearing the rubble from their own homes, certain volunteers, including a majority of the old barbarians, ventured near and far to help rebuild these once great communities and many others like them. However, most could not be saved.
Judicial Envoy
The only documented group of volunteers to succeed in restructuring Madtown was a cult of paladins-in-training that are now referred to as the Judicial Envoy. After witnessing the atrocities being committed in the city and losing their leader to a common criminal, the Envoy began to use less restrictive methods than any paladin's oath would allow. Pent-up rage and targeted violence led to ends that justified their means.
Now, the Judicial Envoy is far from its paladin roots. It still maintains order in Madtown, but its recruits swear no oaths. These "Juds" are widely considered to be modern barbarians who use aggression and manipulation to hold cities together.
At 3rd level, a barbarian gains the Primal Path class feature described in the Player's Handbook. The Path of Judgment is a new path open to barbarians in the world of Pagrodin.
Path of Judgment
The Path of Judgment is filled with somewhat civilized barbarians. They are debt collectors, bounty hunters, bailiffs, prison wardens, Juds, vigilantes, purgers, and more. Morality is rarely their motivation because it is so subjective. Instead, these barbarians simply believe in causality: that every action comes with a consequence, just as in nature. And if they ever feel they must enact that consequence, then so they shall.
Inescapable Fate
3rd-level Path of Judgment feature
When you have a target within your reach, you don't let them slip away unscathed. As a result, you have advantage on opportunity attacks you make while raging.
Menacing Glare
3rd-level Path of Judgment feature
Your livelihood is built, at least partially, on the ability to instill dread in others. You gain proficiency in the Intimidation skill, and your proficiency bonus is doubled whenever you make a check that uses this proficiency.
Rage of Judgment
6th-level Path of Judgment feature
Your enraged presence can forcibly remind creatures of their regrets and worries. At the start of your turn if you're raging, you can designate one creature you can see within 5 feet of you as the target of this feature. That creature immediately takes 1d8 psychic damage as it is plagued by these intrusive thoughts, and it has disadvantage on the first saving throw it makes before the beginning of your next turn. At 14th level, the damage increases to 2d8.
Necromantic Interrogation
10th-level Path of Judgment feature
Death offers no reprieve for those who've earned your fury. You gain the ability to cast the speak with dead spell without using a spell slot or material components. This use of speak with dead compels the corpse to answer your questions as truthfully as it can, even if you are hostile to it. Charisma is your spellcasting ability for the spell.
After you cast speak with dead this way, you can't do so again until you finish a long rest.
Death Row
14th-level Path of Judgment feature
During your turn, if you're raging but did not target a creature with your Rage of Judgment this turn, you can use a bonus action to make a creature seek absolution by your hand. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or immediately move up to half its speed in a straight line towards you without provoking opportunity attacks. If the creature ends this movement in a space within 5 feet of you, you can target it with your Rage of Judgment as part of this bonus action.
Credits
Original Homebrew Content by Acenm5. Take the Survey.
Context: D&D 5th Edition by Wizards of the Coast, LLC.
Page 3 Art: Edit of Stylized Stone Wall by Samuel Sheath.
Made using GM Binder with Memo Snippets by Rhaenon.
Note to self:
Do NOT make eye contact with the authorities of Madtown.