Izzy Wartooth (dnd subclasses)

dazenguile

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Barbarian Subclass 

Path of the Martyr (homebrew) 


Inspo

Path of Blood Barbarian: https://www.dndbeyond.com/subclasses/57659-path-of-blood

Path of the Juggernaut barbarian: http://dnd5e.wikidot.com/barbarian:juggernaut


Level 3


Just a Flesh Wound

Every hit you take just further fuels your rage, and as you take more and more damage, you dish it out just as hard. Beginning at 3rd level, the lower your hit points are, the more damage you can deal while raging. If you are below your hit point maximum while raging, your attacks deal an extra 1d4 points of damage, if you are below half it becomes 1d6, and if you are below one-quarter it becomes 1d8. 

At higher levels, the extra damage increases. At 10th level, the damage at each tier becomes 2d4, 2d6, and 2d8 respectively. At 14th level, they become 3d4, 3d6, and 3d8.


Unwavering Will

Knowing others look to you as a beacon of strength, you’re able to harness your righteous fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.



Level 6


A Force to be Reckoned With

    Your ability to take punishment both terrifies your enemies and inspires your allies. Starting at level 6, when you enter a rage, you can choose to take damage equal to your barbarian level. When you do this, you can gain a bonus to your AC equal to half your level that lasts for the duration of your rage, or alternatively, you give up to 4 allies within 20 feet of you temporary hit points equal to your barbarian level.

At level 12, you can instead choose to take double your level’s worth of damage at the start of your rage to achieve both effects. 



Level 10


Walk It Off

Upon making it to 10th level, you have become very accustomed to the cycle of pain and recovery. Whenever you roll hit dice to heal during a short rest, treat any roll of 5 and below as a 6.



Level 14


Unstoppable

You have become a pure force of bloody fury. Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.




Bard Subclass

College of Strings (homebrew)* 

https://www.dndbeyond.com/subclasses/137826-bard-college-of-string-instruments-remnant 

*edited bonus proficiencies so as not to be redundant for Izzy’s proficiencies
Replaced with College of the Dirge Singer (Eberron) skill: http://dnd5e.wikidot.com/bard:dirge-singer


Level 3


Broad Inspiration

When you join the college at 3rd level, you learn to strengthen the hearts of your troops and stir them to greatness. You learn the Guidance cantrip, which is considered a bard spell for you, but doesn’t count against your number of cantrips known.


Power Chords

Starting at 3rd level, you learn how to use your string instrument to manipulate the flow of magic around you. As an action, you may spend a bardic inspiration die to use your string instrument to perform a power chord.

Forceful Chord. You strike a chord causing a wave of force to erupt from your instrument. Each creature in a 30-foot cone originating from you must succeed on a Dexterity saving throw versus your spell save DC, or be pushed back 10 ft. and knocked prone.

Shielding Chord. You strike a chord causing a wall of sound to wrap around and protect you. Until the start of your next turn, you gain a bonus to your AC equal to your Charisma modifier. (minimum of 1)

Slicing Chord. You strike a chord causing ghostly blades to shoot out toward a target. Make a Ranged Spell Attack against a target within 60 ft., on a hit the target takes slashing damage equal to your bardic inspiration die + your Charisma modifier



Level 6


Magical Chords

At 6th level, when you use your action to cast a cantrip, you can perform a power chord as a bonus action.

Performing for an Audience

Additionally, starting at 6th level, you gain a bonus to any Charisma check you make equal to the number of allies you can hear and see within 60 feet of you (maximum of 5).



Level 14


Improved Magical Chords

At 14th level, when you use your action to cast a spell, you can perform a power chord as a bonus action.

Ensnaring Solo

Starting at 14th level, you can conjure ghostly wires from your instrument ensnaring your victims. As an action, choose a number of creatures equal to your Charisma modifier, that you can see within 60 feet of you, those creatures must succeed on a Dexterity saving throw versus your spell save DC, or become restrained by ghostly wires. Whenever you perform a power chord, creatures grappled by this feature take slashing damage equal to your Charisma modifier (minimum of 1). A creature restrained by this feature may use their action on their turn to make a Strength saving throw versus your spell save DC to try and escape.

Once you use this feature, you must finish a short or long rest before you can use it again.