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jokomaisu

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Pagan

While in other realms “barbarians” are invaders, foreigners, and marauders from beyond the borders who speak incomprehensible languages, pagans who live within the borders of the Kingdom have been here for centuries, sometimes since before the cities that surround them were even founded, and speak perfect Vernacular, though with distinctly recognizable accents.

Like their fellows from Overmountain, the Kingdom’s pagans have chosen Rage (or, as they call it, “Violence”) as a way of resolving conflicts and social disputes.

In the Kingdom, the best-known and widespread pagan communities inhabit the Pagan Plain, named after them. United under the iron paw of Ardarico “ye King”, they often accept sylvans and morgants in their ranks. Barbarians and pagans are also found in many other regions: from the various tribes of Spoletaria and Alazia, through the Barbariccias of the Tasinnanta Uppermount, to the Titan Spine, the Crown Mountains, and the Aygremounts.

Pagans have always had to defend themselves against all sorts of armies and outsiders’ abuses, and have now developed their expertise in wilderness and animal ferocity, on their predatory moves and skills, and on an instinctive use of violence. Their path is a cross between that of the legendary Varag bear-men and that of nature spiritualists. For them, rage is a state of instinctive exaltation that never escalates to inhuman or bestial fury. Rather, it sharpens their senses and infuses them with determination to strike first and with unheard-of ferocity.

The Pagan Table

Level

Proficiency
Bonus

Features Rage
1 +2

Rage, Rugged Defense, Sharpened Senses

2
2 +2

Charge, Danger Sense, Furious Critical (Terrifying Force)

2
3 +2

Cleaving Swing, Fearsome Reputation, Mark of the Wilderness, Savage Courage

3
4 +2

Ability Score Improvement, Furious Critical (Relentless Attack)

3
5 +3

Crushing Blows, Extra Attack, Shrug It Off

3
6 +3

Furious Critical (Mighty Blow), Lead the Pack, Mighty, Unstoppable Rage

4

Class Features
As a pagan, you gain the following class features.

Hit Points
Hit Dice: 1d12 per pagan level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per pagan level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose four from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival

Equipment
You begin the game with 120 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Rage
In battle, you give yourself over to the fury within. On your turn you can use a bonus action to enter a rage.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • Every round that you remain in rage, at the start of your turn you gain 2 rage hit points. Whenever you take damage, you reduce your rage hit points first, then your regular hit points. Rage hit points stack each round until your rage ends, at which point they dissipate.
    The maximum number of rage hit points you can have at one time is equal to 5 × your pagan level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
  • You gain no benefit from temporary hit points.

While raging, you cannot choose to use the Fall Back reaction.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your pagan level in the Rage column of the Pagan table, you must finish a long rest before you can rage again.


Rugged Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

In addition, your speed increases by 5 feet while you aren’t wearing heavy armor.

At 5th level, your speed increases by an additional 5 feet.


Sharpened Senses
Your time spent drawing on your rage has brought the world into sharp, relentless focus.

You gain a knack die on Investigation, Perception, or Survival checks made to follow a creature’s trail.


Level 2


Charge
Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react!

You use an action to move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action and use this maneuver on the same turn.

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


Danger Sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.


Furious Critical
You learn to maximize the effects of your mightiest blows, empowering your critical hits.

Simple damage isn’t all that a pagan can deal in combat. With just the right application of force, a pagan can inflict a number of conditions on their opponent. The DC to resist such effects is equal to 8 + your proficiency bonus + your Constitution modifier. The attack must use a melee weapon that has the heavy, two-handed, or versatile property. Only one Furious Critical can be used per critical hit, unless otherwise stated.

Mighty Blow
You know how to hit so it hurts the most. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.

Relentless Attack
Your blows fall down mercilessly. When you score a critical hit, you may immediately make an additional melee weapon attack (no action or reaction required). If this subsequent attack is also a critical hit, this feature can be activated again one last time on this turn. No other Furious Critical can be activated for these additional attacks.

Terrifying Force
You focus your rage, unleashing a fear-inspiring strike. When you score a critical hit, each creature you choose within 60 feet that can see you makes a Wisdom saving throw or is frightened of you until the end of your next turn. The effects of this Furious Critical can be combined with any other.


Level 3


Cleaving Swing
After you slam your weapon into an opponent you work the momentum of the blow into another strike at a second enemy nearby in a devastating display of might.

When you hit with a melee weapon attack using a weapon with the heavy property, you can use your reaction to make an additional melee weapon attack against a second creature that is also within your reach.

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


Fearsome Reputation
Word spreads of your prodigious strength or how terrifying you can be in battle.

Whenever you are in a settlement, at least one commoner approaches you with a modest gift or bribe and beseeches you to help settle a feud, move a large obstacle, or otherwise make use of your impressive might. In addition to their offering, they are eager to tell you about their home and neighbors.


Mark of the Wilderness
You have traveled far and seen much, and those around you can tell.

You gain a knack die on Intimidation checks.

In addition, you may always choose to use Strength when rolling an Intimidation or Persuasion check.


Savage Courage
Pagans move as fast and determined as a beast on the hunt.

When a pagan rages and is not wearing heavy armor, other creatures have disadvantage on any ranged attack roll against the pagan, and the pagan can use the Dash action as a bonus action on its turn.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Level 5


Crushing Blows
Your martial prowess is such that you are able to land attacks to best effect, dealing devastating amounts of damage.

Your melee weapon attacks score a critical hit on a roll of 19 or 20.


Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.


Shrug It Off
Girding yourself when your body is assaulted by more than clenched fists or sharp steel, you defy weakness and overcome.

When an effect causes you to be frightened, poisoned, or stunned, you can use your reaction to prevent it.

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


Level 6


Lead the Pack
Your unfaltering actions inspire your teammates to greater efforts.

You gain a knack die on Athletics and Acrobatics checks made to climb, jump, run, and swim. When your party makes a group Athletics or Acrobatics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Game Master says whether you succeed or fail.


Mighty
You turn your toughness into a tool when imposing upon others. You can always choose to use Constitution when making Intimidation checks.

In addition, when you enter a tavern or other social gathering, you can make a DC 15 Intimidation check while loudly declaring that you are looking for something or someone. On a success, most of the people there look at and otherwise point out whoever they believe is the person you are looking for or the person most likely to know about what you are seeking.


Unstoppable Rage
You cannot be restrained while you rage.

If you are restrained when you enter a rage, the effect ends immediately. Additionally, difficult terrain and magical effects cannot reduce your base walking speed.


Edited by jokomaisu (see edit history)

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