Path of the Aristoi

"'Sing, O muse, of the rage of Achilles, son of Peleus, that brought countless ills upon the Achaeans."

–Illiad, Proemic Verse

The warrior-aristocrats of old fought with weapons of bronze, riding to battle in mighty chariots and hurling javelins like the thunderbolts of the gods. Many were fighters of consumate skill, with technique storied in history. Outside the battlefield they were creatures of great passion, colossal mirth and melancholy; they laughed in the face of death, surrendering to their fate as they joined battle.

The barbarian is a figure of unrefined savagery, but there are still those who see rage as a god-sent gift, inherited down their noble bloodline. Armored in fabled history, such warriors embrace fury and victory as twins.

Aristoi Path Quirks

d6 Quirk 1 You have memorized the famed lineage of your ancestors, and recite it to your enemies before battle. 2 Your wounds only scar in figurative patterns, marking your skin with the signs of your gods or your people. 3 All arms and armors you carry have the luster of bronze, regardless of their metal. 4 You are haunted by a prophecy which foretold the hour of your death. 5 Your rage is dedicated to the gods, and when you rage you feel an unseen hand guiding your blows. 6 You always ask your enemies for their names, and keep a record of your fallen foes.

Covenant of Lions

When you join this path at 3rd level, you learn to combine a roaring barrage with a lunging charge. You gain the following benefits, which only apply alongside weapons with the Thrown or Light properties:

You can treat ranged attacks made with thrown weapons as melee attacks for the purposes of Barbarian features.

When you throw a weapon, you can immediately draw another weapon. This does not use your free item interaction for that turn.

When you attack a creature with a thrown weapon on your turn, you can use a bonus action on that turn to make a single melee weapon attack against that creature.

If you move into a creature's reach, any melee weapon attack you make against that creature on that turn deals 1d6 additional damage.

Star of Waning Summer

Also at 3rd level, your heritage manifests itself in every deed; no longer a crude warrior-apprentice, you are an aristocrat of war. You gain proficiency in either the History skill or the Persuasion skill. If you are already proficient in the skill you choose, your proficiency bonus is doubled for any ability check you make that uses this skill.

Seven-Banded Shield

Beginning at 6th level, your shield fills every gap left by your reckless assault. When you are hit by an attack made with advantage while holding a shield, you can use your reaction to force the attacker to use the lower roll. You must do so before the DM rolls damage.

You can use this feature twice, and regain all expended uses when you complete a long rest. You gain an additional use at 10th and 14th level.

Sing, O Muse

Starting at 10th level, all who hear your name know of your legend. When you enter a rage, or as a bonus action while raging, you can force a creature within 30 feet to make a Charisma save (DC = 8 + your proficiency bonus + your Charisma modifier). It has disadvantage on this save if it understands your language.

If the target fails, it comes under the effect of the compelled duel spell until your rage ends, or until any of the conditions described in that spell are met.

Whether it succeeds or fails, you cannot be frightened by that creature until your rage ends. You must enter a new rage before you use this feature again.

God-Killing Thrust

Upon reaching 14th level, the strength of your arm is as undeniable as fate. When you make a ranged attack with a thrown weapon, you can strike the heavens themselves. The attack ignores half and three-quarters cover, and does not suffer disadvantage if made at long range. Every creature between you and the target must make a Dexterity save (DC = 8 + your proficiency bonus + your Strength modifier).

A creature takes 10d6 magical piercing damage on a failed saving throw, or half as much on a success. If the attack hits its target it must also make this saving throw, and does so with disadvantage.

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

In Death All Things Fair

Even death may not take your glory, and your dying wounds are badges of pride. At 14th level, should you die, you automatically come under the effects of the gentle repose spell, lasting a number of days equal to your barbarian level.