
Barbarian: Path of the Celestial Guardian
Path of the Celestial Guardian
Path of the Celestial Guardian
Some Barbarians don’t just tap into their inner rage; they tap into the celestial energies of guardians from higher planes. Barbarians who walk the Path of the Celestial Guardian have been touched by celestial beings who guide their fury and offer blessings that manifest as protective and healing powers.
Subclass (Primal Path) of Barbarian
These formidable warriors draw power from their untamed, primal instincts. Fueled by raw emotions, they tap into a fierce rage that enhances their physical prowess, granting increased strength and endurance. With minimal armor and mighty weaponry, they fearlessly charge into battle, shrugging off blows that would cripple lesser fighters. Their unparalleled resilience allows them to endure extreme conditions and resist various effects. Barbarians possess unique paths that further shape their abilities, ranging from totemic connections with nature to embracing a berserker’s unbridled fury. While their rage can make them difficult to control outside combat, Barbarians make invaluable allies on the battlefield, where their ferocity and tenacity turn the tide in their favor, leaving foes trembling in the wake of their relentless onslaught.
Class Features
As a path of the celestial guardian, you gain the following features.
Hit Points
Proficiencies
Armor: Light Armor, Medium Armor, Shield
Weapon: Martial Weapon, Simple Weapon
Saving Throw: Strength, Constitution
Skills: You have 2 of the following skills: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.
Starting Gold
You start with 2d4 x 10 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) greataxe or (b) any martial melee weapon
- (a) (2x) handaxe or (b) any simple weapon
- explorer's pack
- (4x) javelin
Path of the Celestial Guardian Features Table
LVL | Pro+ | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Celestial Bond, Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Guardian's Grace | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Heavenly Smite | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Celestial Resilience | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
Class Features at Level
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- 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.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored 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.
Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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.
Celestial Bond
Starting when you choose this path at 3rd level, you can call upon your celestial guardian when you enter your rage. You gain temporary hit points equal to your Barbarian level + your Constitution modifier. Additionally, while raging, your melee attacks deal an extra 1d4 radiant damage.
Primal Path
You choose a path that shapes the nature of your rage.
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Your speed increases by 10 feet while you aren’t wearing heavy armor.
Guardian's Grace
At 6th level, you emanate an aura of celestial energy. When an ally within 10 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to your Constitution modifier (minimum of 1).
Feral Instinct
Your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Brutal Critical (1 die)
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Heavenly Smite
At 10th level, you can focus your celestial energy into a powerful smite. Once per rage, you can add an extra 2d8 radiant damage to one of your melee attacks. The target must also make a Wisdom saving throw or be blinded until the end of your next turn.
Relentless Rage
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Brutal Critical (2 dice)
You can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Celestial Resilience
When you reach the 14th level, your connection to your celestial guardian grants you otherworldly resilience. While raging, you gain resistance to radiant and necrotic damage. In addition, when you score a critical hit, you can choose to end one condition affecting you (e.g., blinded, paralyzed).
Persistent Rage
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Brutal Critical (3 dice)
You can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Indomitable Might
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
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. Alternatively, you can choose to take one Feat instead of the ability score increase.
Primal Champion
You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path of the Berserker
Path of the Celestial Guardian
Path of the Elemental Fury
Credits: Squire 5