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John K. Gimmick

Path of the Finality

Base Barbarian Subclass: Wildheart

You stand as the last remnant of a lineage that has long perished—a relic from an old world, the descendants of those erased from history. As this world approaches its end, your story is just beginning. Questions beg answers, and loose ends yearn to be tied.

Your name, your family, and your tribe all converge at a singular point in history—a history the Spires played a part in erasing. What secrets lie beyond the stars? What mysteries rest beneath this continent? And what awaits at the journey's end?

“May your blade be swift, your judgment just, and your decisions resolute.”

Level 3: Smite of Origin

You gain the ability to channel the lethal repercussion of speaking Celestial.

Whenever you hit a target with a Strength-based attack, you can utter a word in Celestial and deal extra 2d6 Fire damage. This extra damage increases by 1d6 when you reach level 6 (3d6), 10 (4d6), 14 (5d6), and 20 (6d6).

You can use this feature a number of times equal to twice your Proficiency Bonus. If you use this feature again while having no uses remaining, you immediately take Necrotic damage. The damage increases each time you exceed the limit: 1d12 for the first, 2d12 for the second, and so on. This damage ignores Resistance and Immunity.

You regain two expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Level 3: Primordial Strike

Your smites taps into the mythical power of animals that exists in legends.

When you use Smite of Origin while your Rage is active, you can make it cause an additional effect that depends on the option you choose for your Rage of the Wilds feature. The effect occurs immediately after the attack's damage is dealt.

Healing Smite
Bear
Your smite cauterise wounds. One creature of your choice that you can see within 30 feet gain Hit Points equals twice your Proficiency Bonus.
Tailwind Smite
Eagle
Your smite grants swiftness. Each creature of your choice that you can see within 30 feet has their Speed increased by 10 feet until the start of your next turn.
Marking Smite
Wolf
Primordial Flare surrounds the target. Until the start of your next turn, the target takes extra (Prof. Bonus) Fire damage when it is hit by an attack roll.

Level 6: Aspect of the World

The following options in the Aspect of the World table are added to your Aspect of the Wilds feature.

You can select one additional option from either Aspect of the Wilds or Aspect of the Legends feature when you reach level 10 (2 total), 14 (3 total), and 20 (4 total).

Aspect of the World
# Aspects Effect
1 The Fool You gain proficiency in 3 skills of your choice.
2 The Magician You learn two Cleric cantrips of your choice. Strength is your spellcasting ability for them. You can cast them even while your Rage is active.
3 The Emperor When you make a Intelligence (History) or Charisma (Intimidation) check, it gains bonus equals to your Strength modifier.
4 The Lovers You can take the Help action as a Bonus Action. When you make a Charisma (Persuasion) check, it gains bonus equals to your Strength modifier.
5 The Chariot When you take the Dash action, you gain Temporary Hit Points equal to twice your Barbarian level until the start of your next turn.
6 The Strength You are considered one size larger for determining your carrying capacity. You also have Advantage on Strength checks.
7 The Wheel of Fortune When you make an ability check or saving throw, before you know the result, you can roll a 1d4. On a 4, you can reroll that ability check or saving throw. You must use the new roll.
8 The Hermit When you make a Wisdom (Perception) or Wisdom (Religion) check, it gains bonus equals to your Strength modifier.
9 Justice When you make a Intelligence (Investigation) or a Wisdom (Insight) check, it gains bonus equals to your Strength modifier.
10 The Moon You have Blindsight with a range of 10 feet.