Path of Nurture (5e Subclass)
Path of Nurture[edit]
Barbarian Subclass
- Domestic Skills
At 3rd level when you choose this path, you learn ways to motivate your comrades in battle. granting you the following benefits:
- You gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Intimidation, Medicine, Performance, Persuasion, or Survival. Your proficiency bonus is doubled when making skill checks with the chosen skills.
- You gain proficiency in cook's utensils if you do not already have it.
- With 10 minutes of toil and access to appropriate tools (such as pliers, animal glue, or a needle and thread), you can achieve the effects of the mending cantrip.
- Encouraging Words
When you select this path at 3rd level, you gain the ability to cheer on others while you rage, bolstering their abilities. When you enter your rage, you can offer words of encouragement to a creature other than yourself that is within 30 feet of you. If that creature hears these words, it gains an Inspiration die, a d4. A creature does not need to be able to understand the meaning of your words to gain this benefit, and you may select a creature you are aware of, even if you cannot see it. A creature can have only one Inspiration die at a time. Once before the start of your next turn, the creature may expend the Inspiration die to use one of the following options:
- A creature can roll the die and add the number rolled to a damage roll it just made.
- The creature can roll the die and add the number rolled to one ability check or attack roll it makes. The creature can wait until after it sees a roll before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails.
- When an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Your Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 9th level, and a d8 at 16th level.
Until your rage ends, you can offer up additional words of encouragement on each of your turns as a bonus action. These words may be directed toward either the same creature or a different creature.
- Home Cooking
Beginning at 6th level, your cooking skills have advanced to a point where they actively benefit your comrades. Your proficiency bonus is doubled when using cook's utensils. Additionally, you can make any of the special meals below, provided you have the time and suitable ingredients, cook’s utensils, and other supplies on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus.
- Full Breakfast. As part of a long rest, you can spend 30 minutes preparing a nourishing meal to start the day. Each creature that eats it gains temporary hit points equal to 1d6 + half your barbarian level, and it has advantage on saving throws against disease for 24 hours, or until it finishes a long rest.
- Snack Time. As part of a short rest, you can spend 15 minutes preparing revitalizing refreshments. Any creature who eats the food and spends one or more Hit Dice to regain hit points regains additional hit points equal to your proficiency bonus.
- Hearty Dinner. You can spend 1 hour preparing a nutritious meal for your comrades at the end of a long day. Each creature that eats it regains a number of additional Hit Dice equal to half its proficiency bonus at the end of its next long rest. If that creature has any levels of exhaustion at that time, it may also reduce its level by 2, rather than 1.
- Reassuring Presence
Starting at 10th level, you exude a heartening aura while you rage. While raging, you and friendly creatures within 10 feet of you that can see or hear you have advantage on saving throws against being charmed or frightened.
- Guardian's Wrath
At 14th level, your care of your comrades allows you to rush to their aid. When you see a creature within within 10 feet of you make an attack against a target other than you, you may use your reaction to move up to 10 feet towards the attacker. If this movement leaves you within range, you may make one melee weapon attack against the attacker as part of the same reaction.
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