Path of the Witch

Source: Hexbound

Barbarians fill a strange role in the ways of the witch community. Instead of seeking renowned mentors, the first of them took their learnings and went deep into the wilds in search of ancient witchcraft. Some are taught by old spirits, others by hags, and fewer still by the voices of the woods themselves. They grow an internal force of explosive witchcraft, and often roam the world to release their magic on whatever they see fit.

Arcane Offering

At 10th level, you learn how to give others a sample of your arcane energy. As an action, choose a creature within 30 feet of you that you can see. That creature then benefits from one of the following abilities, chosen by you when you use this ability:

  • Unarmored Defense
  • Reckless Attack
  • Your Traveler’s Witchmark

You can only have one creature affected by this ability at a time. You can use an action to end the effect or choose a different creature. When you choose a different creature, or end the effect, you can spend 1 hour cursing the creature losing the ability. They then take 3d8 psychic damage and suffer one level of exhaustion. This condition lasts 1d6 days and can only be removed by remove curse or a similar spell.