This is a playtest of my house rules. Please, if you have something to say, both good or bad, say it. Please be constructive.
Another V'tar holdover I am using are the Snow Lion clan. In what I had originally written for the old 3.0 edition, the Snow Lion clan was one of the most powerful of the V'tar clan, second only the the Wyrm Clan. In the story line I had written, a long time ago, the chief of the Snow Lion Clan captured a Cleric of the God Mitra in a mighty fight. Over time, the Snow Lion chief listened and eventually converted the worship of Mitra. Mitra was the god of the sun, the strength of law and the steadfastness of justice. So was born the Theocracy of the Sun.
That was my old game. In my 5e game I am going for a more darker edge. I like the remnant of war, empires in decline, a creeping evil. I like it and that is what I am trying to do and take up that challenge. The (Snow) Lion clan is the most advanced of the barbarian clans. I was thinking that the Clan of the Snow Lion lies closest to the civilized world. They have access to arms and armor that a normal clans does not have.
Path of the Lion
- Spirit Seeker: As described in the PHB.
- Totem Spirit: While you are raging, if you move at least 20 feet straight toward a creature then hit it with a melee attack in the same turn, the target must succeed on a Strength saving throw or be knocked prone. The barbarian may a single melee attack on the target as a bonus action. The DC for the Strength saving throw is 10 + Strength modifier.
- Aspect of the Beast: With a 10-foot running start, the barbarian can make a long jump up to 25 feet.
- Spirit Walker: As described in the PHB.
- Totemic Attunement: While you are raging the barbarian has advantage on an attack roll against a creature if at least one of the barbarian's allies is within 5 feet of the creature and the ally isn't incapacitated.
Now I had a paladin of Mitra in my 3.0/3.5e game and they rode great dire snow lions as part of their special mount. Here they are. Dire Lions are a hearty beast that the Clan of the Snow Lion catch while they are young and train them to be ridden.
Large beast, unaligned
Armor Class 14
Hit Points 48 (6d10 + 12)
Speed 50 ft.
STR 18 (+4), DEX 15 (+2), CON 15 (+2), INT 3 (- 4), WIS 12 (+1), CHA 8 (-1)
Skills Perception +4, Stealth +7
Senses passive Perception 14
Challenge 2 (450 XP)
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target., Hit: 8 (1d8 + 4) slashing damage.