TEXT:  
  A BARBARIAN PATH THAT FOLLOWS  
  THE ALL-SEEING EYE  
   
  
   
  CREDITS 
  Writing & Game Design: Micah Muldowney 
  Layout & Graphic Design: Micah Muldowney 
  Art / Illustrations: Used under public domain and 
  Creative Commons  
   
   
   
   
   
   
   
   
  CONTENTS  
  SIGHT OF THE ONE-EYED GOD ...…..………...... 1 
  PRESCIENT RAGE….……….....….…………........... 1 
  DISCERN………………………..………....…........... 2 
  DETECT…………..……....……......……................. 2 
  DESCRY……..…….………...…....………................. 3 
   
   
   
   
   
   
   
   
   
   
   
  ON THE COVER 
  Jarsstod Farseer flawlessly shadows the prey he 
  cannot see across the frozen wastes of the 
  northern lands. The kill is eminent. 
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild.  
   
  All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for 
  Dungeon Master’s Guild. 
  
   
   
   
   
   
   
   
   
   
  Your path to truth leads you to lay aside the 
  deceptions and snares of the senses. Starting at 
  the 3rd level when you join this path, you 
  sacrifice your sight in similitude of the One-
  Eyed God, becoming blind. In return, the One-
  Eyed God grants you blindsight to a range of 60 
  feet and True Sight for 10 feet. You can also 
  detect if a smell, taste, sound, or touch 
  sensation is real or illusory.  
   
  Starting at level 3, when you are in a rage you 
  gain a magic benefit based on one of the three 
  areas of the all-seeing One-Eyed God’s powers 
  of divination of your choice – Things As They 
  Have Been, Things As They Are, and Things As 
  They Will Be. This ability is fueled by your pool 
  of divination points, which is equal to 4x your 
  barbarian level. Any expended divination 
  points are refreshed at the end of a long rest. 
  Things As They Have Been: While raging, you 
  gain the ability to divine what magical abilities 
  a creature has used in the recent past and steel 
  yourself against them. You may use your 
  reaction to roll a die of your choice. The die size 
  is subtracted from your pool of available  
   
   
   
   
   
   
   
   
  divination points. You divine a number of 
  prepared spells or magically fueled abilities 
  that a target creature within 30 feet posseses 
  equal to the the roll, as chosen by your DM. 
  Choose up to 2 of those spells or magically 
  fuelled abilities, and give yourself advantage on 
  all saves against those spells. 
  Things As They Are: While raging, you gain 
  insight into how creatures around you intend to 
  move. may use your reaction to move half 
  speed and make an opportunity attack against a 
  creature that moves of its own volition in any 
  direction besides towards you within that 
  range. Subtract the damage dealt in this way 
  from your pool of divination points, or the 
  average damage that would have been dealt on 
  a hit if you miss. 
  Things As They Will Be: While raging, you 
  gain the ability to divine the intentions of others 
  to do harm and bolster your allies. When you or 
  an ally are the target of an attack, you can use 
  your reaction to roll a die  of your choice. The 
  die size is subtracted from your pool of 
  available divination points. You add the roll to 
  the target’s AC, potentially causing the attack to 
  miss. If the attack still hits, the target has 
  resistance to the attack’s damage.  
   
   
   
  Eons ago, the Lord of the Wavering Eye sacrificed one of 
  his eyes in exchange for the gift of being all seeing. 
  Barbarians that follow the path of the One-Eyed God seek, 
  like their master to see the truth at the expense all else .  
   
  Their Lord rewards their sacrifice and devotions with the 
  ability to divine beyond the appearances and strike at the 
  heart of the matter at hand, no matter the situation.  
  1 
  
   
   
  Starting at level 6, the One-Eyed God give you 
  insight into the creatures you encounter, their 
  intentions, and motivations. You can choose the 
  same area you selected at 3rd level or a 
  different one. 
  Things As They Have Been: You gain insight 
  into events or encounters in a creature’s recent 
  past that may effect a present situation. As a 
  bonus action, roll the die of your choice. The die 
  size is subtracted from your pool of available 
  divination points. The DM breifly describes in a 
  single sentence an event or interaction that 
  happened in the last number of hours equal to 
  your roll that would be relevant to how they act 
  or decide in the current encounter.  
  Things As They Are: You gain the ability to 
  divine the inentions of those around you. As a 
  bonus action or reaction, roll the die of your 
  choice. The die size is subtracted from your 
  pool of available divination points. you may 
  add the roll to a Wisdom (insight) or Charisma 
  (persuasion, performance, intimidation, or 
  deception) check while interacting with a 
  creature. You may also add your proficiency 
  bonus to the roll if you do not posses that skill.  
  Things As They Will Be: You gain the ability to 
  divine what creatures intend to do. As a 
  creature leaves a social interaction, you may use 
  a reaction to discover either where a creature 
  intends to go, what they intend to do, or who 
  they intend to speak with as a result of the 
  interaction. Subtract 1d4x their wisdom 
  modifier from your pool of divination points 
  (minimum of 3).  
   
   
   
  Starting at level 10, you can use your powers of 
  divination to discover information about the 
  location pf creatures and objects. You can 
  choose the same divination area you selected at 
  earlier levels or a different one. 
  Things As They Have Been: By touching a 
  creature or an item, you can discern where they 
  have been. You learn the last location that the 
  object has been before the present location, and 
  who was the last creature to handle it was if it is 
  an object. If the previous loation was in the 
  same building, you know the room, otherwise 
  you know the building or general area. Using 
  this ability costs 4 Divination Points unless it is 
  a rare or rarer magical object, in which case it 
  costs 8. 
  Things As They Are: As an action, roll the die 
  of your choice. The die size is subtracted from 
  your pool of available divination points. 
  Describe or name a creature, object, or location. 
  If the object you are seeking to locate is within a 
  number of miles equal to your roll, you know 
  the direction and distance to the target at the 
  current moment. If you roll a d20, multiply 
  your roll by 50. You may double the number of 
  divination points you spend on this ability to 
  also visually see the target and its surroundings 
  in a 60 foot radius for 10 seconds. 
  Things As They Will Be: By touching an object 
  or creature, you can divine the intentions of 
  other creatures towards it. As an action, roll the 
  die of your choice. The die size is subtracted 
  from your pool of available divination points. 
  You discover in once sentence any plans that 
  any one creature already has to move, make use 
  of, or interact with the object over the next 
  number of days equal to the roll, if there are 
  2 
  
   
  any such plans. If you roll a d20, the length is a 
  year. This ability gives the identity and 
  intention of the creature, or that no creature has 
  any intentions towards the target.. 
   
  Starting at level 14, the One-Eyed God grants 
  you the power to see and hear things occuring 
  elsewhere or in another time. You can choose 
  the same divination area you selected at earlier 
  levels or a different one.  
  Things As They Have Been: You gain the 
  ability to divine the history of your current 
  location. As an action, roll the die of your 
  choice. The die size is subtracted from your 
  pool of available divination points. You see and 
  hear what happened during a 10 minute 
  window within a number of hours equal to 
  your roll to a radius of 60 feet. Alternately, you 
  may choose to see and hear what action or 
  events caused a visible, observable effect that 
  you can see within that timeframe (i.e. a broken 
  pot, blood on the ground, footprints, etc.). 
  Things As They Are: As an action, roll the die 
  of your choice. The die size is subtracted from 
  your pool of available divination points. You 
  cast the Scrying spell, except it has no material 
  component, has a duration of concentration, up 
  to a number of minutes equal to your roll, and 
  there is no invisible sensor that can be detected. 
  Things As They Will Be: As an action, roll the 
  die of your choice. The die size is subtracted 
  from your pool of available divination points. 
  You cast the Divination spell, asking the One-
  Eyed God. The number of days within which it 
  can predict is equal to your roll. You use this 
  twice before triggering the possibility of a 
  random reading. 
   
   
   
   
   
   
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