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Path of Savagery

Barbarians who follow the Path of Savagery use their primitive might in battle. Their fearsome combat style is honed against brutal beasts, and their terrifying force belies a hidden cunning. Used to contending with great beasts, dinosaurs, and other titanic forces, they sweep through smaller foes with ease.

Primitive Warfare

When you choose this path at 3rd level, you learn to use the strength of others against them. When you are grappling a creature that is your size or smaller, you can wield that creature as an improvised melee weapon with which you are proficient. When you attack using a creature in this way, it deals bludgeoning damage equal to 1d8 + your Strength modifier and has the thrown (10 ft.) and versatile (1d12) properties. On a hit, both the creature you are wielding and the target take damage from the attack, though the creature you are wielding takes half the damage.   For each size larger than Medium, your reach with this improvised weapon increases by 5 feet (Large creatures have a reach of 10 feet, Huge creatures 15, and so on).   At 10th level, your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Titanic Might

Also at 3rd level, your strikes have been tested against mighty beasts. When you are raging, you gain the following benefits:
  • You are considered one size larger for the purposes of grappling and shoving other creatures (but not attacking with them).
  • When you grapple a creature that is your size or smaller, you can immediately use your Primitive Warfare feature to make an attack against a target within your reach using that creature.
  • Once on your turn, when you shove a creature that you are grappling prone, it takes bludgeoning damage based on its size. A Medium or smaller creature takes 1d6 damage, a Large creature takes 2d6 damage, a Huge creature takes 3d6 damage, and a Gargantuan creature takes 4d6 damage.

Hard-Won Trophies

Starting at 6th level, you embrace the techniques of the foes you have defeated. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:   Behemoth’s Pelt. When you would take damage, you can choose to instead take no damage and suffer no effects or conditions accompanying the triggering damage. You can use this ability once and can’t do so again until you choose the pelt again at the end of a short or long rest.   Charger’s Horns. If you move at least 20 feet straight toward a creature and hit it with an attack on the same turn, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target fails, you can make one attack against it as a bonus action.   Predator’s Teeth. Once per turn, before you make a melee attack you can choose to attempt to seize your enemy. If the attack hits, you grapple the target.

Apex Predator

Starting at 10th level, you strike fear into the hearts of wild creatures. Beasts with a Challenge Rating equal to or lower than your Rage Damage bonus will not attack you unless provoked. In addition, you gain the ability to cast dominate beast without   using a spell slot or material components. Strength is your spellcasting ability for this spell. After you cast the spell in this way, you can’t do so again until you finish a short or long rest.

Titan Slayer

Starting at 14th level, your raw strength is enough to break mountains. While you're raging, you are considered two sizes larger for the purposes of grappling and shoving other creatures, and you can use your Primitive Warfare feature on any creature one size larger than you or smaller.

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Horde of the Feral Lands

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