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Path of the Golem

Most creatures that seek immortality do so for selfish reasons. Barbarians who walk the Path of the Golem were made immortal by another, to serve as soldiers untouched by time.   They are servants of their people, whose rage burns as unending passion for the civilization that made them. These hulking constructs are created to guard royal tombs, preserve sacred religious sites, and keep the memory of their people alive as time wipes their civilization away. They are made of materials that modern craftsmanship can never hope to use, making them a living relic from a bygone age. Bearing the weight of such heavy responsibility is both a burden and a gift, but golems carry out their mission with tireless perseverance.

History Abides

When you choose this path at 3rd level, your memory of your charges allows you to preserve and defend the culture of your people. You gain proficiency in the History skill and your choice of mason’s, potter’s, or woodcarver’s tools. You are proficient in any Intelligence check related to any aspect of your peoples’ culture, history, or religion, and your proficiency bonus is doubled for such checks.

Defy the Ages

Also at 3rd level, you undergo an extensive magical ritual that allows you to change your body’s composition. Choose one of the materials listed below. Whenever you rage, you can choose to transmute your flesh into that material until your rage ends, or until you end your transformation as a bonus action independent of your rage. While transformed in this way, your weight quadruples, you ignore nonmagical difficult terrain, and you gain the following benefits from your chosen material while transformed:   Adamantine. Iridescent and alien, adamantine can endure incredible impacts. You take no damage from falling, and any critical hit against you becomes a regular hit.   Brimstone. Fiery and foul, brimstone is born from toxic explosions in the heart of volcanoes. When you take damage from a creature within 5 feet of you, you can use your reaction to release an explosion of toxic smog. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned and blinded until the start of its next turn.   Ironwood. Firm and inflexible, ironwood is magically treated to a hardness that rivals steel, yet lives, grows, and heals as any other plant. If you have less than half your hit points, you regain a number of hit points equal to your Constitution modifier (a minimum of 1) at the start of your turn. You don't gain this benefit if you have 0 hit points. When you gain these hit points, you can also remove one of the following conditions from yourself: blinded, paralyzed, petrified, poisoned, or stunned.   True Ice. Unmeltable and eternal, true ice can absorb any heat. You resist fire damage, and whenever you take cold damage, you take no damage and instead gain a number of temporary hit points equal to half the damage dealt. You can change your material choice when you gain a level in this class.

Life Enduring

Beginning at 6th level, you can channel your supernatural endurance into your allies. When a creature other than you within 15 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause it to drop to 1 hit point instead. Both you and the target gain temporary hit points equal to your barbarian level + your rage damage bonus. You can use this feature once per long rest.   In addition, you are nigh-impossible to destroy. If you take damage that would reduce you to 0 hit points, and the amount of damage taken is lower than your barbarian level, you instead take no damage and remain conscious.

Rock of Ages

At 10th level, you cease aging. You also cannot be aged magically, and no longer need to eat or drink. Your physical ability scores and hit point maximum can't be reduced, and fatal injuries, such as decapitation, cannot kill you while you are raging.

Immortal Ornamentation

When you reach 14th level, magic carves itself into your skin when you rage. Choose one of the following decorations below. The adornment decorates your form when you transform, granting you additional benefits.   Colossal. You grow two sizes larger, and your reach increases by 10 feet. The damage you can deal does not change.   Golem Core. When you enter a rage, choose a damage type other than bludgeoning, piercing, or slashing. You gain resistance to that damage type until your rage ends. When you take damage of a type you resist other than bludgeoning, piercing, or slashing, you can use your reaction to move up to 10 feet and make a melee weapon attack. Your rage damage bonus for this attack is the type of damage you took, and you regain your reaction if you miss.   Moss. Vines, moss, and other hearty vegetation cover your body, and regrow rapidly as they absorb damage. At the start of each of your turns while raging, you gain temporary hit points equal to half your barbarian level.   Runes. Sigils and powerful magical symbols etch themselves into your skin. When you enter a rage, you use your reaction to cast the glyph of warding spell on your body, requiring no components. Constitution is your spellcasting ability for this spell. When cast in this way, the glyph does not break when moved more than 10 feet. If a creature targets you with a spell of 3rd-level or lower, you can use your reaction to immediately enter a rage and create a Spell Glyph on your person with that spell stored inside instead of an Explosive Rune.

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Herd of the Endless Guardians

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