Barbarian - Primal Paths v1.0.0
Barbarian - Primal Paths v1.0.0
Barbarian - Primal Paths v1.0.0
At 3rd level, a barbarian gains the Primal Path feature.
The following options are available to a barbarian, in
addition to those offered in the Player's Handbook: Path
of the Brute, Path of the Depths, Path of the Juggernaut,
Path of the Lycan, and Path of the Mutant.
While most barbarians hail from the wild places of the world,
you found your rage in the underbelly of civilization. Your
abilities and resilience come from a combination of grit,
street smarts, and determination. Whether you were a prize
fighter, an enforcer for a thieves' guild, or just someone who
is always looking for a scrap, you have an uncanny ability
to stay on your feet when other would falter.
Brawlers like you have existed as long as cities and been
around, and despite differences in social class, culture, and
creed, you all have one thing in common, you prefer to settle
your problems with your fists.
Path of the Brute Features
Barbarian Level Feature
Unarmed and Dangerous,
3rd
The Wrong Crowd
Concussive Blows,
6th
Rage-Empowered Strikes
10th Iron Grip
14th Brutish Determination
When you adopt this primal path at 3rd level, the curse of
lycanthropy makes you more bestial in nature. You have
advantage on any Wisdom (Perception) checks you make You have fully dominated the curse that runs within your
that rely on your sense of hearing or smell. blood, allowing you to unleash the full potential of your power.
Starting at 10th level, when you rage, you can expend an
additional use of your rage to take on your Lycan form. While
The ferocity of your rage allows you to control the curse in this empowered form you gain all the benefits of your
within your blood. Starting at 3rd level, when you rage, you Hybrid Form, plus the additional benefits below:
partially transform into your lycanthropic form, granting you
the following benefits for the duration of your rage: You can become Large in size if you were not already.
The reach of your melee attacks increases by 5 feet.
Your hide grows course and thick. You gain a bonus to Your bite attack counts as magical for the purpose of
your Armor Class equal to half your proficiency bonus. overcoming resistance and immunity.
Your teeth elongate into sharp fangs. When you take the At the start of each of your turns, you regain hit points
Attack action on your turn, you can use your bonus action equal to your Constitution modifier (minimum of 1) if you
to make a bite attack, which deals 1d6 piercing damage have no more than half of your hit points left.
on hit. When you use this bite attack, you gain temporary
hit points equal to the piercing damage dealt.
As a bonus action, you can move up to your full movement Your mastery over your curse has reached its apex. Beginning
speed towards a hostile creature that you can see. at 14th level, while you are raging, you can expend a use of
your rage to let forth a bloodcurdling howl. Creatures of your
choice within 30 feet that can hear you must make a Wisdom
You have gained a greater measure of control over your curse. saving throw. The save DC is equal to 8 + your proficiency
Upon reaching 6th level, as an action on your turn, you can bonus + your Constitution modifier. On a failed save,
expend a use of your rage to transform into your animal form, creatures are frightened for one minute. They can repeat the
much like a druid does with their Wild Shape ability. saving throw at the end of each of its turns, ending the effect
Choose a beast of CR 1 or lower that best represents the on a success. A creature that succeeds on this saving throw is
animal your lycanthropy is based on (Common animal forms immune to this feature for 24 hours.
include boars, brown bears, dire wolves, tigers and rats).
Once you choose your animal form, you cannot change the
type of beast you transform into with this feature. Blood Hunter, Dissected
When you transform into your animal form, you follow the
rules of the Wild Shape feature from the druid class, which The Blood Hunter class contains many risk/reward
and hit point sacrificing mechanics that are hard to
can be found in Chapter 3 of the Player's Handbook. manage. The Path of the Lycan is my attempt to
Your Animal form lasts for 1 hour. You then revert to your preserve the themes of the Blood Hunter's Order
normal form unless you expend another use of your rage. You of the Lycan while staying in line with the design
revert to your normal form at any time if you use an action to philosophy of Dungeons & Dragons 5e.
transfomr back, fall unconscious, drop to 0 hit points, or die.
Through the study of alchemy and dark transmutation magic
some reclusive warriors have discovered a way to chemically
alter their form. When combined, powerful alchemical
reagents and the pure unbridled energy of rage trigger
massive physiological changes in these warriors. Barbarians
who follow the Path of the Mutant are on a constant quest to
evolve their physical form into the ultimate killing machine.
Path of the Mutant Features
Barbarian Level Feature
3rd Aberrant Alchemy, Manifest Forms
6th Enduring Mutation, Toxic Vigor
10th Noxious Strike
14th Rapid Mutation
Your time studying the dark side of alchemy has paid off.
When you adopt this Primal Path at 3rd level, you gain
proficiency with alchemist's supplies and in the Nature skill.
In addition, you learn three mutations of your choice from
the list at the end of this subclass description. At the end of a
long rest, as long as you have access to your alchemist's
supplies, you can switch one mutation you know for another
mutation of your choice for which you meet the prerequisites.
The wild energy of your rage triggers an alchemical reaction
within your blood. Starting at 3rd level, when you enter your Beginning at 10th level, you can weaponize the aberrant
rage, you manifest a number of mutations of your choice chemicals in your body to poison others. Once per turn, when
equal to your Intelligence modifier (minimum of 1). These you hit a creature with a melee attack, you can force it to
mutations last until the end of your current rage. make a Constitution saving throw. The save DC is equal to 8
+ your proficiency bonus + your Intelligence modifier. On a
failed save, roll a d6, and the target immediately suffers the
Upon reaching 6th level, your advances in the dark alchemy corresponding condition from the table below:
of mutation have evolved. At the end of a long rest, you
choose one mutation you know. Until the end of your next d6 Effect d6 Effect
long rest, you always have that mutation manifested, even 1 blinded 4 paralyzed
when not raging. When you rage, this mutation counts
against the number of mutations you can manifest. 2 deafened 5 poisoned
In addition, you learn two more mutations of your choice 3 frightened 6 deafened
from the list at the end of this subclass description.
The effect lasts for 1 minute. The creature can attempt this
saving throw again at the end of each turn, ending the effect
The toxic elixirs and poisonous concoctions you have on a success. If its saving throw is successful it is immune to
consumed to further your research has granted your body the effects of your Noxious Strike for the next 24 hours.
additional resistances. Starting at 6th level, you are resistant In addition, you learn one more mutation from the list at
to acid and poison damage, and you have advantage on saving the end of this subclass description.
throws to resist the poisoned condition.
Upon reaching 14th level you have gained mastery over your
Blood Hunter, Dissected body and its mutability and you can change your form at will.
The Blood Hunter class contains many risk/reward While raging, you can use a bonus action to end one of your
and base stat reducing mechanics that are hard to mutations, replacing it with another mutation that you know.
manage. The Path of the Mutant is my attempt to You can use this ability a number of times equal to your
preserve the themes of the Blood Hunter's Order Intelligence modifier (minimum of once), and you regain all
of the Mutant while staying in line with the design expended uses when you finish a long rest.
philosophy of Dungeons & Dragons 5e. In addition, you learn one more mutations from the list at
the end of this subclass description.
Listed here are the mutations available to the Path of the
Mutant. If an mutations has prerequisites, like your barbarian Prerequisite: 6th level barbarian
level, you can learn it at the same time that you meet them. Your body secretes a corrosive acid that burns your foes. As a
reaction, when you are hit with an attack and the attacker is
within 30 feet, you can deal acid damage to the attacker equal
You sprout unnatural eye stalks or manifest additional eyes. to 1d6 + your Intelligence modifier (minimum of 1).
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. If you
already have darkvision its range increases by 60 feet. Prerequisite: 6th level barbarian
In addition, you have advantage on Wisdom (Perception) Your body mends its wounds as you fight. At the beginning of
checks that rely on your sense of sight. each of your turns while raging, you gain temporary hit points
equal to your Intelligence modifier (minimum of 1).
Your experiments grant you resistance to the elements. When
you manifest this mutation choose acid, cold, fire, poison, or Prerequisite: 6th level barbarian
lightning, and you gain resistance to that type of damage. Your hands and feet secrete a sticky substance. You gain a
climbing speed equal to your movement speed, and you can
climb difficult surfaces, including upside down on ceilings,
You sprout unnatural gills or you skin becomes permeable without needing to make an ability check.
and amphibious. You gain a swimming speed equal to your
movement speed, and you can breathe both air and water.
Prerequisite: 10th level barbarian
Your innards produce a corrosive substance which you can
Your leg muscles become engorged and you move with spew forth from your mouth. You learn the acid splash
unnatural speed. Your movement speed increases by 10 feet. cantrip, and Intelligence is your spellcasting modifier for it.
You can cast this cantrip even while you are raging. While
raging, this cantrip deals additional damage equal to your
You grow ray-like fins that you use to glide. When you fall and Intelligence modifier (minimum of 1).
are not incapacitated, you can subtract up to 100 feet from
your fall when calculating fall damage, and you can move
horizontally 2 feet for every 1 foot you fall. Prerequisite: 10th level barbarian
You grow two appendages alongside your arms that resemble
tentacles or large pincers. They count as natural weapons,
Your body becomes slimy and pliable. As a bonus action, you which deal 1d6 bludgeoning damage on hit. Immediately
can automatically escape a grapple or nonmagical restraints. after hitting a creature, you can attempt to grapple them as a
In addition, your body, along with any equipment you have bonus action. These appendages are not dexterous enough to
equipped, can squeeze through spaces as narrow as 1 inch. use weapons, tools, or other specialized equipment.
Your skin hardens resembling that of an hulking insectoid or Prerequisite: 14th level barbarian
terrible reptilian creature. Your Armor Class is equal to You sprout a pair of unnatural leathery or insectoid wings.
10 + your Constitution modifier + your Intelligence modifier. You gain a flying speed equal to your movement speed.
Primal Paths
Embrace the unchecked fury of your rage with
five new primal paths for the barbarian class.
Path of the Brute
Path of the Depths
Path of the Juggernaut
Path of the Lycan
Path of the Mutant
Version 1.0.0
Created by /u/laserllama
Artist Credits:
Covers - D. Alexander Gregory - Primal Hunter
Page 1 - Wesley Burt - Savage Punch
Page 2 - Bram Sels - Direfleet Ravager
Page 3 - velinov - Giant-Warrior
Page 4 - Victor Minguez - Neck Breaker
Page 5 - Josu Hernaiz - Strange Augmentation
Page 6 - Izzy - Simic Ascendancy