Base Class: Barbarian
You were raised amongst them, studied the life of these creatures to an great extent. Now you harness a untapped strength locked inside you, becoming one with the Silverback and using that incredible strength to your advantage. From pounding your enemy to a pulp or letting out a terrifying howl, with this path you will lead the pack...
Rage of the Silverback
level 3: Rage of the Silverback
At 3rd level, you embody the spirit of the raging Gorilla. While raging, you can use your bonus action after attacking to slam the ground with your Gorilla strength, causing anyone within a 10ft sphere to make a STR save 10 (increases with the barbarians STR modifier, increases sphere size by 5ft per subclass buff, example level 6 5ft & level 10 5ft) if failed knocked prone, and takes 1d6 force damage.
Ape Heritage
level 3: Ape Heritage
At 3rd level when you adopt this path, you develop a strong kinship with Primates. You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals and only targeting Primate beasts (such as Gorillas, Monkeys and similar creatures).
Pack of Primates
15th Level: Pack of Primates
You may use one of your charges of Primal fear, to bolster instead. Choose five allies - this may include yourself. Letting out a primal roar, you increase everyone's proficiency modifier by +1 for a minute.
Primal fear
10th Level: Primal fear
You may use your free action to let out an intimidating roar twice a day. Any target that can hear or understand you must make a saving throw vs your intimidation.
You have advantage on unarmed strikes against anyone afflicted by the feared status effect, and when you take an opportunity attack, you may attack twice. On the start of your turn, you may use Primal fear to instantly end any of these effects on you: Charmed or Frightened.
Primitive fury
7th level: Primitive fury
Your primal strikes build upon nature energy. Your punches are now considered magical damage.
In addition, when you knock a target prone in any way, your primal fury fuels you with anger. Gain your fighter lvl in THP.
Silverback Rage
18th level: Silverback Rage
While you are fueled by your primal fury, and have temporary hit points you have resistance to all types of damage.
In addition, you have resistance to all damage from targets that are frightened by you.
Gain +2 intimidation modifier.
Wrath of the Apes
level 3: Wrath of the ape
You now gain martial dice for your punches. At lvl 3 you get 1d4, lvl 6 1d6, lvl 9 1d8, lvl 12 1d10.
If you took an unarmed strike with your main hand, you may use your bonus action for another unarmed strike.
On any of your turns, if you successfully hit the same target twice, it must succeed a DC 8+proficiency+str modifier save, or be knocked prone.
Force of the Primal
level 6: Force of the Primal
Starting at the 6th level, You have gained immense strength through training with the biggest Apes and monkeys. You have the following benefits from this training:
Deep Bludgeoning: While raging, your fists count as Magical for the purpose of bypassing resistance and immunities to non-magical bludgeoning damage.
Heavy Smashing Fist: When you take the attack action on your turn, you can replace your unarmed strikes with a smash attack. On a hit, you roll another damage die for your unarmed strike. You can use this ability a number of times equal to your proficiency bonus, and regain your uses of it after finishing a short or a long rest.
Whether you hit or miss your smash attack, your spending a use for attempting it.
Channel the Primate
level 10: Channel the Primate
Beginning at 10th level, you can channel your primate heritage and use this to focus on a specific primates trait. Choose a focus when you finish a long rest. Whenever you enter in rage, you can manifest that focus until you finish your rest.
Orangutan Wisdom: You have resistance to psychic damage and advantage on saving throws against the following conditions: charmed, frightened, stunned, paralyzed. Your mind cannot be read during the rage.
Ape Fortitude: Choose two damage types from the following: fire, cold, force, acid, poison. You gain resistance to that damage type till your rage ends.
Baboon's Fangs: You can choose to bite your opponent as an attack option, if it hit's you roll a 1d8 piercing damage (plus STR modifier), the pain causes the target to cringe in agony which halves movement speed till the start of your next turn.
Siamang Howl: You let out a fearsome cry in a cone of 15ft, the target(s) must make a WIS save of 10 (plus Wis modifier) or suffer the frightened condition till the start of your next turn.
Gorilla Frenzy: You can go into a frenzy when you rage, when you land a critical hit with a reckless attack it negates the advantage enemies get against you.
Lemur Sight: While raging, you can use a bonus action to scan for weakness against your opponent, which gives you advantage with the first attack on your next round.
The Silverback Rampage
Level 14: The Silverback Rampage
At 14th level, when you enter in rage you become as bestial as the silverback, your size changing from small/medium to large also being able to choose a creature to mark, when that marked creature makes an attack while you are within 5 feet of it, you can use your reaction to make a melee attack against that creature.
In addition, whenever you reduce a Marked creature to 0 hit points, all other creatures in 30 foot radius around you must succeed on a Wisdom saving throw (DC = 10+ Your Proficiency Bonus + Your Charisma Modifier) or be frightened by you for the remainder of your rage. The creature can make another saving throw at the end of each of its turns.
Previous Versions
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