Barbarian
Base Class: Barbarian

You take the path of the fallen wolf king, Lobo, and learn to expand your senses and intellect to other topics and strategies.

Increased Senses and Adaptability

Your skin grows a thick pelt of dark fur, increasing your AC by 2 and granting you proficiency in Stealth. Also, you gain claws and fangs, allowing you to deal more versatile attacks with your Unarmed Strikes. Your senses also grant you an expertise in Nature checks.

Channel Banishing Divinity

You channel the divine energy into your Unarmed Strikes, granting you the ability to deal Force damage. Whenever you strike an enemy with any Unarmed Strike, you deal an additional 1d6 Force Damage.

The next time you hit a creature with a Unarmed Strike before your Rage ends, your attack crackles with force, and the attack deals an extra 5d10 force damage to the target.

Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until your Rage ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

You can only use this when Raging.

Channel Holy Divinity

You channel the divine energy into your Unarmed Strikes, granting you the ability to deal Radiant damage. Whenever you strike an enemy with any Unarmed Strike, you deal an additional 2d6 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible for 1 minute. You can only use this when Raging.

Channel Overwhelming Divinity

You channel the divine energy into your Unarmed Strikes, granting you the ability to deal Psychic damage. Whenever you strike an enemy with any Unarmed Strike, you deal an additional 1d6 Psychic Damage.

The next time you hit a creature with an Unarmed Strike, your strike pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw against a Strength check from you. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

You can only use this when Raging.

Channel Radiant Divinity

You channel the divine energy into your Unarmed Strikes, granting you the ability to deal Radiant damage. Whenever you strike an enemy with any Unarmed Strike, you deal an additional 1d6 Radiant Damage. 

The next time you hit a creature with an Unarmed Strike attack, your strike flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded.

A creature blinded by this ability makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

You can only use this when Raging.

Channel Searing Divinity

You channel the divine energy into your Unarmed Strikes, granting you the ability to deal Fire damage. Whenever you strike an enemy with any Unarmed Strike, you deal an additional 1d6 Fire Damage. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 Fire damage. On a successful save, it puts out any flames on it and takes no further damage from them (cannot be stacked). You can only use this when Raging.

Channel Thunderous Divinity

You channel the divine energy into your Unarmed Strikes, granting you the ability to deal Thunder damage. Whenever you strike an enemy with any Unarmed Strike, you deal an additional 1d6 Thunder Damage. You can only use this when Raging.

Channel Wrathful Divinity

You channel the divine energy into your Unarmed Strikes, granting you the ability to deal Psychic damage. Whenever you strike an enemy with any Unarmed Strike, you deal an additional 1d6 Psychic Damage. Also, the target on a hit must make a Wisdom Saving Throw against your Strength (Roll Strength + your modifier). On a failed save, the target gains the Frightened Condition. You can only use this when Raging. 

A Wolf King's Prowess

The feral power within you increases, causing the natural weapons you gained to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. 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:

Climbing

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jumping

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Swimming

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Revenge for Blanca

You gain an additional 2 AC when you rage. When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Pack Tactics of the Wolf King

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Path Of The Wolf King Image

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