Barbarian
Base Class: Barbarian

The Path of the Duergar fills a particular niche in Dwarven society and culture. Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

The Path of the Duergar is a haunting journey, as the Barbarian is exposed to and forced to accept his Duergar heritage. Filling you with once undiscovered might, twisting mutations of your own blood, adding a new fuel to your rage. 

 

Blood Line

Yours is a path that seeks attunement with your inner mutations, giving you a kinship with Duergar. At 3rd level when you adopt this path, you gain the ability to cast the Mending, Identify and Darkvision spells, but only as rituals. 

Initial Mutation

At 3rd level, when you adopt this path, you choose a mutation and gain its feature. You gain physical attributes that are reminiscent of your mutation.

Thick Skinned. While raging, you have resistance to all damage except psychic damage. This mutation makes you tough enough to stand up to any punishment.

Keen Eyed. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. This mutation makes you into a predator who can weave through the fray with ease.

Underdark. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. This mutation makes you extraordinarily swift.

Brethren. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. This mutation makes you a leader of hunters.

 

Brethren

Brethren. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. This mutation makes you a leader of hunters.

Keen Eyed

Keen Eyed. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. This mutation makes you into a predator who can weave through the fray with ease.

Thick Skinned

Thick Skinned. While raging, you have resistance to all damage except psychic damage. This mutation makes you tough enough to stand up to any punishment.

Underdark

Underdark. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. This mutation makes you extraordinarily swift.

Evolving Mutation

At 6th level, you gain a magical benefit based on the mutation of your choice. You can choose the same mutation you selected at 3rd level or a different one.

Thick Skinned. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Keen Eyed. You gain the Duergar sight. You gain advantage in Wisdom (Perception) checks in the dark and dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Underdark. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. This mutation hones your survival instincts.

Brethren. You gain the hunting sensibilities of your lost Duergar brethren. You can track other creatures while travelling at a fast pace, and you can move stealthily while travelling at a normal pace.

 

Brethren

Brethren. You gain the hunting sensibilities of your lost Duergar brethren. You can track other creatures while travelling at a fast pace, and you can move stealthily while travelling at a normal pace.

Keen Eyed

Keen Eyed. You gain the Duergar sight. You gain advantage in Wisdom (Perception) checks in the dark and dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Thick Skinned

Thick Skinned. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Underdark

Underdark. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. This mutation hones your survival instincts.

Blood Curse

At 10th level, you can cast the Enlarge/Reduce spell (enlarge only) spell, but only as a ritual. You regain all uses of these spells after a long rest, or a short or long rest if you are in the Underdark.

Full Mutation

At 14th level, you gain a magical benefit based on the mutation of your choice. You can choose the same mutation you selected previously or a different one.

Thick Skinned. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Keen Eyed. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Underdark.  While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Brethren. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

 

Brethren

Brethren. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

 

Keen Eyed

Keen Eyed. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Thick Skinned

Thick Skinned. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Underdark

Underdark.  While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

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