Barbarian
Base Class: Barbarian

Below is a Barbarian Primal Path infused with the Wyrm’s primordial essence—an echo of that all-consuming being that once devoured the sparks of gods. This subclass emphasizes unstoppable might, relentless predatory instincts, and a looming threat to divine or celestial forces at higher levels. It’s not necessarily evil; rather, you embody an ancient power that predates (and sometimes opposes) newer pantheons.

Level 3: Wyrm’s Awakening

When you choose this path at 3rd level, you gain two benefits while raging:

  1. Devouring Strikes

    • Your melee attacks lash out with the Wyrm’s ravenous fury. Choose necrotic, radiant, or force damage each time you rage. Your weapon attacks deal an additional 1d4 damage of that type. This bonus damage increases to 1d6 at 10th level.
    • Whenever you reduce a creature to 0 hit points on your turn, you can let out a thunderous roar (no action required). Each hostile creature within 10 feet that can see or hear you must make a Wisdom saving throw (DC = 8 + your proficiency + your Strength mod) or become Frightened of you until the start of your next turn. A creature that succeeds is immune to this roar for 24 hours.
  2. Primordial Intimidation

    • Your link to a god-devouring force unsettles lesser beings. You have advantage on Intimidation checks

Level 6: Ravenous Vitality

At 6th level, the Wyrm’s devouring energy sustains you in battle.

  • Devour Essence (Temp HP)
    Whenever you reduce a hostile creature to 0 hit points while raging, you can gain temporary hit points equal to your Constitution modifier + your Barbarian level (minimum of 1).

  • Consuming Resistance
    While raging you have resistance to one damage type chosen from necrotic, radiant, or force (pick when you finish a long rest). You tap into the Wyrm’s appetite for cosmic energies, shrugging off a fraction of that type of damage.

    • At the end of any rest, you can change this resistance to one of the three listed types.
Consuming Resistance - Force

Consuming Resistance
You have resistance to one damage type chosen from necrotic, radiant, or force (pick when you finish a long rest). You tap into the Wyrm’s appetite for cosmic energies, shrugging off a fraction of that type of damage.

  • At the end of any rest, you can change this resistance to one of the three listed types

Consuming Resistance - Necrotic

Consuming Resistance
You have resistance to one damage type chosen from necrotic, radiant, or force (pick when you finish a long rest). You tap into the Wyrm’s appetite for cosmic energies, shrugging off a fraction of that type of damage.

  • At the end of any rest, you can change this resistance to one of the three listed types

Consuming Resistance - Radiant

Consuming Resistance
You have resistance to one damage type chosen from necrotic, radiant, or force (pick when you finish a long rest). You tap into the Wyrm’s appetite for cosmic energies, shrugging off a fraction of that type of damage.

  • At the end of any rest, you can change this resistance to one of the three listed types

Level 10: Primordial Maw

By 10th level, your bond with the Wyrm strengthens, letting you tear through defenses and warp magical effects.

  1. Voracious Shred

    • Your attacks cleave through resistances. Whenever you hit a creature that has resistance to your chosen Wyrm damage type (from Devouring Strikes), it treats that resistance as if it didn’t apply against your attack.
    • If a creature has immunity to that damage type, it instead has resistance.
  2. Arcane Rend (1/Short Rest)

    • As a reaction when you are forced to make a saving throw, you can call upon the Wyrm’s spark-devouring nature. Roll a d12 and add it to your saving throw. This can be done after seeing the roll, but before the results are determined. If you would now pass the save, the spell no longer goes off and you gain hp equal to the number of dice that would have been rolled to damage you.
    • Once you use this feature, you can’t do so again until you finish a short or long rest.

Level 14: Devour the Divine

 God-Eater’s Presence

  • Celestials and other extraplanar entities (DM’s discretion: angels, powerful fiends, lesser deities’ avatars) within 30 feet of you can’t regain hit points by any means. If they attempt to do so (such as using a healing spell), they must first succeed on a Charisma saving throw against your Barbarian DC (8 + proficiency + Constitution mod). On a failure, the healing effect is negated, and they take 2d8 necrotic damage instead. Other creature types aren’t affected unless your DM decides they hold a “divine spark” (e.g., certain demigods, celestials, or greater primordials).

Spark Devourer

  • Whenever you roll a 20 on an attack against an entity with a divine spark, that creature must make a Constitution check (8 + proficiency + Constitution mod). On a failure, it becomes vulnerable to your chosen Wyrm damage type (radiant, necrotic, or force) until your rage ends. If the creature is already resistant or immune, vulnerability cancels that out instead of doubling.
  • A creature that succeeds is immune to this effect for 24 hours.

 

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