Barbarian
Base Class: Barbarian

Most creatures see beaverfolk as patient, calm, and industrious. And they are—until you threaten their home, their lodge, or their kin. Then, the beast beneath the builder awakens.

Barbarians who follow the Path of the Felled are protectors at heart, but their rage is no less fearsome than any berserker’s. They channel the fury of rushing rivers and falling trees, becoming whirlwinds of gnashing teeth, slamming tails, and blunt-force trauma. This primal rage is not born of bloodlust or glory, but of defensive instinct, of territorial might, and a sacred oath to protect what has been built.

These warriors fight not for conquest but for preservation. Their battle cries echo through wetlands like cracking timber. When one enters a rage, foes are not simply struck down—they are splintered, smashed, and driven back, as if the land itself rose up to rebuke them.

Path of the Felled barbarians are known for overwhelming power, but also cunning strategy. They can shape terrain, using debris, mud, or rubble to build temporary defenses or create choke points. Their tails can deflect blows and stagger enemies, and their unrelenting gnaw can shred through armor like rotted bark.


Role in the World

The Path of the Felled is often a rare and sacred tradition passed down within elder lodges—used only in dire times when threats rise against the land or the community. It is not a path chosen lightly, and many who take it view their rage as a sacred duty rather than a personal weapon.

Adventuring warriors of the Felled might be wandering guardians, seeking to protect nature against industry, to rebuild what others have destroyed, or to hunt down threats that once endangered their kin. They are fierce, stubborn, and unwavering—but beneath the fury lies a deep, enduring love for home.


Quotes from the Lodge

“He didn’t raise his voice when they chopped down the grove. He just walked into the trees, and when he came back, his fur was soaked in blood and sap.”

“People forget we’re builders. But what builds can also break—and the dam doesn’t hold forever.”

Level 3: 3: Timber Crash

While raging, you can use your bonus action to slam the ground or an enemy, channeling the force of a crashing tree.

  • When you enter a rage, or as a bonus action on your turn while raging, you can force a creature within 5 feet of you to make a Strength saving throw [roll]1d6+4[/roll]

  • On a failed save, the creature is knocked prone.

  • You can use this feature once per rage.

Level 6: 6: Primal Form of the Felled

 

"When the forest falls, the guardian awakens."

Your rage stirs the deep-rooted instincts of your kind, reshaping your body with the primal power of the wild. As you embrace your fury, your form channels the might of ancestral beaverfolk defenders—becoming a living weapon forged by nature’s will.

Whenever you activate your Rage, choose two of the following natural forms. You gain Weapon Mastery and proficiency with the selected natural weapon until your rage ends:


Ironbite Maw

Your teeth grow into massive, iron-hard incisors capable of splintering wood and bone alike.

  • You can make bite attacks that deal 1d10 piercing damage and have the Sap Mastery.

  • Once per turn when you damage a creature with Ironbite Maw, you gain temporary hit points equal to the damage dealt.

You tear through foes like timber, drawing strength from every bite.


Lodgebreaker Tail

Your tail thickens and plates over with barklike armor and stone-like density. Your legs reinforce to support crushing force.

  • You gain a tail strike that deals 1d12 bludgeoning damage and has the Heavy and Reach properties with Topple Mastery.

  • This weapon counts as a melee attack made with your body (natural weapon).

With a single sweep, you can knock down warriors like saplings in a storm.


Splinterclaws

Your hands twist into clawed, hardened tools—capable of carving wood, flesh, and armor with precision.

  • Your unarmed strikes deal 1d8+ slashing damage and have the Light property with Nick Mastery.

  • If both hands are free, you can treat each as a separate weapon for two-weapon fighting.

These claws are tools of creation—and destruction.

 


🛡 Defender’s Posture

“The dam holds, even as the river rises.”

While you are raging and not wearing heavy armor, you gain a +1 bonus to AC, and opportunity attacks against you are made with disadvantage.

Your sturdy stance and battle awareness make you harder to hit as you guard the field like a dam against a flood.


🛡 Guard the Lodge

“Strike me, not them.”

While raging, when a creature within 5 feet of you that you can see is targeted by an attack, you can use your reaction to interpose yourself, causing the attack to target you instead. You must be wielding no weapons or only natural weapons.

Even in the heat of rage, you act on instinct to protect those you fight beside—just as your ancestors defended the lodge walls with tooth and tail.

 

Floodbreaker’s Might

 

Level 14 Feature – Path of the Felled

When you enter your rage, and as a bonus action while raging, you may expend an additional use of your rage to unleash the full fury of your primal form—manifesting all your natural weapons from Primal Form of the Felled simultaneously. In this overwhelming state, you gain the following benefits:

  • River’s Surge: Your movement speed can never be reduced below 20 feet, as you charge forward like a flood breaking through the dam.

  • Damcrusher’s Bulk: Your size swells to Huge, becoming as imposing as a fallen ancient tree blocking the water’s path.

  • Splinterstorm: When you strike with your natural weapons, you roll one extra damage die on each attack, shattering foes like brittle timber.

Level 10: 10: Fall Like Thunder

When you reduce a creature to 0 hit points while raging, you can unleash a thunderous burst of force:

  • Each creature of your choice within 10 feet must make a Strength saving throw  of 9+your Strength Modifier 

  • On a failed save, they take 2d8 bludgeoning damage and are knocked prone.

  • On a success, they take half damage and aren’t knocked prone.

You can use this feature a number of times equal to your Constitution modifier (minimum 1) per long rest.

Level 14: Falling Giant

 

  • Large: + twice your Strength modifier damage

  • Huge or larger: + three times your Strength modifier damage

Additionally, when you hit a Large or bigger creature, you automatically knock them prone if you hit a crit if not you push them back 10 feet 

Level 14: Earthshaker’s Wrath

 

The ground itself answers your fury.

When you hit a creature with a natural weapon attack while raging, you can choose to unleash a shockwave of primal force. The target and all creatures within 10 feet must succeed on a Strength saving throw (DC = 8 + your proficiency + your Strength modifier) or be knocked prone and take thunder damage equal to your Rage Damage bonus.

You can use this feature a number of times equal to your Constitution modifier (minimum once), and regain all uses after a long rest.

Level 14: Colossus of the Dam

You become a living monument of nature’s unyielding power.

While raging, your size increases to Gargantuan, and you gain the following benefits until your rage ends:

  • You have resistance to all damage except force and psychic.

  • When you hit with a natural weapon attack, you can deal an additional 4d10 damage of the weapon’s type.

  • You can use your Floodbreaker’s Might feature without expending an extra use of your rage.

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