Barbarian
Base Class: Barbarian

Where the line between the martial and natural strength blurs, there begins the Path of the Feral Trance. The feral trance is a plunge into primal conciousness, a link to age-old instincts that transcends species. Only those with a strong sense of self can tap into this primordial power and return from their trance. Those who lack these qualities are reduced to feebleminded creatures, who act on little but their base urges.

Barbarians who set foot on this path wield the strengths of beasts and monsters with their bare hands. Followers of this path are often chosen by their tribe's elders as part of a shamanistic tradition. Others revel within this trance to fulfil their base desires, seeking vicarious battle and challenging prey.

Feral Trance

Starting when you choose this path at 3rd level, your rage induces a trance-like state that connects you a primitive conciousness. You can tap deeper into your trance to use the abilities of beasts and monsters against your foes.

Feral Actions: You learn three feral actions of your choice. While you are raging, you can use feral actions. You can only use a single feral action per attack. If a feral action replaces an attack, you can only replace a single attack per turn. When you reach 6th, 10th and 14th level, you learn two additional feral actions of your choice. Each time you learn new feral actions, you can also replace one feral action you know with a different one.

Trance Points: Your ability to tap into your trance is represented by trance points. You have 5 trance points which you can expend to fuel use feral actions. You regain all your trance points when you finish a short or long rest. You gain 5 additional trance points at 6th, 10th and 14th level.

Saving Throws: Some of your feral actions require your target to make a saving throw. Your feral action save DC is equal to 8 + your proficiency bonus + your Strength modifier.

Battering

Prerequisite: 6th level

You unleash a ogre battering ram's destructive might. When you hit an object or structure with an unarmed strike or feral action, you can expend 2 trance points to deal double damage.

Bloody Rampage

Prerequisite: 6th level

You can be as relentless as a gray render. When you take damage, you can spend 3 trance points points to make an unarmed strike against the creature that dealt this damage as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that foe and make an unarmed strike against it.

Boulder

Prerequisite: 10th level, Rock (Feral Trance)

You challenge the might of a stone giant and toss a large boulder at your foes. This boulder or object must at least have a radius of 15 feet and must weigh 300 pounds or more. You can lift up to 30 times your Strength score in pounds.

As an action, you can expend 3 trance points to lift up a large boulder or similar object within 5 feet of you and throw it up to 20 feet. Each creature in a 20 feet line must succeed on a Dexterity saving throw or take 2d10 + your Strength modifier as bludgeoning damage. A creature has advantage on their saving throw if they are prone.

If the boulder lands on an incline, it rolls down, extending this attack's reach until it stops rolling. While the boulder is rolling, creatures have disadvantage on their saving throw if they are prone.

Claw

You have an iron grip like the giant crab. Immediately after you hit a creature with a melee attack on your turn, you can expend 1 trance point and then try to grapple the target as a bonus action.

Constrict

You channel the strength of a constrictor snake. When you attack a target grappled by you, you can expend 2 trance points to replace one attack with this action. When you do, you deal 2d8 + your Strength modifier as bludgeoning damage the grappled creature on a hit and your target is restrained until the start of your next turn or until this grapple ends.

Dire Pack Tactics

Prerequisite: 10th level, Pack Tactics (Feral Trance)

When using Pack Tactics, you can expend up to your Strength modifier in trance points. Each trance point grants a different creature advantage on their next attack roll against a creature while you are within 5 feet of that creature and you aren't incapacitated.

Fling

Prerequisite: 14th level

You can toss around your foes like the mighty kraken. When you hit a large or smaller creature with an unarmed strike, you can expend 4 trance points to knock them off their feet. The target must succeed on a Constitution saving throw or be flung up to a distance of up to 5 + 5 times your Strength modifier in feet away from you and take 1d6 bludgeoning damage per 10 feet it is thrown and be knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage plus additional bludgeoning damage equal to the thrown creature's Constitution modifier, and be knocked prone.

Frightful Presence

Prerequisite: 14th level

As an action, you can expend 7 trance points to radiate the menacing presence of an adult red dragon. Every creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A target automatically succeeds on the save if it can't hear or see you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to all your attempts to frighten it for 24 hours.

Giant Swing

Prerequisite: 6th level

You swing your fists with same abandon an infuriated hill giant swings its greatclub. When you hit a creature with an unarmed strike, you can expend 3 trance points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage taken by the first creature. The damage is of the same type dealt by the original attack.

Lunge

When you make a melee attack on your turn, you can expend 1 trance point to increase your reach for that attack by 5 feet.

Pack Tactics

You lead your allies like the wolf leads its pack. You can expend 1 trance point as a bonus action to grant an ally advantage on their next attack roll against a creature while you are within 5 feet of the creature and you aren't incapacitated.

Pounce

You can leap at your foes like the tiger. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, you can expend 2 trance points attempt to bring it to the ground. The target must succeed on a Constitution saving throw or be knocked prone. If the target fails their saving throw, you can make an unarmed strike as a bonus action.

Rock

Inspired by the improvisational attacks of an ape, you can expend 1 trance point to replace an unarmed strike with a ranged attack by throwing a rock or similar object that is either on your person or within 5 feet of you. This attack has range of 25 feet, a long range of 50 feet and deals 1d6 + your Strength modifier as bludgeoning damage on a hit.

Seething

You become as restless as a sahuagin hatchling swarm. You use your bonus action to deal 1d12 bludgeoning damage to yourself. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest. If your current trance points are below their maximum, you gain gain 1 trance point.

If Seething reduces your maximum hit points to 0, you die instantly.

Stomp

You trample over your enemies like the elephant does. When you make a melee attack against a prone target, you can expend 2 trance points to replace an attack with a Stomp. You deal 2d10 + your Strength modifier bludgeoning damage on a hit.

Surprise Attack

Learning from the bugbear, you become more adept at ambushes. If you hit a surprised creature with a melee attack during the first round of combat, you can expend 1 trance point to deal an additional 2d6 damage of the same type.

Thunderous Slam

Prerequisite: 10th level

You channel the thunderous power of a storm giant. As an action, you can expend 3 trance points to strike the ground, triggering a thunderclap. Each creature within 15 feet of you must make a Constitution saving throw or take 1d10 + your Strength modifier in thunder damage and be deafened until the end of your next turn. On a successful save, the creature takes half damage and is not deafened.

Trampling Charge

Prerequisite: 10th level, Stomp (Feral Trance)

You brazenly charge through the battlefield like the mammoth, trampling over those who would stand in your way.

When you use your action to dash, you can expend 2 trance points to move through the space of any creature that is either large and prone, or medium or smaller. Unless a creature is prone, they count as difficult terrain. The first time you enter each creature's space during this move, you can expend 1 trance point to make a Stomp attack against that creature, even if they are not prone. You may make up to a number equal to your Strength modifier of Stomp attacks as part of your Trampling Charge.

Trill

Prerequisite: 14th level

As an action, you can 7 trance points to let out the haunting shriek of a frost worm. Each creature within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A target automatically succeeds on the save if it can't hear you. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill ability for twenty-four hours.

Vengeful Strike

Prerequisite: 6th level

Like the gnoll witherling, you do not stand for it when your allies come to harm. After an ally you can see is dealt damage by a creature within 20 feet of you, you can spend 2 trance points to make an unarmed strike against that creature as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that creature and make an unarmed strike against it.

Bonus Proficiency

When you choose this path at 3rd level, you instinctively attune to the wilderness. You gain proficiency in the Survival skill if you don't already have it.

Primal Strike

At 6th level, your connection to the primordial conciousness takes on an arcane nature and lingers even outside of your trance. Your unarmed strikes deal damage equal to 1d8 + your Strength modifier on  a hit. Your unarmed strikes and feral actions count as simple weapons and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

If you aren’t wielding any weapons or a shield and take the attack action on your turn, you can use your bonus action to make an additional unarmed strike. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Keen Senses

Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. Starting 10th level, you have advantage on Perception and Survival checks that rely on hearing or smell.

Beast of Prey

Your Feral Trance imbues you with the tenacity of a predator stalking their prey. As an action, choose one creature that you can sense. For 1 hour, until your target dies or you choose to end the effect (no action required), you know the targeted creature's direction and distance from you while it is within the same plane of existence as you. You can see your target even if it is invisible and it has disadvantage on its stealth roll to hide from you.

Once per turn when you make an attack or damage roll against your target, add half your proficiency bonus (rounded down) to the roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You have disadvantage on attack rolls against any other creature during this time.

When you use this feature, you cannot use it again until you finish a short rest.

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