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.

Primal Senses

Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. You have advantage on Investigation, Perception and Survival checks that rely on hearing or smell.

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 each unique feral action once 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 a number of trance points equal to 3 times your proficiency bonus which you can expend to fuel feral actions. You regain all your trance points when you finish a long rest. Starting 10th level, you also regain your trance points when you finish a short rest.

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.

Aggressive

You are as battle-ready as an orc to throw yourself into the fray. You can expend 1 trance point as a bonus action to move up to your speed toward a hostile creature you can see.

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 size of large and weigh no more than your carrying capacity. 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 to try and grapple the target. While grappled in this way, the target takes 1d4 bludgeoning damage at the start of each of their turns. 

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.

Crush

You are as ferocious as a darkmantle when you grab hold off your enemies. When you hit with an attack against a creature you are grappling, you can expend 1 trance to deal an additional 1d6 damage and have it be blinded until the start of your next turn.

Damage Transfer

You can shield yourself from attacks with a grappled creature like the slithering tracker. When you are grappling a creature and take damage from any source other than that creature, you can spend your reaction and 2 trance points to take only half damage and have the grappled creature take the other half.

Dire Pack Tactics

Prerequisite: 6th level, Pack Tactics (Feral Trance)

When using Pack Tactics, you can expend up to your proficiency bonus 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 creature no more than one size larger than you with a melee attack, you can expend 3 trance points to knock them off their feet. The target must succeed on a Strength 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 a melee attack, you can expend 2 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.

Pack Tactics

You lead your allies like the wolf leads its pack. When you hit an enemy with a melee attack, you can expend 1 trance point 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. As part of the attack action, you can expend 2 trance points to move up to 10 feet towards your target. On a hit, the target must succeed on a Strength saving throw or be knocked prone and take additional bludgeoning damage equal to your Strength modifier.

Regeneration

You withstand injury with the persistence of a troll. As an bonus action, you can expend 2 trance points to recover a number of hit points equal to your Constitution modifier this and each subsequent turn until your rage ends. If you are unconscious or have taken acid or fire damage since your last turn, this trait does not activate.

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

Prerequisite: 10th level

You become as restless as a sahuagin hatchling swarm. When you roll initiative and have no trance points remaining, you can choose to deal 1d12 + your constitution modifier damage to yourself and gain a number of trance points equal to your constitution modifier. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest.

If Seething would reduce your maximum hit points to 0, your maximum hit points are instead reduced to 1 and you regain no trance points.

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.

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 move at least 20 feet straight towards a creature and then hit it with a melee attack, you can expend 1 trance point to try and shove it prone. If the target is dropped prone, you can expend an additional 2 trance points to make a Stomp attack against it and attempt to shove another target within 5 feet of the original target prone.

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 24 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.

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.

Ferocious Vigor

At 10th level, you regain your trance points after a short or long rest.

Legendary Resistance

At 14th level, your feral trance deepens to connect you to creatures of legend. When you fail a saving throw while you are raging, you can draw upon this power and choose to succeed instead. Once you use this feature, you cannot use it again.

Whenever you finish a long rest and this feature is unavailable, you can roll a 1d20. If the result is lower than or equal to your barbarian level, you regain the use of this feature.

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