Path of Gruumsh (5e Subclass)
From D&D Wiki
Path of Gruumsh
Some barbarians rage because their god told them to. The orc god Gruumsh is known to grant orcs a spark of his wrath, in exchange for their eye.
- Orcs Only
Only orcs and half-orcs are able to follow this path. Gruumsh will not answer the prayers of anyone other than his own children.
Part of becoming an Eye of Gruumsh involves removing one of your own eyes. You cannot gain any abilities in this path while retaining sight in both eyes.
- Terror of the Raid
When you adopt this path at 3rd level you can attempt to terrify a living creature that you have dealt damage to this turn as a bonus action. Make a Charisma(Intimidation) check against that person's Wisdom saving throw. You have advantage to your check if you made a critical hit against them. If you roll higher they become frightened of you until the end of your next turn. Your rage does not end early if you give someone the frightened condition on your turn. You can attempt this a number of times equal to your Charisma modifier. You regain these uses upon finishing a short or long rest.
At level 6 your very presence is enough to terrify. You can use this feature against any living creature that can see and hear you within 60'. In addition, when you use this feature you may also move up to half of your walk speed towards them.
- Ritual Scarring
Beginning at 3rd level, you gain proficiency in the Intimidation skill if you didn't already have it. You add double your proficient bonus to Intimidation checks. This scar is recognized as a symbol of great religious status by all orcs and half-orcs.
- Orcish Craftsmanship
At level 6 your time spent in the open world has inspired you to start crafting various items out of broken items and various refuse you find, area permitting. You can craft any of the following items, which only require the listed amount of time to make scavenging the materials and piecing it together. All orcs and half-orcs (including yourself) are proficient with these items.
Each of these items only works until the end of the first combat they see, after which time you or any orc or half-orc can spend much less than the crafting time repairing it (for this purpose a day becomes a long rest, a long rest becomes a short rest, a short rest becomes an action, and an action becomes a bonus action).
|Item||Crafting Time||Item Type||Statistics|
|Hit Stick||action||weapon||1d6 bludgeoning, light, thrown (10/30), 2 lbs|
|Poke Stick||action||weapon||1d6 piercing, light, thrown (10/30), 2 lbs|
|Big Smash||short rest||weapon||2d6 bludgeoning, two-handed, heavy, 12 lbs|
|Big Stab||short rest||weapon||2d6 piercing, two-handed, heavy, 12 lbs|
|Block Board||action||shield||+2 armor class, 4 lbs|
|Block Tunic||short rest||armor||12 + Dexterity modifier armor class, 6 lbs|
|Block Suit||long rest||armor||14 + Dexterity modifier (max +2) armor class, 24 lbs|
|Big Block||1 day||armor||18 armor class, disadvantage to stealth, 68 lbs|
|The Cleaver||1 day||weapon||2d4 slashing, 6 lbs|
- Hostile Mind
Your missing eye sees again, but only brief glimpses of your glorious, blood-soaked destiny. Starting at 10th level, you have advantage to saving throws that would cause you to be charmed or frightened. In addition, whenever a creature tries to read your thoughts or otherwise attempts to invade your mind, it must choose to either let you immediately pass the saving throw or take 2d10 + your barbarian level psychic damage.
- Horde of Gruumsh
Starting at 14th level you have advantage on rolls than involve talking to orcs who worship Gruumsh. In addition, you can reliably gather orc followers. Every day spent searching an area where orcs could reasonably be found supplies you with 1d4 + your Charisma modifier orcs. You can only bend a maximum number of orcs equal to half of your barbarian level to swear allegiance to you.
These orcs may have altered statistics at DM's discretion, but are otherwise identical to Monster Manual orcs with the following bonuses as long as they serve you:
- They have extra hit points equal to your barbarian level plus your Charisma score
- They add your Charisma modifier to all saving throws, ability checks, and attack rolls they make