Path of Gruumsh (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Path of Gruumsh[edit]

Barbarian Subclass

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.

Restriction
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.

Restriction
Monocular

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).

Orcish Crafts
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
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: