Path of Hollow (5e Subclass)
Path of Hollow[edit]
Barbarian Subclass
- Prerequisites
To tread the path of emptiness, one must first lose everything. A character who seeks to embrace this path must have their hit points reduced to 0 at least once and have failed 2 of their death saving throws before stabilizing. Alternatively, a character with the "Touched by Shadow" feat can choose this path without this requirement, as they've already gazed into the void, and the void has gazed back at them.
- Hollowification
At 3rd level, when you enter your rage you can transform, bringing your corrupt nature to the surface for a brief time. While your raging, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to attack and damage rolls when you attack with it, as usual.
You choose the form of the natural weapon each time you enter a rage:
Bite. Your mouth morphs into a bestial muzzle or powerful mandibles. It deals 1d8 piercing damage on a hit. Whenever you damage a creature with this bite, you regain hit points equal to your proficiency bonus once on each of your turns.
Claws. Each of your hands transforms into a claw, which can be used as a weapon if it’s empty. It inflicts 1d6 slashing damage on a hit. Once per turn, when you attack with a claw using the Attack action, you can make an additional claw attack as part of the same action.
Tail. A lashing, spiny tail emerges from your body, dealing 1d8 piercing damage on a hit and having the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use an reaction to swipe your tail and roll a d8. Add the rolled number as a bonus to your AC, potentially turning the hit into a miss.
At 6th level, your natural weapons are considered magical for the porpuse of overcoming resistances and immunities.
- Hollow Soul
At 6th level, the feral power within you grows, making you able to adapt your form to match your environment. After completing a short or long rest, select one of the following benefits, which remains active until you finish another short or long rest: Gain a swimming speed equal to your walking speed, and you can breathe underwater.
- Acquire a climbing speed equal to your walking speed, allowing you to scale difficult surfaces, including ceilings, without needing an ability check.
- When you jump, make a Strength (Athletics) check and extend your jump by a number of feet equal to the total of your check. You can use this special check only once per turn.
- Gain the ability to move through dirt and rock. Make a Strength (Athletics) check you can dig a number of feet equal to your check total. You can use this special test only once per turn.
- Infectious Soul
At 10th level, whenever you strike a creature with your natural weapons while raging, the primal force within you can inflict your target with a curse of rampant fury. The target must succeed on a Wisdom saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects of your choice:
- The target must use its reaction to make a melee attack against another creature of your choosing, visible to you.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Menos
Beginning at 14th level, the current of your human soul has completely faded away. You undergo a physical transformation, your skin turns ghostly white, your human appearance shifts into a monstrous form even outside of your rage, and finally, a mask with unique patterns forms on your face as the sole vestige that you were once human. You acquire the following modifications:
- Your creature type becomes "Undead."
- You no longer need to eat, drink, breathe, or sleep as a human. However, you must feed on souls, and your long rest becomes a 4-hour trance.
- You gain immunity to Poison and Necrotic damage.
- You acquire vulnerability to Radiant damage.
- You can add half of your proficiency modifier to your AC, attack rolls, and damage rolls with your natural weapons.
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