Path of the Bat (5e Subclass)

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A Path of the Bat user

Path of the Bat

Barbarian Subclass

The Path of the Bat is a fearsome subclass of barbarians who have grown fond of bats, using them as their primary weapon in battle. Through intense conditioning, they have honed their bodies and minds to endure prolonged combat and gain strength from their enemies' attacks.


Trained Batter

At 3rd level, Upon choosing the Path of the Bat subclass, you gain proficiency with all bat-like weapons(ex. Greatclub). When wielding a bat, the bat is considered a finesse weapon for you.

Bat Mastery

At 3rd level, While raging, your attacks with a bat become even more fearsome. You double your Rage damage bonus. Additionally, your attacks with the bat score a critical hit on a roll of 19 or 20, At 15th level your attacks with the bat score a critical hit on a roll of 18-20.

Scaled Endurance

At 6th level, Your conditioning has made you able to last in combat longer, when you enter rage you gain temporary hitpoints equal to 2 times your barbarian level.

Home Run

At 6th level, when you score a critical hit you send the creature you hit back 15 feet, causing them to take an additional 2d6 bludgeoning damage, and knocking them prone. This damage increases from 2d6 to 3d6 at 12th level, then again to 4d6 at 18th level. The amount of feet they are sent back increases to 20 feet at 12th level, then again to 25 feet at 18th level.

Fighting Spirit

At 10th level, whenever you fall below half of your hit point maximum you steel your resolve and continue fighting, you gain resistance to the damage type that put you below half, or if you already have resistance you gain immunity to the damage type until your rage ends or are healed above half. Whenever you are in the Fighting Spirit state you gain an extra damage die to all of your attacks.

Savage Tornado

At 10th level, as an action you can wildly swing your bat around you causing creatures within a 10 foot radius to make a DC 8+Proficiency+Strength modifier Dexterity saving throw, on a failure they take xd8 bludgeoning damage (x being your proficiency bonus), pushed back 10 feet and are knocked prone, on a success they take half damage and are not knocked prone. You can use this attack an amount of times equal to your Constitution modifier per long rest.

Indomitable Will

At 14th level, While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points. Additionally you can't be charmed or frightened while raging.

Death Blow

At 14th level, While raging and wielding a bat, as a bonus action you can enter a counter stance lasting until your next turn, whenever you are attacked in this stance, as a reaction, you can make an attack roll against a creature within 5 feet, on hit this attack deals xd6 (x being your proficiency bonus)+half the damage you took, forcing the creature hit to make a DC 8+Proficiency+Strength modifier Constitution saving throw or be stunned until the end of your next turn. Additionally hostile creatures within a 15 foot radius must make a dc 8+Proficiency+Strength modifier wisdom saving throw or be frightened for 1 minute, creatures can repeat the saving throw at the end of each of their turns, ending the effect on a save. You can only enter this stance an amount of times equal to your Constitution modifier per long rest. You can not use any other reactions while in this stance.

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