Path of the Great Beast (5e Subclass)
Path of the Great Beast[edit]
Barbarian Subclass
Malar, the Great Beast, embodies the untamed forces of nature and the primal hunt. He represents the survival of the fittest, and those who follow his path honor him by embracing their feral instincts. Unlike druids who protect the vulnerable, followers of Malar revel in the hunt, seeking to overcome the fiercest creatures and prove their strength.
Beast Magic[edit]
At 3rd level, upon adopting this path, you learn the Primal Savagery cantrip. This spell uses Strength as your spellcasting ability modifier, and you add your Strength modifier to the damage rolls using this cantrip.
Additionally, you can cast Hunter's Mark once, without spending a spell slot. You need to complete a long rest before casting this spell again, unless you spend a use of Rage to do so again. When you spend a use of rage to cast this spell, it doesn't require concentration.
Finally, you also gain the ability to cast Speak with Animals at will, though you can only use this spell to understand or communicate basic, non-detailed information.
Bestial Rage[edit]
At 3rd level, your connection to Malar empowers you to unleash your primal ferocity. Your unarmed strikes deal 1d6 slashing damage on a hit. While raging, you can make unarmed strikes as a bonus action instead of an action.
The damage of your unarmed strikes increases to 1d8 at 6th level, 1d10 at 10th level and 1d12 at 14th level.
Beast Roar[edit]
At 6th level, you can channel your primal energy into a terrifying roar. As an action, you force all creatures within 20 feet of you to make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, creatures are stunned until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Seismic Toss[edit]
At 10th level, you have Advantage on your Strength (Athletics) checks made to grapple. Additionally, when you successfully grapple a creature, you can use your action to launch yourself and the creature 10d6 feet into the air. Upon falling, you both take fall damage, but you only suffer half of the damage you would normally take.
The High Hunt[edit]
At 14th level, your hunting prowess reaches its peak. As a bonus action, you can mark a creature you can see within 60 feet of you as your target. For the next minute, you gain the following benefits against that creature:
- You have advantage on attack rolls against the target.
- Your unarmed strikes deal an extra 2d6 slashing damage to the target.
- If the target drops to 0 hit points before the effect ends, you can use your bonus action to immediately move up to your speed toward another creature and make an unarmed strike.
You can use this feature once per long rest.
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