Path of the Primordial Predator, Variant (5e Subclass)

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Path of the Primordial Predator, Variant[edit]

Barbarian Subclass

Unlike those brutal savages, hellish beasts, and lurking cannibals who walk down the Path of the Primordial Predator, barbarians who follow the variant Path of the Primordial Predator are the ancient scaled themselves. Their rages are born from eons of brutal efficiency and survival of the fittest.

Force of Nature

Your particularly capabilities come from the hardest to live places. Starting at 3rd level, you gain proficiency in Survival, if you didn't have it already. At 6th level, you double your proficiency bonus when making checks with this skill.

Bestial Rage

The core of those who follow the Primordial Predator. Starting at 3rd level, choose one of the following. While raging, you gain its benefits.

  • Lurker. Your primordial ambush tactics have withstood the test of time. You gain a climbing speed equal to your walking speed, and each time you make an attack in either dim light or darkness, you add your rage damage bonus to the damage dealt twice.
  • Brute. Your primordial scales evolved to withstand blows from long forgotten monstrosities. At the start of your turn, you gain temporary hit points equal to double your rage damage bonus.
  • Shredder. Your strength has endured eons unchallenged. Once each turn, you can grant yourself advantage on an attack roll. This attack deals twice your normal rage damage bonus. If you already had advantage, it becomes three times the normal bonus. You can use this a number of times equal to your Strength modify + proficiency bonus after each short rest.
Tooth and Claw

Even outside of your rages, your ancient lineage is rather obvious. Starting at 6th level, you gain one form of natural weapon. Whether a ferocious bite, or long claws, or a massive tail, it deals 1d8 + your Strength modifier damage on a hit, the damage type based on whatever natural weapon it is (either bludgeoning, piercing, or slashing). If you already have one or more natural weapons, you may instead choose to add an extra damage die to one of them. While raging, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Lizard-Like Regrowth

As with your ancestors, you can patch up limbs and regrow wounds like it's nothing. Starting at 10th level, while raging, you are considered to be under the effects of the regenerate spell, not gaining the initial healing. If you have raged more than 10 minutes before finishing a long rest, you must do so before being able to benefit from this feature again.

Scaled Tyrant

The precipice of your primordial power, enhancing your normal claws and fangs even further. Starting at 14th level, while raging, you gain one of the following features based on what you chose for Primordial Rage.

  • Lurker. Made for striking in specific places, you can land deathblows with ease. When making attacks with your natural weapons gained from Tooth and Claw, you land a critical hit on a natural roll of 19 or 20, instead of just 20.
  • Brute. Your sheer weight allows you to shake off the fiercest of blows. Your temporary hit points gained at the start of each turn increase to double your rage damage bonus plus your Constitution modifier.
  • Shredder. Even mightier than before, you can reduce just about anything to paste. Your natural weapons gain an extra damage die.


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