Barbarian
The following primal path is available to barbarians.
Path of Extinction
For some barbarians, their connection to the natural world is unsurpassed. They see nature as a constant war, with each species fighting to be the last left standing. These barbarians follow the Path of Extinction, learning to mimic animals by growing natural weapons with which to crush their enemies.
- B. Tyler
Path of Extinction features
| Barbarian Level | Feature |
|---|---|
| 3rd | Primal Rage |
| 6th | Nature's Embrace |
| 10th | Weapon Extension |
| 14th | Extinction |
Primal Rage
Starting when you choose this path at 3rd level, you can unleash a primal fury when you rage. If you do so and are not holding a shield, you gain a +2 bonus to your AC in the form of natural armor of your choice (spikes, fused bone armor, etc.) for the duration of your rage. This bonus ends if you hold a shield.
In addition, while you are in a primal rage and make an attack but are not holding any weapons, you can choose to create one. The form of solid horns, cruel claws, sharp teeth, or some other physical weapon manifests as you make the attack. Your primal weapon deals 1d8 bludgeoning, piercing, or slashing damage (your choice), and has the versatile (1d10) property. Both of your hands must be free to use the weapon's versatile property, even if the weapon you manifest is something like a spiked tail. If you use the weapon's versatile property, you do not gain the benefits of your natural armor until the beginning of your next turn.
Nature's Embrace
Beginning at 6th level, your body begins to morph to take on more bestial features. For example, if you choose Keen Senses, your ears may grow larger, and you may gain the ability to move them independently.
Choose one of the following options:
Amphibious. You can breathe air and water, and gain a swim speed equal to your movement speed.
Arboreal. You gain a climb speed equal to your movement speed.
Burrower. You can burrow at half your movement speed through sand, earth, mud, or ice. You cannot burrow through solid rock. You leave a hole 5-feet-wide in your wake. You also gain tremorsense to a range of 15 feet.
Echolocation. You gain blindsight to a range of 15 feet. This feature does not function if you are deafened.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Savage Threat
Starting at 10th level, your body morphs even more into a more savage form. You add your proficiency bonus to Intimidation checks if you are not already proficient. If you are proficient, your proficiency bonus for any such ability check is doubled.
Extinction
Beginning at 14th level, you can outlast all of your enemies in battle. While in a primal rage, when you reduce a creature to 0 hit points with a melee weapon attack, you receive temporary hit points equal to the damage dealt on that attack.
Path of the Totem Warrior
If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to the options presented here.
Totem Spirit
Some totem animals have been extinct for centuries. In these cases, acquiring a totem object that incorporates feathers or scales from your totem animal may not be possible. In these cases, you can use bone, teeth, claws, or any other fossil from your totem animal.
These options are available to you when you choose a totem animal at 3rd level:
Brontosaurus. While raging, you count as one size larger for the purposes of attacks such as grappling or shoving.
Tyrannosaurus. While raging, you have advantage on saving throws against becoming frightened. If you succeed on such a saving throw, you can use your reaction to move up to half your speed and make a single melee attack. The spirit of the tyrannosaurus fills you with bravery.
Aspect of the Beast
These options are available to you when you choose a totem animal at 6th level:
Brontosaurus. You gain the hardiness of the brontosaurus. You can eat and drink almost anything without issue (including murky water and foods you couldn't normally eat), and have advantage on saving throws against disease and poison.
Tyrannosaurus. You gain the aura of the tyrannosaurus. Creatures of a challenge rating equal to your level divided by 3 or lower are frightened of you unless they are provoked or commanded to attack you.
Totemic Attunement
These options are available to you when you choose a totem animal at 14th level:
Brontosaurus. While raging, you can use a bonus action to slam your feet, releasing a powerful blast of sound. Creatures within 15 feet of you must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or take thunder damage equal to your Strength modifier and be knocked prone. The spirit of the brontosaurus fills you with power.
Tyrannosaurus. While raging, you can use a bonus action to howl with rage. Creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be stunned until the beginning of your next turn. You can use this ability once for each time you rage.
Warlock
The following otherworldly patron is available to warlocks.
The Terrible Lizard
Your patron is a reptilian monster from ancient times. This creature comes from the most ruthless and bloodthirsty era, where the law of the land was kill or be killed. This creature survived longer than all of its enemies, and even now continues to gain power. Some look upon this creature as nobility, surviving as a proud hunter for millenia, and even now sitting upon a well-deserved throne. Others follows this patron for only one reason: insatiable hunger.
Creatures of this type include long-dead dinosaurs and other ancient reptiles which have gained power through their sheer power and refusal to pass on as all their enemies have. This patron is never a dragon.
- A. Grant
Terrible Lizard features
| Warlock Level | Feature | |
|---|---|---|
| 1st | Expanded Spell List, Primal Hunt, Savage Stalker | |
| 6th | Fossil Friend | |
| 10th | Terrible Presence | |
| 14th | Jaws of the Tyrant |
Expanded Spell List
The Terrible Lizard lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
✿ This spell appears in this document.
★ This spell appears in Xanathar's Guide to Everything.
Terrible Lizard Expanded Spells
| Spell Level | Spells | |
|---|---|---|
| 1st | bloodtrace✿, hunter's mark | |
| 2nd | alter self, enhance ability | |
| 3rd | Brea's tar pit✿, melf's minute meteors | |
| 4th | guardian of nature★, primal roar✿ | |
| 5th | bite of the king✿, wrath of nature★ |
Primal Hunt
Starting at 1st level, you can channel the power of your patron, becoming a supreme hunter. As a bonus action, choose one creature you can see within 120 feet of you to hunt. You can hunt the target for 1 minute. The hunt ends early if the target dies, you die, or you are incapacitated. Until the hunt ends, you gain the following benefits.
- When the hunted creature makes an attack against you, you can choose to grant the attacker advantage on the attack. If you do so, you can make one melee weapon attack against your hunted target as a reaction.
- Moving 2 feet towards the hunted creature only costs 1 foot of speed, so you can cover double the normal distance when approaching the creature.
- If the hunted target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Savage Stalker
At 1st level, you are always ready to fight for your life. When you make an unarmed strike, you can roll a d6 in place of the normal damage of your unarmed strike. You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.
Fossil Friend
At 6th level, you can cast the animate dead spell without expending a spell slot, except instead of selecting a pile of bones or a corpse, you summon a carnifossil or an herbifossil. The fossil claws its way out of the ground in an unoccupied space of your choice within 30 feet of you.
Once you use this feature, you can't use it again until you finish a long rest. If you use this feature but already have a fossil summoned, you reestablish control of that creature for another 24 hours.
Terrible Presence
Starting at 10th level, your connection to your patron gives you the ability to steel yourself against even the most fearsome foe. You are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to attempt to turn the fright back on that creature. The creature must succeed on a Wisdom saving throw against your warlock save DC or be frightened by you for 1 minute or until the creature takes any damage.
Jaws of the Tyrant
At 14th level, you can summon the hungry maw of your patron as an action. A massive set of jaws with serrated teeth appear and attempt to grab a target of your choice within 30 feet of you. The target must succeed on a Strength saving throw against your spell save DC or fall into the jaws, taking 5d10 piercing damage and 5d10 necrotic damage. If this damage reduces the target to 0 hit points, the target is swallowed whole by the jaws and disappears. In either case, the jaws then disappear. Once you use this feature, you can't use it again until you finish a long rest.
If a creature is swallowed whole with this feature, your patron grants you a boon in return for the sacrifice. Once during the next 24 hours, when you hit a creature with a melee weapon attack, you can choose for the attack to be a critical hit.
Eldritch Invocations
The following eldritch invocations are added to the list of options available to you.
Barbarism
Prerequisite: 7th level, Pact of the Blade feature
When you use your action to cast a cantrip, you can make one weapon attack with your pact weapon as a bonus action.
Bite Force
Prerequisite: Terrible Lizard patron, Pact of the Blade feature
Whenever you take the Attack action on your turn, you can make a grapple or shove attack against the same target as a bonus action.
Charging Assault
Prerequisite: 9th level, Terrible Lizard patron, Pact of the Tome feature
Whenever you finish a short or long rest, you can perform a special ritual over the course of 10 minutes. When you finish the ritual, choose a number of creatures within 10 feet of you up to your Charisma modifier (minimum 1 creature). Affected creatures gain the boon of the assault. Each creature affected by this boon is unaffected by difficult terrain, and can use the Dash action as a bonus action on its turn two times. Once a creature expends both uses of its Dash, the boon is lost until you perform the ritual again.
Eternal Hunger
Prerequisite: Terrible Lizard patron, Pact of the Blade feature
When you transform a weapon which lacks the two-handed property into your pact weapon, it changes its form to appear as a natural weapon of some kind such as cruel claws, sharp teeth, or even something exotic like a tail with spikes. You summon this pact weapon in the normal way, but you cannot be disarmed of this weapon.
When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Fast Fossilize
Prerequisite: Terrible Lizard patron, Pact of the Tome feature
You can tear a page out of your Book of Shadows and place it onto a corpse, which petrifies. The creature cannot be raised from the dead by any spell or magic below 8th level.
Fear the King
Prerequisite: 5th level, Terrible Lizard patron, eldritch blast cantrip
You channel the hunger of reptilian monsters through your eldritch blast. When you hit a creature with that cantrip, you can cast fear as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast, and the spell affects each creature in a 15-foot radius from the target.
Lone Survivor
You gain proficiency in the Intimidation and Survival skills.
Millenia Lost
Prerequisite: Terrible Lizard patron, Pact of the Chain feature
You can choose for the familiar you summon to be undead instead of its normal type. This familiar counts as undead for all spells and features which affect undead. Your familiar is immune to necrotic and poison damage. The maximum hit points of your familiar increases by an amount equal to your warlock level.
Reptilian Ward
Prerequisite: 5th level, Terrible Lizard patron, Pact of the Tome feature
Whenever you finish a short rest and would have the chance to spend Hit Dice, you can instead choose to use this ability. Roll one of your warlock Hit Dice, adding your Constitution modifier to the total. Instead of regaining hit points, you gain a number of temporary hit points equal to the number rolled.
Scale Armor
Prerequisite: Terrible Lizard patron
While you are wearing no armor and are not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Supreme Hunter
Prerequisite: Terrible Lizard patron
If you use the Dash action and end your movement within 5 feet of a creature, you can cast a cantrip or make one attack as a bonus action.
Familiars
In addition to the normal selection of familiars, a warlock which chooses the Pact of the Chain feature can choose one of the following special forms for their familiar:
Archaeopteryx
Tiny beast, unaligned
- Armor Class 12
- Hit Points 1 (1d4 - 1)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 9 (-1) 2 (-4) 13 (+1) 6 (-2)
- Skills Stealth +4
- Senses passive Perception 11
- Languages —
- Challenge 0 (10 XP)
Keen Sight. The archaeopteryx has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Microraptor
Tiny beast, unaligned
- Armor Class 12
- Hit Points 1 (1d4 - 1)
- Speed 20 ft., fly 50 ft.
STR DEX CON INT WIS CHA 5 (-3) 14 (+2) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
- Skills Perception +4
- Senses passive Perception 14
- Languages —
- Challenge 0 (10 XP)
Flyby. The microraptor doesn't provoke an opportunity attack when it flies out of the enemy's reach.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Rhamphorynchus
Tiny beast, unaligned
- Armor Class 12
- Hit Points 1 (1d4 - 1)
- Speed 10 ft., fly 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 3 (-2) 14 (+2) 9 (-1) 2 (-4) 10 (+0) 6 (-2)
- Senses passive Perception 10
- Languages —
- Challenge 0 (10 XP)
Buoyancy. The rhamphorynchus can choose to float on the surface of water or to dive as it wishes.
Hold Breath. The rhamphorynchus can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Pterodactylus
Tiny beast, unaligned
- Armor Class 12
- Hit Points 1 (1d4 - 1)
- Speed 20 ft., climb 20 ft., fly 50 ft.
STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 5 (-3)
- Senses passive Perception 11
- Languages —
- Challenge 0 (10 XP)
Flyby. The pterodactylus doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Fossils
These fossils can be summoned by warlocks which follow the Terrible Lizard patron:
Carnifossil
Medium undead, unaligned
- Armor Class 13 (natural armor)
- Hit Points 26 (4d8 + 8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages —
- Challenge 1 (200 XP)
Pounce. If the carnifossil moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the carnifossil can make one bite attack against it as a bonus action.
Actions
Multiattack. The carnifossil makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Herbifossil
Large undead, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (7d10 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages —
- Challenge 1 (200 XP)
Sure-Footed. The herbifossil has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Spells
New spells are available for those who want to add a bit of prehistoric flair to their character.
Primal Blade
necromancy cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, M (a weapon)
- Duration: Instantaneous
- Class: Druid, Warlock
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and swirling darkness surrounds the target until the start of your next turn. If the target willingly makes an attack against any creature other than you, it immediately takes 1d8 necrotic damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target takes for making an attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Savage Pounce
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Warlock
You unleash a ferocious beast in yourself, and grow enormous claws. As part of the action used to cast this spell, you can leap up to 15 feet. If you end this movement within 5 feet of a creature, you can make a melee spell attack against it. On a hit, the target takes 1d6 slashing damage. After you make the attack, the claws disappear.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).