Barbarian Subclass: Path of the Wolverine

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Barbarian Primal Path

Path of the Wolverine

Wolverine, wolverine, does whatever a wolverine does. Not OP, still really cool. Relies heavily on rage. Watch OUT. Here comes the Wolverine.

Wolverine, wolverine, slice you up, now you scream. Spinning web? Waste of time. I'll cut you up, like a lime. Look out........ Here comes the Wolverine.

Path of the Wolverine Features

Barbarian Level Feature
3rd Wolverine, Always Armed, Fortitude
6th Protective Nature, Relentless
10th Ferocity
14th Fury of the Wounded

Wolverine

Starting when you choose this path at 3rd level, you tear through your enemies with your not so bare hands; you gain proficiency with claw strikes. You have claws* that are natural weapons. You can use your Strength modifier for the attack and damage rolls of your claw strikes; on hits you deal slashing damage equal to 1d4 + your Strength modifier. The range of your claw strikes is 5 ft. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Fighting Style: Always Armed

On your turn, when you take the Attack action and you have at least one hand completely free*, you can use a bonus action to make one melee attack with your claw strike against a creature that is 5ft away. If you take the Attack action on your turn, and you have both hands free while you are raging, you can use a bonus action to make two melee attacks with your claw strikes against any creature that is within range.

Fortitude

Taking this primal path grants you access to the Dwarven Fortitude feat no matter the race you are playing. After taking this feat, when you take the Dodge action and spend a hit die while raging, and a creature misses a melee attack against you, you can use your reaction to make a melee attack against that creature.

Protective Nature

Beginning at 6th level, when one of your allies finishes their turn with 0 Hit Points, and you are not already raging, you can use your reaction to enter rage without expending a rage. You do not need to have any rages available to enter this rage. During this special rage, if you use Reckless Attack, you gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. Also during this special rage, successful melee attacks with your claw strikes against the creature that reduced your ally to 0 hp deal an additional 1d4 slashing damage. Once this rage ends, you cannot take any actions, bonus actions, or move for one full turn while you recover. You may only enter this special rage once per initiative roll.

Relentless Assault

Additionally at 6th level, your claw strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Furious Approach

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Fury of the Wounded

Starting at 14th level, you when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, you have access to your claw strike, and both your hands are free.

*Claw Strikes

Talk to your DM about how you got these claws. Maybe you're half Tabaxi, maybe you wear gauntlets that have blades between the knuckles... or MAYBE your claws extend from inside your fists. Either way, it's a homebrew class, so you gotta get homebrew permission either way.

Free Hand:

  • You cannot be holding anything that could be used as a weapon. The point is that you're committed to only using your claw strikes, so use common sense.

Tavern Brawler

  • It stacks REALLY well with Tavern Brawler.
 

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