Primal Path: Path of the Inevitable

by OdinTGE

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Path of the Inevitable

Death is an ever-present threat in tribal lands. The Path of the Inevitable is taken up by barbarians who not only accept the inevitability of death, but seek to bend it to their will. A barbarian of this path strikes at the forces of life within his enemies to fuel their rage.

Death Shroud

Starting when you choose this path at 3rd level, you gain the ability to steal the life of your enemies to shield yourself. The bonus to damage rolls granted by your Rage feature becomes necrotic damage. Additionally, while raging you can use a bonus action to deal necrotic damage to each creature you have damaged with this feature on the current turn. The additional damage a creature takes is equal to the previous necrotic damage it took on this turn. You then gain temporary hit points equal to the total necrotic damage you have dealt in the current turn.

You lose any temporary hit points gained from this feature when your rage ends.

Death's Embrace

Once you reach 6th level, your embrace of death has made you resistant to the worst effects of creatures that cheat it. You gain resistance to necrotic damage, and your hit point maximum can’t be reduced.

Ally of Death

Beginning at 10th level, you can remind your allies that death is on their side. As a bonus action, you show your allies visions of death claiming their enemies. Friendly creatures within 60 feet of you that can see you become immune to the frightened condition until the start of your next turn. If an ally is frightened when you use this feature the frightened effect is ended. You can't use this ability while you are frightened.

You gain 1 use of this feature when you enter a rage or kill a creature (to a maximum of 1).

No Escape

Starting at 14th level, you are as unavoidable as death. While you are raging, once per turn when a hostile creature within 10 feet of you willingly moves away from you, the creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature is compelled to move to the nearest unoccupied space within 5 feet of you. Once they are within 5 feet of you, their speed is reduced to 0 until the start of their next turn.

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