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# Primal Path ## Path of Entropy ### Those who walk the Path of Entropy are connected to the spirits of rot and wherever they walk only ash and dust remain. Some act as regulators, aiding the passing of time and guiding life to its natural end, while others are merely agents of death and chaos. ### #### Aura of Rot At 3rd level, your rage calls forth outerplanar spirits the rot and decay the world around you. These spirits are bound by a 15ft aura that surrounds you. All creatures that end there turn within this aura must make Constitution saving throw against your Entropy DC or take 1d6 necrotic damage. Additionally, as a bonus action, you can rile up the spirits of decay. All creatures within your aura must make a Constitution saving throw. On a failed save each creature takes 1d4 plus your Rage bonus damage necrotic damage. Non-magical objects in range automatically fail the save and take the damage.
**Entropy Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
The size of your aura increases to 30ft at 14th level. #### Dust to Dust Additionally, at 3rd level, your touch accelerates the process of aging. When you touch a non-magical object of large size or lower you can cause it to begin to rot it away. The object takes damage every round equal to your Wisdom modifier plus your Barbarian level. When an object reaches 0 hit points by this feature it crumbles to dust. \columnbreak
#### Master of Ruin At 6th level, the spirits you bind tare apart the earth. The area within your aura becomes difficult terrain. Additionally, when a creature fails a save against your Aura of Rot feature you can apply one of the following effects; * **Festering Wounds:** The creature takes an additional 1d4 necrotic damage whenever it takes damage from a weapon attacks until the end of its next turn. * **Muscular Atrophy:** The creatures movement speed is reduced by 10ft and cannot take the Dash action until the end of its next turn. * **Failing Mind:** The creature has disadvantage on Wisdom and Intelligence saving throws until the end of its next turn. #### Lifeless At 10th level, your connection to the rot rejects all that lives. You can cast *Antilife Shell* once per long rest. #### Decayed Soul At 14th level, your spirit is one with the void, your soul rooted in the primordial darkness. You no longer need to eat, drink, sleep or breath. Additionally, you gain resistance to necrotic damage and any creature within your aura cannot regain hit points.
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