Barbarian Subclass: Path of the Feral

by Acenm5

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Barbarian - Path of the Feral

Some warriors mimic the behavior of beasts when their anger takes over. Barbarians take this even further by forming a unique connection with druidic magic, becoming bestial ferals that use their rage to become nature's weapon.

This Path is usually taken by the most uncivilized of people. They were raised by wolves, shunned by common society, or made to fanatically worship deities such as the Devourer in Eberron or Malar in the Forgotten Realms.

Druid Cantrip

3rd-level Path of the Feral feature

You learn one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ferocious Rage

3rd-level Path of the Feral feature

Your chosen Path has made you fierce and unpredictable on the fields of battle. As a result, you gain the following benefits while you're raging:

  • You can roll a d6 in place of the normal damage of your unarmed strike, which now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This die changes to a d8 at 6th level, a d10 at 10th level, and a 1d12 at 14th level.
  • Immediately before or after taking the Attack action on your turn, you can use a bonus action to try to grapple or shove a creature within 5 feet of you.
  • Crawling does not cost extra movement for you, and standing up only requires 5 feet of movement.

Hardiness

6th-level Path of the Feral feature

You are more able to resist hazards that test your staying power, such as the cold breath of a silver dragon. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Tremorsense

10th-level Path of the Feral feature

The natural magic suffusing you allows you to locate creatures without using sight, sound, or smell. You can detect and pinpoint the origin of vibrations within 30 feet of you, provided you and the source of the vibrations are in
contact with the same ground or substance.
Tremorsense can't be used to detect flying or incorporeal creatures.

If you gain tremorsense from another source, such as a magic item, its range is increased by 30 feet for you.

Skin-Changing

14th-level Path of the Feral feature

You gain the ability to change your likeness to that of a feral beast when you enter your rage. Fur, feathers, or scales grow across your body as your senses sharpen. You revert to your normal form when your rage ends or when you die. While you are changed, the following rules apply:

  • You gain resistance to one damage type of your choice.
  • You have advantage on Wisdom (Perception) checks you make, and you are immune to being blinded or deafened.
  • When you take the Attack action on your turn, you can make up to three unarmed strikes, instead of two. These unarmed strikes deal your choice of bludgeoning, piercing, or slashing damage on a hit.

Once you use this feature, you can't use it again until you finish a long rest.

Credits

Original Homebrew Content by Acenm5. Take the Survey.


Context: D&D 5th Edition by Wizards of the Coast, LLC.


Page 46 Art: Unequal Struggle by SVJEETA.


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BARBARIAN | PATH OF THE FERAL

 

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