Barbarian - Ragnarok Primal Path

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Ragnarok Primal Path

Ragnarok

The Primal Path of Ragnarok Fenrir is a barbarian subclass inspired by the Norse mythology of Ragnarok and the monstrous wolf Fenrir, his sons Skoll and Hati, who chase the sun and moon. This path focuses on summoning and controlling these powerful wolves to defeat your enemies.

Brothers in Arms

3rd-level Barbarian feature

When you choose this primal path at 3rd level, you gain the ability to summon Hati and Skoll, the sons of Fenrir.

Whenever you rage, you can summon one of them to fight by your side for as long as your rage lasts.

The summoned wolf appears in an unoccupied space within 10 feet of you and obeys your commands.

In combat, they act during your turn. They can move and use their reaction on their own, but can only take the Dodge action unless you use a bonus action to command them.

Their stats is equal to the highest between you and them.

They can once per round teleport as a free action in an unoccupied space within 10 feet of you.

If you take damage roll a concentration save, if it fails the wolves dissipate.

If a wolf falls to 0hp it dissipates.

At the start of your turn roll a d6 to regenerate the dissipated wolves, you must accumulate 10-PB rolls, when you do summon the wolves in an unoccupied space within 10 feet of you.

You can replace one attack to roll a d6 to regenerate the Wolves.

The Chase

6th-level Barbarian feature

At 6th level, you can switch locations with your wolves using an Action, Bonus Action or Reaction, if used with a reaction you can avoid an attack or area of effect and the wolves may be hit instead.

Your Rage damage can be changed to either Fire or Cold, you decide on each Attack.

Art Credit

The Hate

10th-level Barbarian feature

At 10th level, you gain the Pack Tactics feature. You have advantage on attack rolls against a creature if at least one of you is within 5 feet of the creature and the other is not incapacitated.



Your summoned wolves also gain the benefits of your rage, including the additional damage on melee weapon attacks.

Skoll Rage Damage can be changed to Fire, you decide on each Attack.

Hati Rage Damage can be changed to Cold, you decide on each Attack.



You may as a bonus action force one or both wolves to dissipate.

The End

14th-level Barbarian feature

At 14th level, When you summon Hati or Skoll, you can choose to summon both of them instead of just one.



They wolves are now Large Creatures.

Enemies that are immune to Fire or Cold now only have resistance to your and your Wolves Fire and Cold Damage.



You and your wolves can't have your speed reduced by any means.

Hati, Moon Eater

Hati is a mythical wolf from Norse mythology who, like his brother Skoll, is said to play a role in Ragnarok, the end of the world in Norse mythology. According to legend, Hati is the brother of Skoll and both of them are the offspring of a giantess named Iarnvidia and the Wolf God Fenrir.

Hati is known for his role in the events leading up to Ragnarok. According to legend, Hati and his brother Skoll are tasked with chasing and catching the moon and the sun, respectively. It is said that during Ragnarok, when the end of the world is imminent, Hati and Skoll will finally catch their prey, and the world will be plunged into darkness as the moon and sun disappear from the sky.

In some versions of the myth, Hati is also said to have a connection to the goddess of the night, Mani. It is said that Hati is always chasing Mani's chariot.

The one who hates. That is what his name means.

Aspect of Hati. As this is only an spiritual form of Hati it is not as big as the tales would suggest.

Art Credit

"Ice Wolf" by Rishi Shukla



Spiritual Wolf Hati

Medium Monstrosity (Large Level 14), Unaligned


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 1 (1d6 - 6)
  • Speed 0ft., fly 5 * PB ft (hover).

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Str +3 plus PB, Dex +3 plus PB
  • Skills Perception +1 plus PB
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 f., passive Perception 11 + PB
  • Languages Knows all the Ragnarok user languages

The One Who Hates. Whenever Hati damages a creature, the next attack roll it makes made with disadvantage.

The One Who Hates Improvement(Level 14). Whenever Hati damages a creature, all attack rolls it makes made with disadvantage until the beginning of your next turn.

Incorporeal Movement. Hati can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 1 force damage.

Spiritual Retaliation. When Hati suffers a melee hit the attacker must make a Constitution saving throw. A target takes pb*d6 cold damage on a failed save, or half as much damage on a successful one.

Spiritual Explosion (Level 10). When Hati dissipates at an area of 15 feet around him you can designate any number of Creatures unaffected by the explosion. all other creatures must make a Constitution saving throw. On a failed save, the creature takes pb*d6 cold damage, or half as much damage on a successful one.

Pack Tactics (Level 6). Hati has advantage on an attack roll against a creature if at least one of the Hati's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: 5 ft. reach, one target. Hit: pb/ 2 * d8 piercing damage or cold damage, whatever is higher, On hit, the creature must succeed on a Strength saving throw or be grappled.

Tail. Melee Weapon Attack: 5 ft. reach, one target. Hit: pb/ 2 * d8 bludgeoning damage or cold damage, whatever is higher, On hit, the creature must succeed on a Dexterity saving throw or be shoved.

Claw. Melee Weapon Attack: 5 ft. reach, one target. Hit: pb * d6 slashing damage or cold damage, whatever is higher

Cold Breath (Level 10)(Recharge 5-6). Hati exhales fire in a (pb*5)-foot cone. Each creature in that area must make a Constitution saving throw, taking pb * d12 cold damage on a failed save, or half as much damage on a successful one.

Reactions

Wolf Step (Level 6). Hati can switch locations with Skoll or with the Ragnarok Barbarian to avoid an attack or area of effect.

Skoll, Sun Eater

Skoll is a mythical wolf from Norse mythology who is said to be one of the creatures that will play a role in Ragnarok, the end of the world in Norse mythology. According to legend, Skoll is the brother of another wolf named Hati, and both of them are said to be the offspring of a giantess named Iarnvidia and the Wolf god Fenrir.

Skoll is known for his role in the events leading up to Ragnarok. According to legend, Skoll and his brother Hati are tasked with chasing and catching the sun and the moon, respectively. It is said that during Ragnarok, when the end of the world is imminent, Skoll and Hati will finally catch their prey, and the world will be plunged into darkness as the sun and moon disappear from the sky.

In some versions of the myth, Skoll is also said to have a connection to the god of the day, Sol. It is said that Skoll is always chasing Sol's chariot

The one who chases. That is what his name means.

Aspect of Skoll. As this is only an spiritual form of Skoll it is not as big as the tales would suggest.

Art Credit

"Power of Magma" by Azany



Spiritual Wolf Skoll

Medium Monstrosity (Large Level 14), Unaligned


  • Armor Class 13 plus PB (natural armor)
  • Hit Points 1 (1d6 - 6)
  • Speed 0ft., fly 5 * PB ft (hover).

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Str +3 plus PB, Dex +3 plus PB
  • Skills Perception +1 plus PB
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 f., passive Perception 11 + PB
  • Languages Knows all the Ragnarok user languages

The One Who Chases. Whenever Skoll damages a creature, the next attack roll is made with advantage.

The One Who Chases Improvement(Level 14). Whenever Skoll damages a creature, all attack rolls against them are made with advantage until the beginning of your next turn.

Incorporeal Movement. Skoll can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 1 force damage.

Spiritual Retaliation. When Skoll suffers a melee hit the attacker must make a Dexterity saving throw. A target takes pb*d6 fire damage on a failed save, or half as much damage on a successful one.

Spiritual Explosion (Level 10). When Skoll dissipates at an area of 15 feet around him you can designate any number of Creatures unaffected by the explosion. all other creatures must make a Dexterity saving throw. On a failed save, the creature takes pb*d6 fire damage, or half as much damage on a successful one.

Pack Tactics (Level 6). Skoll has advantage on an attack roll against a creature if at least one of the Skoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: 5 ft. reach, one target. Hit: pb/ 2 * d8 piercing damage or fire damage, whatever is higher, On hit, the creature must succeed on a Strength saving throw or be grappled.

Tail. Melee Weapon Attack: 5 ft. reach, one target. Hit: pb/ 2 * d8 piercing damage or fire damage, whatever is higher, On hit, the creature must succeed on a Dexterity saving throw or be shoved.

Claw. Melee Weapon Attack: 5 ft. reach, one target. Hit: pb * d6 slashing damage or fire damage, whatever is higher

Fire Breath (Level 10)(Recharge 5-6). Skoll exhales fire in a (pb*5)-foot cone. Each creature in that area must make a Dexterity saving throw, taking pb * d12 fire damage on a failed save, or half as much damage on a successful one.

Reactions

Wolf Step (Level 6). Skoll can switch locations with Hati or with the Ragnarok Barbarian to avoid an attack or area of effect.

 

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