Primal Path: Path of the Dark Offering

by MohanLaoch

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Path of the Dark Offering

Path of the Dark Offering

For some barbarians, a hidden potential lies within the fury of their rage. This potential can attract the attention of mysterious otherworldly beings that harbour supernatural power. In these circumstances, those otherworldly beings will make an offering to these barbarians, promising them power and the ability to fully utilise their rage for whatever their hearts desire. An acceptance of such an offering usually doesn't come without a price, but for barbarians who walk the path of the dark offering, this price is worth it to unleash their hidden potential.

Path of the Dark Offering Features

Barbarian Level Feature
3rd Otherworldly Patron, Pact Magic, Curse of Wrath
6th Faithless Fury
10th Secrets of the Offer
14th Dark Awakening

Otherworldly Patron

When you choose this path at 3rd level, you take an offering of power from an otherworldly being of your choice:

  • The Archfey, the Fiend, or the Great Old One, detailed in the Player’s Handbook
  • The Undying, from Sword Coast Adventurer’s Guide
  • The Celestial or the Hexblade, from Xanathar’s Guide to Everything
  • The Fathomless or the Genie, from Tasha’s Cauldron of Everything
  • The Undead, from Van Richten’s Guide to Ravenloft

The choice you make augments some of your subclass features, as noted below.

Pact Magic

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Path of the Dark Offering Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Path of the Dark Offering Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your primal path spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier



Path of the Dark Offering Spellcasting

Barbarian Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 1 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Curse of Wrath

Starting at 3rd level, at the end of a short or long rest you can place a Curse of Wrath on a weapon of your choice. This weapon can be used as a spellcasting focus, allowing you to perform the somatic components of your warlock spells even when you have weapons or a shield in one or both hands. When you are wielding this weapon while you're raging you gain the following benefits:

  • You can cast your warlock spells that don't require concentration.
  • Your warlock spells gain a damage bonus equal to your rage damage bonus.
  • When you cast a cantrip with a range of self or touch that uses an attack roll you can choose to do so recklessly. Doing so gives you advantage on melee weapon and melee spell attack rolls using Strength or Charisma, but attack rolls against you have advantage until your next turn.

Additionally, you gain a specific benefit based on your chosen offering while holding the weapon:

The Archfey. While raging, your appearance changes to reflect some aspect of your patron and you cannot be charmed. Additionally, if you are charmed when you enter your rage, the effect ends.

The Celestial. As a bonus action, you can spend one spell slot to heal one creature you can see within 5ft of you. The creature regains a number of hit points equal to 2 times the level of the spell slot spent + your Charisma modifier (minimum of 1).

The Fathomless. You can breathe underwater, and while raging you have an additional 5 feet of reach for melee attacks.

The Fiend. When you reduce a hostile create to 0 hit points you can spend one spell slot to gain temporary hit points equal to your barbarian level + your Charisma modifier (minimum of 1).

The Genie. Whenever you score a critical hit against a creature while raging, that creature takes an additional 1d4 bludgeoning, thunder, fire or cold damage. The damage type is chosen when you place the curse on your weapon.

The Great Old One. When you enter your rage each creature within 30ft of you must make a Wisdom saving throw against your Spell save DC or be frightened of you. A creature that failed can make the saving throw again at the end of their next turn to no longer be frightened of you.

The Hexblade. Whenever you score a critical hit against a creature while raging, that creature takes additional damage equal to your proficiency bonus.

The Undead. While raging, your appearance changes to reflect some aspect of your patron and you cannot be frightened. Additionally, if you are frightened when you enter your rage, the effect ends.

The Undying. You can use your reaction to gain advantage on a saving throw to resist a harmful effect from an undead creature.

You can only place a curse on one weapon at a time. If you attempt to place a curse on a second weapon, the first one loses its curse.

Faithless Fury

At 6th level whenever you attack as part of your extra attack feature, you can cast one of your cantrips in place of one of those attacks.

Additionally, while raging you gain resistance to necrotic damage.

Secrets of the Offer

Starting at 10th level, your patron grants you the use of an additional spell based on your offering. You can cast this spell without expending a spell slot, and you can't do so again until you finish a long rest. If the spell requires concentration it can still be cast and concentrated on while you're raging provided you are wielding your Curse of Wrath weapon. The normal rules of dropping concentration still apply.

The Archfey. You can cast calm emotions.

The Celestial. You can cast lesser restoration.

The Fathomless. You can cast gust of wind.

The Fiend. You can cast scorching ray.

The Genie. You can cast spike growth.

The Great Old One. You can cast detect thoughts.

The Hexblade. You can cast branding smite.

The Undead. You can cast phantasmal force.

The Undying. You can cast blindness/ deafness.

Dark Awakening

At 14th level the dark powers that fuel your rage have awakened. While raging you gain the following benefits:

  • You gain immunity to necrotic damage.
  • You gain advantage on Wisdom saving throws.
  • Whenever you hit a creature with your Curse of Wrath weapon, that creature and any other creature of your choice within 5 feet of it take 1d8 necrotic damage.

Path of the Dark Offering

Accept an offering from an otherwordly being, and allow them to empower your rage with this new primal path for the world's greatest roleplaying game.

Path of the Dark Offering (Version 1.0) Created by MohanLaoch/ jmohandm@gmail.com

Feel free to email feedback.

Artist Credits:

Front Cover: Concept Art by Maciej Kuciara

Back Cover: Dark Warrior by Selann

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

For use with the fifth edition Player's Handbook, Monster Manual and Dungeon Master's Guide.