Barbarian/Path of the Slayer

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barbarian

Path of the Slayer

Fueled by an unbreakable will and the rage to match, those who choose the Path of the Slayer devote their existence to a single, relentless purpose. In this quest there is no peace or respite, only the broken bodies of those who would stand in the barbarian's way. For theirs is the path of perpetual torment, their souls blistered by ravenous fury and tainted beyond redemption.

Homebrew: The "Path of the Slayer" barbarian subclass was made by Wolfboy702 and published on the unearthedarcana subreddit.

Unyeilding

When you choose this Path at 3rd level, your unbridled rage and determination can keep you going when others would falter. While raging you can use a bonus action to spend a number of hit dice up to half your barbarian level. For each die spent you regain a number of hit points equal to your constitution modifier.

Also at 3rd level, the act of slaughtering your foes fuels your conviction. Whenever you reduce a hostile creature to 0 hit points while raging, you regain a number of barbarian hit dice equal to half the creature's challenge rating (minimum of 1).

Unrelenting

By 6th level, your iron resolve overcomes any attempts to sway you from your course. While you are raging, your movement speed can't be reduced and your movement cannot be influenced by another creature unless you allow it. Additionally, being charmed by a creature does not prevent you from attacking it and you ignore similar effects that would prevent you from attacking a specific creature, such as the Sanctuary spell or Instinctive Charm feature.

Blood Strike

Starting at 10th level you can use your own vitality to imbue your attacks with relentless fury. Once per turn when you hit a creature with a melee attack, you can spend a number of hit dice up to your Constitution modifier. Each creature within 5 feet of you (other than you) must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take 1d10 force damage for each hit die spent and be knocked prone. On a successful save a creature takes half damage and is not knocked prone. This feature is unaffected by critical hits.

Rip and Tear

Beginning at 14th level, your terrible wrath can eviscerate lesser foes. When a melee attack you make against an object or creature reduces it to a number of hit points lower than your strength score, you can use your reaction to immediately reduce the target to 0 hit points.

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Reminders


Hit Dice - Each class has their own hit dice, even though some classes use the same numbered die. You have one hit die for each level you take in a class and you regain half of your maximum hit dice upon finishing a long rest.

Difficult Terrain - Difficult terrain does not reduce your movement speed, it increases the cost of movement. Moving 1 foot in difficult terrain costs 2 feet of movement.