Daily Punch 12-4-19  Path of the Brawler Barbarian primal path DnD 5e

I like barbarians who go with their hands. True, back to basics, run by instinct fighters. Let’s make that happen!

Path of the Brawler

Only the weak use weapons.  When the anger takes you, you drop the metal you are holding and fight with fist and fury.  You feel every crunch and pop of your foes bones and revel in the carnage you cause as the light leaves their eyes.

Fists of Fury

Starting when you choose this path a 3rd level, your unarmed attacks deal 1d6 damage.

When you enter a rage, treat your unarmed attack’s damage as equal to a monk of your level.

Spirits Fear Your Hate

Beginning at 6th level, for the duration of the rage your unarmed attacks count as magic and silver and you can use a bonus action each round to make an additional unarmed attack each round.

Up Close Violence

Beginning at 10th level, you master the art of crushing unarmed force. While raging, any unarmed attack you make can instead be a grapple attempt.

Any creature you have grappled automatically takes damage equal to a single unarmed attack from you at the start of its turns while you are raging.

Strangler of Great Beasts

Starting at 14th level, you can grapple up to two creatures at once and have no size restrictions nor penalties to grapple a creature while you are raging.  While you have a minimum of one limb free, you make all unarmed attacks as normal.

Thoughts?

Daily Punch 7-4-19 Path of the Fallen Barbarian primal path for DnD 5e

How about a barbarian that fights demons?

 

 

Path of the Fallen

Just because your tribe lived in the wild does not mean your tribe was free from the evils of devils.  The devils just chose different ways to stalk your family.  You and your ilk learned to fight these monsters wherever they are from the planes of your home to the gates of hell itself!

Learn from your Enemy

Starting when you choose this path at 3rd level, you gain the resistances of your foes when you rage.  While raging you gain resistance to cold, fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.

Frightful Aura

Beginning at 6th level, your rage frightens those are are not used to it.  Any creature you choose that starts it turn or enters within 30 feet of you while you are raging must make a Wisdom saving throw.  On a failure, On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to your fear aura for the next 24 hours..

Magic Resistance

Beginning at 10th level, your rage flows into your weapons and your very soul.  You gain advantage on all saving throws against magical effects and spells while raging.  Your weapon counts as a +1 version of itself while you are raging.  If your weapon has a better enchantment that +1, use that instead.

Diabolical Apotheosis

Starting at 14th level, when you rage, you take on the visage of a devil.  You gain immunity to all nonmagical weapons, immunity to poison and fire damage and the poisoned condition, giant bat wings that grant you a fly speed of 60 feet per round, and truesight out to 60 feet while raging.

 

Thoughts?

Daily Punch 6-3-16 Thor’s Tribe berserker primal path for DnD 5e

DnD is launching a new season where the players will fight giants.  I think it’s time for every class to get something dedicated to fighting the giants.  Let’s start with berserker!

 

Path of the Thor’s Tribe

Long ago a man, maybe a god, fought the giants.  The giants are now on the outskirts of society, but the man’s people are still here.  Those who follow this hard path know the ways to make the tall bend their knees!

Swing Up

Starting when you choose this path at 3rd level, you gain the ability to make the tall fall hard.  When raging, double your rage damage bonus against creatures that are at least one size category larger then you.

The Hammers of Thor

Beginning at 6th level, you’ve begun to learn the true traditions of your forefather.  When you wield a weapon that does bludgeoning damage, it can be used as a thrown weapon with a range of 60/120, does electric damage with used both as a range weapon or a melee weapon, and at the end of a range attack returns back to to the wielder’s hand.

Charge of the Ram

Beginning at 10th level, you uncover the secrets of the leader’s pack animals.  As an action, you can move up to your speed, make an attack, and on a hit do four times your normal strength or dexterity modifier damage on a successful hit.

Armor of the Allfather

Starting at 14th level, you gain the armor of your forefather’s father.  You gain resistance to all weapon damage from creatures that are sized larger than you.