Path of the Survivor (5e Subclass)

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Path of the Survivor[edit]

Death's vastness holds no peace.
I come at the end of the long road.
Neither human, nor devil...
All bends to my will.
A message found beneath the permafrost of Kaotischinye

Mother Nature is a harsh mistress, as any outlander will agree. In order to survive at the mercy of the wilderness, one has to be wise, cunning, and mostly strong. The Path of the Survivor is the barbarians' attempts to struggle for their life when everything seems to be against them. Their rage is the will to survive, the will to elongate their life for a split second, that would make an immense difference at the right moment and place.

Natural Survivor

When you choose this path at 3rd level, you've become skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain does not slow your group's travel.
  • Your group cannot become lost except by means of magic.
  • You remain alert of your surroundings and the dangers they hide, even when engaged in another activity while traveling (such as foraging, navigating, or tracking).
  • While foraging, you acquire twice as much food as you normally would.
Tough Rage

Also starting at 3rd level, your rage gives you additional vitality to stand against oposition. When a creature you can see hits you with an attack while you are raging, you can use your bonus action to gain temporary hit points equal to 1d12 plus your Constitution modifier (min. of 1). You lose all temporary hit points gained this way when your rage ends. You may use this feature in the amount of times equal to your Constitution Modifier.

Tubthumper

When you reach 6th level, you may get knocked down, but you will get back up again, and no one will keep you down. When you are knocked prone, you can use your reaction to immediately stand up on your feet.

Additionally, while you are raging, you cannot be shoved or knocked prone by creatures up to one size larger than you.

Enduring Form

Starting at 10th level, while you are raging, you do not suffer the effects of your exhaustion, except for its death effect at sixth level.

Additionally, when traveling for an hour or more, you and all other creatures in your group have advantage on Constitution saving throws made to resist the effect of extreme heat and cold.

Will of Survival

Starting at 14th level, your will to overcome the inevitable fate greatly intensifies. Whenever you enter into a rage or succeed on the Constitution saving throw imposed by the Relentless Rage feature, you gain temporary hit points equal to 1d12 plus your Constitution modifier (min. of 1). You lose all temporary hit points gained through this feature when your rage ends.

Additionally, after succeeding on the Constitution saving throw from the Relentless Rage feature, you can expend one use of your Rage to let out a mighty roar that bolsters your allies' morale. Each friendly creature within 30 feet, which can see or hear you, gains 2d12 + Constitution modifier (min. of 1)temporary hit points . Each time you use this feature, you suffer one level of exhaustion, and the save DC for your Relentless Rage feature increases by 5 in addition to the standard increase.

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