Path of the Survivor (5e Subclass)

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Barbarian Primal Path: 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, right place.

Natural Survivor

When you choose this path at 3rd level, you are 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 magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • When you forage, you find twice as much food as you normally would.
Tough Rage

Also starting at 3rd level, your rage gives you additional vitality to stand against harms. When a creature you can see hit you with an attack while you are raging, you can expned one use of your Rage feature as a reaction to gain temporary hit points equal to 1d12 plus your Constitution modifier (a minimum of 1), which take as much of the triggering damage as possible. You lose all temporary hit points gained this way when your rage ends.

Tubthumper

When you reach 6th level, you may get knocked down, but you will get up again, and no one could 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 no more than one size larger than you.

Enduring Rage

Starting at 10th level, while you are raging, you do not suffer the effects of your exhaustion, although you still die when you suffer six levels of exhaustion.

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

Will to Survive

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

Additionally, when you succeed on the Constitution saving throw from your Relentless Rage feature, you can expend one use of your Rage feature to let out a mighty roar that bolster your allies' morale. Each friendly creature that see or hear you within 30 feet of you gains temporary hit points equal to 2d12 plus your Constitution modifier (a minimum of 1). Each time you use this feature, you suffer one level of exhaustion, and the save DC for your Relentless Rage feature increases by 5.


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