Path of the Watcher (5e Subclass)

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Path of the Watcher[edit]

Barbarian Subclass

Some people must face the reality on the world in a so cruel way that changes them forever. A Path of the Watcher Barbarian is not from a tribe, from an outside culture nor whatever related to other barbarian classes; a Path of the Watcher develops his rage after witnessing a traumatic event that unleashes the fury inside him.

Violent Blow

Starting when you choose this Path at 3rd level, your unarmed strikes use a d6 for damage. If you take the attack action and only perform unarmed strikes, you can make an unarmed strike as a bonus action. Your unarmed strikes count as simple melee weapons. Additionally your reckless attack does not provoke advantage against you if your rival has the "chaotic evil" or the "neutral evil" alignment. This damage increases to 1d8 when you reach 5th level of barbarian, to 1d10 at 11th level, and finally 1d12 at 17th level.

Dizzying Blow

Beginning at 6th level, your techniques and training allows you to hit creatures and make them dizzy. Your unarmed attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks. Whenever you take the attack action and only perform unarmed strikes (and then) use the Violent Blow feature, you can force a creature who received damage from you to make a saving throw (DC 8 + Proficiency Bonus + Strength Modifier). On a failed save, the target is stunned and falls prone. At the start of each of its next turns, it can repeat its saving throw to try to end the stunned condition.

Grappling Arts

When you reach 10th level in this subclass your ability allows you to grapple immensely large creatures. You are now able to grapple a creature ignoring the target's creature size. At the start of each of your turns, you can deal bludgeoning damage equal to your unarmed strike die to any number of creatures grappled by you on each of your attacks.

Intense Fighting

When you reach 14th level, your unarmed fighting style allows you to hit harder than everything. Whenever you take the attack action and only perform unarmed strikes, you can hit three times instead of the normal two attacks that the Extra Attack feature would grant you. Additionally, when you hit all your attacks on your turn you can take the Dash or the Disengage action as a bonus action.

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