Drict's Reaper Barbarian Subclass

by TheTranMan

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Primal Paths


At 3rd-Level, a Barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in the Player's Handbook: the Path of the Skull Reaper.

Path of the Skull Reaper

Path of the Skull Reaper
Level Feature
3rd Grim Rampage, Terrorize
6th Soulrending Strikes
10th Skullkeeper
14th Master of Souls

Grim Rampage

3rd-Level Path of the Skull Reaper feature


While raging, when you reduce a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your barbarian level (minimum of 1 temporary hit point).

Terrorize

3rd-Level Path of the Skull Reaper feature


When you reduce a creature to 0 hit points, you can brutally revel in the kill and force creatures of your choice that can see or hear you within 10 feet of you to make a Wisdom saving throw (DC 8 + PB + your Strength modifier) or be frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this ability only once per rage.

Soulrending Strikes

6th-Level Path of the Skull Reaper feature


You gain Resistance to Necrotic damage. Additionally, when you enter your rage, you can choose one weapon that you are holding and infuse it with soulrend, which causes it to deal an additional 1d6 necrotic damage when it hits. When you hit a frightened creature with soulrend, you deal 2d6 necrotic damage instead.

Skullkeeper

10th-Level Path of the Skull Reaper feature


As a reaction when a creature you can see dies within 30 feet of you, you can open a free hand and cause a Tiny skull to appear there. The DM determines the skull's form.

You can have a maximum number of skulls equal to your proficiency bonus, and you can't create one while at your maximum.

You can use skulls in the following ways:

  • While a skull is on your person, you have advantage on death saving throws and Constitution saving throws.
  • When you activate Terrorize, you can destroy one of your skulls on your person to cause creatures making the save to take your barbarian level in psychic damage, or half as much if they succeed.
  • Whenever you make a Reckless Attack, you can destroy one of your skulls to have your attacks ignore damage resistances until the end of your turn.
  • When you would be reduced to 0 hit points, you can destroy one of your skulls to have 1 hit point instead.

Where's the 14th-Level Feature?

Let's be honest, Campaigns don't averagely go to 15th-Level, if it does need to come up, I'll bring up options to the Player who selected this Subclass, and they can pick which one they prefer for the Character.

Juggernaut Barbarian Quirks
1d6 Quirk
1 Weapon strikes rarely penetrate or cut your skin.
2 You rarely feel any form of soreness, bruising, or strain on your body or muscles, even after bouts of intensive labor.
3 When your body breaks and bones displace, you can easily just snap them back into place with little effort.
4 While raging, hot steam begins to emanate from your back and hiss from your mouth as you breathe.
5 While raging, the iris of your eye changes shape to match a symbol of your fury or match the iris shape of an aggressive animal, such as a ram or cat, or just go pitch black or red.
6 Your strength never surprises you. It's almost like the world is made of soft, squishy materials.
 

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