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 | Skull Lord |
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.
Skull Lord
14th-Level Path of the Skull Reaper feature
You gain Immunity to Necrotic damage. You can use Terrorize an unlimited amount of times whenever you Rage. You can use the following options whenever you use Skullkeeper:
- When you gain Temporary Hit Points from your Grim Rampage, you can destroy one of your skulls to create a terror shield, causing Creatures who Hit you with an Attack to take 1d12 Necrotic damage, for as long as you have Temporary Hit Points remaining.
- When you cause a Creature to become Frightened, you can destroy one of your skulls to cause the creature's movement speed to drop to 0, for as long as they remain Frightened of you.


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. |