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Path of Thunder

By October 3, 2019September 7th, 2022Barbarian

Primal Path
Notes from the Nails: got a bunch of lame-ass bards all up in your face? Time to pull out your ax and bring that heavy metal thunnnnnderrrrr!!

Path of Thunder

 

The barbarians of the Path of Thunder do not do things by halves. They fight the strongest foes, swing the biggest axes, and play the loudest music. For this reason, any battle they get involved in tends to be noisy, violent, and short.
     Armored only in face paint and studded belts, these fearless hellions are known for screaming their enemies into submission and trashing taverns, though they can also be thoughtful and erudite when not tapping into their primal fury. Away from the battlefield, the ‘thunderheads’ form a tight fraternity, bonded together by absolute commitment to their path and the shared recognition that the life of an adventurer—comprising as it does grueling travel, explosive violence, and unfamiliar lodgings—is essentially a never-ending tour.

Bonus Proficiencies
When you choose this path a 3rd level, you gain proficiency with two musical instruments.

Solo Shredding
Also at 3rd level, you unlock an even more extreme fury than your normal rage. While you are raging, if you reduce a hostile creature to 0 hit points with a melee weapon attack, you can make another melee weapon attack as a bonus action.

Hardcore
At 6th level, the blood in your veins turns to metal. When you take damage, you can use your reaction to reduce that damage to 0. Once you use this ability, you can’t use it again until you finish a long rest.

Black Speech
Also at 6th level, you gain the ability to speak in a terrible, growling voice, imbued with supernatural power. As a bonus action while you are raging, you can force a creature that can hear you within 60 feet to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or take 1d6 thunder damage and be deafened for 1 minute. A deafened creature can repeat the save at the end of each of its turns, ending the effect on a success.

Up to Eleven
Starting at 10th level, you put total commitment into everything you do. Whenever you make an ability check that lets you add your proficiency bonus to the roll, you can treat a d20 roll of 10 or lower as an 11.

Sign of the Horns
When you reach 14th level, you can use an action on your turn to make the sign of the horns. Every hostile creature within 60 feet that can see you must then make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier). On a failure, a creature can’t select a target other than you as for its attacks, spells, and abilities until the start of your next turn.

 

 

 

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