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Path of the Black River


Hit Points

Hit Dice: d4 per Path of the Black River level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Barbarian Primal Path   The Path of the Black River is a decision that provides little comfort to the barbarian who walks it. Spirits of all kinds travel down the river and are helped by its attendants to help this transition, but you will be its active hand. For you are not its attendant or its traveler, but its servant. There are those who must perish, and many who overstay their welcome in the world of the living. The power of the Black River courses through you, and as it calls out for those who deny it, your blood courses with its power. One way or another, we will all fall to its power.   Isolation of the Soul Upon selecting this path, you are able to impart an image of the Black River into those you strike. When you successfully hit a creature while raging, you can force it to make a Wisdom saving throw (DC 8 + your Wisdom modifier + your proficiency modifier). An undead creature automatically fails this saving throw. On a failure, the creature loses sight of anything beyond 30 feet of itself; this affects other methods of awareness including tremorsense or blindsight. If you move beyond 30 feet of the creature, it is still aware of where you are. While its vision is limited in this way, every time you make a successful attack against this creature you also regain a number of hit points equal to your proficiency modifier. Only one creature can be under the effect of this feature at a time. You can use this ability a number of times equal to your Strength modifier. You can recover one use after a short rest, and all uses after a long rest.   Treading Rampage Beginning at 6th level, the Black River permits you to ebb away your life to keep yourself from being halted or slowed. As a reaction to being affected by the blinded, charmed, deafened, frightened, paralyzed, or poisoned condition, you can choose to lose a number of hit points equal to 1d6 + your proficiency bonus and then immediately end the condition. Beginning at 10th level, as a reaction to being affected by the petrified or stunned condition, you can choose to lose a number of hit points equal to 2d6 + your proficiency bonus and then immediately end the condition.   Living Tide Beginning at 10th level, the Black River permits you to travel unhindered by the physical world. As an action, you are able to cast dimension door. You can take more than one willing creature with you, but in order to do so, you must lose a number of hit points equal to your Strength modifier for each creature you take. You regain use of this creature after a long rest.   Burial Shroud Beginning at 14th level, the Black River now sees you as a true disciple, and permits you to wear its visage when you rage. While raging, you assume a spectral appearance, and gain the following benefits: 

  • Your movement no longer provokes attacks of opportunity. 
  • You can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature, the creature takes 4d6 psychic damage and is forcibly moved into an unoccupied space within 5 feet of its original location. 
  • The first creature you hit on each of your turns with a melee weapon attack must make a Constitution saving throw (DC 8 + Proficiency Bonus + Wisdom modifier). On a failure, the creature’s maximum hit points is reduced by 1d6 + half your barbarian level. If this attack reduces their hit point maximum to 0, the creature is unable to be resurrected except through a wish spell.

 


Created by

Whizzybelle95.

Statblock Type

Class Features

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