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The Path of the Thresher - Dungeons and Dragons Homebrew

Barbarian Primal Path

By Parliament HomebrewPublished 2 years ago Updated 2 years ago 3 min read
10
Artwork by Ewkn

The Path of the Thresher — Barbarian Primal Path

Every gang has its members, every club or business has its guards, and every police force has its constables. There is an endless demand for thugs and hoodlums, but that doesn't mean that they need to be disposable too.

You, in particular, have developed techniques that will help you support your comrades in battle, reinforcing their spirits with the knowledge that there is always strength in numbers.

Download the full pdf on Patreon.

Level 3: Strength in Numbers

By 3rd level, you have learned that, while each individual can be a formidable combatant, only sheer and overwhelming numbers can guarantee victory. Whenever you are within 5 feet of an ally, you gain half-cover, and you grant that ally half-cover.

In addition, when you make an ability check, melee attack roll, or saving throw, you can use your reaction to gain a bonus to the roll equal to the number of allies you can see within 5 feet of you, up to your proficiency bonus. You must do so before you know whether the ability check or saving throw succeeds or the attack roll hits. You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses when you finish a short or long rest.

Level 6: Call a Friend

When the going gets tough, the tough get backup. Starting at the 6th level, you can expend one use of Rage to instead summon a Bandit or a Guard. The creature appears within 5 feet of you, follows your instructions, takes its turn immediately after you, and attacks the nearest creature that is hostile to you if you give it no instructions. If you or the NPC is reduced to 0 hit points, or if you use this feature again, it disappears.

Starting at the 14th level, you can have up to three Bandits or Guards summoned in this way at once. In addition, when you use this feature, you can instead choose to summon a Bandit Captain or Berserker. When you do so, all other creatures you have summoned disappear, and you can’t summon new creatures while that Bandit Captain or Berserker remains.

By Natalie Pedigo on Unsplash

Level 10: TeamWork

At the 10th level, you are emboldened by the presence of your group. At the start of each of your turns, while raging, you gain temporary hit points equal to the number of allied creatures that are within 5 feet of you.

Level 14: The Dream Work

Starting at the 14th level, you manifest the pride you have in your group through your rage, empowering your allies. Whenever you are raging, each allied creature that starts its turn within 5 feet of you gains resistance to any resistances you gain from your rage.

Here you can find my full List of Barbarians published so far (follow me for more homebrews):

  1. The Path of the Elements
  2. The Path of the Crusader
  3. The Path of Life-Giver
  4. The Path of the Biker
  5. The Path of Thresher
  6. The Path of the Event Horizon (Exclusive for Patrons)

Whether your power comes from a space god’s blessing, the reality-warping touch of an elder eye or dark star, or the vast psionic powers of an amethyst dragon, you can bend the very force of gravity to your whims.

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Image: Centurion by Ewkn

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About the Creator

Parliament Homebrew

Games, RPG and D&D homebrew (5th edition mostly, but can branch out on commission). All of my content is unofficial Fan Content permitted under the Fan Content Policy.

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  • Dharrsheena Raja Segarran2 years ago

    This was very interesting to read!

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