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Path of the Striker (Primal Path) _ GM Binder

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Published by goroiamanuci, 2023-06-21 05:00:20

Path of the Striker (Primal Path) _ GM Binder

Path of the Striker (Primal Path) _ GM Binder

Path of the Striker Some would describe a barbarian as a reckless wildling. This does not apply to you. You are a Striker, one who combines an inner rage with the battle tactics of a trained soldier. The tactics you use are expertly chosen depending on your specific enemy. Weapon Expert Starting when you choose this path at 3rd level, you gain proficiency in Smith’s tools. If you are already proficient in Smith’s tools, you get add to add double your proficiency modifier when making any ability checks. Specialized Weapon Training Starting when you choose this path at 3rd level, you have become trained in how to use all types of weapons, using each weapon’s strength to your advantage. While you rage and you take the attack action with a weapon you are proficient in you can choose to replace one attack with a special attack, a primal burst. You can do this a number of times per rage equal to 1 + your proficiency modifier. Additionally, when you score a critical hit with a regular attack, you can choose to replace it with a primal burst without spending a charge, if you wish not to you can choose to instead gain back a charge of your primal burst. The burst skill you can use depends on the type of weapon you are wielding. Primal Burst Save DC = 8 + proficiency bonus + strength modifier Decapitate (Halberd, Battleaxe(2H), Greataxe) You focus all your might on one foe. You add one additional damage dice of the same type of weapon you hit with. If you score a critical hit, you get to immediately use it again as a bonus action, this additional hit does spend an additional charge. Arc Divider (Glaive, Greatsword, Longsword(2H)) You put your blade outward and start spinning rapidly. All creatures within your reach must succeed on a Dexterity saving throw against your primal burst save DC. On a failure, they take damage equal to a regular attack with your sword, adding your strength modifier twice to the damage rolled, taking half damage on a success. Rupturing Smash (Maul, Warhammer(2H)) Make a daring leap to slam into the ground making it rumble. You jump to a point up to half your movement speed and slam into the ground. All creatures within 10ft of you (excluding yourself) must make a Strength saving throw against your primal burst save DC, on a failure taking normal damage from an attack with your weapon and becoming prone and taking half damage on a success. Starting at your leap and until the start of your next turn, all attacks made against you have advantage. Skull Grinder (Flail, Morningstar) Unleash a powerful strike towards the head of your target, attempting to daze it. Make a normal weapon attack against the target, in addition to dealing damage if it hits the target and it is a creature, it must succeed on a Constitution saving throw against your primal burst save DC or become stunned until the end of your next turn. Piercing Blow (Pike, War pick, Lance) You attempt to sink your weapon into the target and make it bleed. Make a normal weapon attack against the target, in addition to dealing damage if it hits the target and it is a creature, it must succeed on a Constitution saving throw against your primal burst save DC or start bleeding. A bleeding creature suffers 1d4 Necrotic damage at the start of each of its turns until it either regains at least 1 HP or until a creature that can touch the wounded succeeds DC 10 Intelligence (Medicine) check. Staggering Bash (Shield) You attempt to stagger your target by bashing them with your shield. The target must succeed on a Strength saving throw against your primal burst save DC or become impaired until the end of your next turn. An impaired creature has disadvantage on Attacks, Checks and Saving throws that use Strength, Dexterity or Constitution. Additionally, the target is shoved 5ft in the direction of your attack and has its movement speed reduced to ½ until the end of your next turn. Quickdraw Starting at 6th level, you are quick with your hands and as a part of taking the attack action you choose to change whatever weapon(s) you are wielding to another on your person. While raging, the first attack made with the new weapon is taken at advantage and if you choose to replace the attack with a primal burst that forces a saving throw, the target(s) make it at disadvantage. If you are not raging, you instead get to add a d4 to the attack roll.


Tactician’s Mind Starting at 6th level, your proficiency with tactics inside combat grants you additional benefits outside of it. Teamwork While within 5ft of an ally, you both gain advantage at Intelligence checks and saving throws. Wilderness Expert Your path often leads into dense forests, jungles and dangerous mountain ranges, through practice you have become excellent at navigating the wilderness. You gain proficiency in Survival and your movement is only reduced by 1/4 while moving through difficult terrain. Starting at 11th level, your movement is not reduced while moving through difficult terrain. Commander’s Presence You are an expert at leading your team. For 10 minutes you go over the plan for your next course of action. In the end, you can give a number of allies equal to your proficiency bonus a tactician die, a d6. Once within the next hour, the creature can roll the die and add the number to one ability check, attack roll or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the tactician die but must decide before the DM says whether the roll succeeds or fails. Once the tactician die is rolled, it is lost. Once you use this feature, you can’t use it again until you finish a short or long rest. As your proficiency with tactics improves the impact you make increases. The die becomes a d8 at 11th level, a d10 at 17th level and a d12 at 20th level. Arms Master Starting at 10th level, you are trained in how to be the most effective with your weapons. You can enhance a weapon temporarily by sharpening it and caring for it in the way only a true warrior can. While you are in possession of Smith’s Tools and over the course of an hour-long process, you enhance a melee weapon beyond its natural abilities. The enhancements last for 24hrs and can be done as a part of a short or long rest, if you need to keep watch while enhancing the blade the required time is doubled. The chosen weapons gain the following effects for the duration: Its critical hit chance is increased by 1 (a critical hit is triggered on 1 number lower than usual) Damage rolls made with this weapons gain a bonus equal to your proficiency modifier If the weapon is not magical, its damage counts as magical for the purpose of overcoming resistance At this point, your proficiency with Smith's tools is superb. You get to add double your proficiency modifier when making any ability checks with Smith’s tools. If you already add double your proficiency modifier when making any ability check with Smith’s tools you instead gain proficiency with another set of tools of your choice. Master of Combat At 14th level, your mastery over combat is impressive and you combine the best of tactics and mindless rage. You no longer need to spend charges in order to use a primal burst, but you can choose to spend one to use more than one per turn. While raging, you gain access to the following: Friendly Toss One important factor in combat is how to position yourself and your allies and thanks to your strength, you can now do so easily. As an action on your turn, you can toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. While their movement does not trigger attacks of opportunity, you trigger one by attempting this throw. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee weapon attack against an enemy within their reach as a reaction. Improvise. Adapt. Overcome. Your tactics have through practice become precise and dynamic. As an action on your turn, you can give out new commands in the form of a war cry and let allies within hearing range get the benefits of Commander’s Presence (your proficiency bonus still determines the number of affected creatures). Once you use this feature, you can’t use it again until you finish a short or long rest. Additionally, until the end of your next turn, all affected allies gain the effects of your rage, except that they can still cast and concentrate on spells.


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