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Primal Feats

Here are a list of following Primal feats that a barbarian can use with their pain dice, certain options have a level prerequisite that you must meet before you can use them.

Forceful Blow.

When you hit a creature with a melee weapon attack, you can expend an Rage Die to blast the target back, The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Hamstring Blow

Prerequisites: 7th Level
When you hit a creature with a melee weapon attack, you can expend an Rage Die to cripple the target, The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.

Staggering Blow

Prerequisites: 7th Level
When you hit a creature with a melee weapon attack, you can expend an Rage Die to stagger the target. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.

Sundering Blow

When you hit a creature with a melee weapon attack, you can expend an Rage Die to Sunder its defenses. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

Bellow of the Tarrasque

Prerequisites: Charisma of 11
Once per turn you can expend a rage die to replace one of your attacks with the Shove action that can affect a creature up to 30 feet away as you release a massive roar that produces a blast of sonic energy.

Bone Breaking Critical

Prerequisites: Strength of 11
When you score a critical hit with a weapon attack, you can expend an Rage Die to cripple the target. For 1 minute, it deals half damage with Strength-based attacks.

A crippled target can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.

Commanding Presence

Prerequisites: Charisma or Strength of 11
Whenever you make a Intimidation or Persuasion check, you can expend an Rage Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

You can also make Strength (Intimidation) checks in place of the normal Charisma (Intimidation) checks.

Crushing Grip

Prerequisites: Strength of 11, Athletics proficiency
When you Grapple a target, you can expend one Rage Die to enhance your grip. The target takes bludgeoning damage equal to your Rage Die + your Strength modifier when you initiate the Grapple and if it attempts to escape the Grapple.

Destructive Strike

Prerequisites: Strength of 11
When you hit a non-magical object with a melee weapon attack, you can expend an Rage Die, add it to the damage, and that attack deals maximum damage in place of rolling.

Heroic Fortitude

When you make a Strength, Dexterity, or Constitution saving throw, you can expend an Rage Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Mighty Leap

Prerequisites: Strength of 11, Athletics proficiency
After you run 10 feet in a straight line, you use a bonus action to expend an Rage Die to long jump up to 30 feet in a line, even if this distance would exceed your remaining speed.

Mighty Thrust

Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Rage Die to force one target that you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier (minimum 5 feet). This distance
is halved for every size category the target is larger than you.

Savage Rebuke

When a creature hits you with a melee attack, you can use a reaction to expend an Rage Die to make a melee weapon attack against it. On hit, add your Rage Die to the damage.

Trampling Rush

Prerequisites: Strength of 11
If you move at least 20 feet toward a target and hit it with a melee weapon attack, you can expend an Rage Die to force it to make a Strength saving throw. On a failed save, add your Rage Die to the damage roll and it is knocked Prone.

Bloodthirsty Critical

Prerequisites: 5th-level, Strength of 13
When you score a critical hit with a weapon attack, you can expend one Rage Die to instantly make one additional weapon attack against the same target. On hit, you add your Rage Die to the damage roll. However, if you score a critical hit with this bonus attack, you can't use this primal feat on that attack as well.

Concussive Blow

Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Rage Die to strike with force. It must succeed on a Constitution saving throw or until the start of your next turn its speed is 0, it can't speak, it has disadvantage on Dexterity saving throws, and attack rolls against it have advantage.

Immovable Stance

Prerequisites: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Rage Die to enter an immovable stance that lasts until you move from your space.

For the duration, when a creature attempts to Grapple you, move you, or move through you, it first must make a Strength saving throw. On a failure, you Grapple it or knock it Prone.

Shattering Slam

Prerequisites: 5th-level, Strength of 13
In place of an attack, you can spend Rage Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets within 5 feet to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to the Rage Dice spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone.

Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.

Confounding Critical

Prerequisites: 9th-level, Strength of 15
When you score a critical hit on a creature with a weapon attack, you can expend an Rage Die to strike its head. For
1 minute, it must subtract a d6 from every attack roll, ability check, or saving throw it makes to maintain concentration.

The creature makes an Intelligence saving throw at the end of each of its turns, ending this effect on a success.

Destructive Slam

Prerequisites: 9th-level, Strength of 15
In place of an attack, you can expend Rage Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets in an adjacent 20-foot cube to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to twice your Rage Die for each Rage Die spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone. Objects within this area take the maximum amount of damage.

The area becomes difficult terrain. A creature can spend 1 minute to clear one 5-foot square of this difficult terrain.

Roar of Triumph

Prerequisites: 9th-level
When you score a critical hit, you can expend an Rage Die to let out a cry that can be heard up to 300 feet away. You and a number of creatures of your choice who can hear you equal to your Constitution modifier (minimum of 1) gain temporary hit points equal to your level + your Constitution modifier.

Provoking Taunt

As a bonus action, you expend one rage die and goad your enemies. Choose a number of creatures within 30 feet that can hear you, up to your proficiency bonus. Each target must succeed on a Wisdom saving throw or take a penalty equal to your rage die on all attack rolls against targets other than you until the start of your next turn.

Juggernaut Charge

When you Dash as an action, you can expend a rage die and move in a straight line through any number of creatures your size or smaller, as long as you have movement to do so. Each time you enter a creature's space, it can use its reaction to move 5 feet into an empty space. If it cannot or does not move, it takes your rage die plus your Strength modifier in bludgeoning damage. At the end of this charge, you lose any remaining movement.

You cannot move into a creature's space if you do not have enough movement to exit its space.

Colossal Strength

Prerequisites: 13th-level, Strength of 17
As a bonus action, you can expend Rage Dice (up to your proficiency bonus) to enhance your strength to mythic levels, though this Primal Feat's effect requires your concentration.

For 10 minutes, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:

Rage DiceTotal Weight
Normal Total30 x Strength score
150 x Strength score
2100 x Strength score
3150 x Strength score
4200 x Strength score
5250 x Strength score
6300 x Strength score

    For each size category you are above Medium, the amount of weight you can move as part of this Primal Feat is doubled.

For example, a Medium-sized Barbarian with 20 Strength could expend 3 Rage Dice to use this Primal Feat, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they'd double this weight to 6,000 pounds.

Sundering Strike

Prerequisite: 13th-level, Strength of 17
In place of an attack, you can expend an Rage Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon. Magical creations from a spell slot of 3rd-level or lower are instantly destroyed.

If it was created by a spell slot of 4th-level or higher, make a Strength check. DC equals 10 + the level of the spell slot. On a success, the magical creation is instantly destroyed.

Unbreakable

Prerequisites: 13th-level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Rage Dice (up to your Proficiency Bonus) and fall to 1 hit point instead. Then, you gain temporary hit points equal to two Rage Dice per Rage Die spent.

Undertow

Prerequisite: 7th-level, Strength of 15

Once per turn when taking the attack action you can replace an attack with a vortex of primal winds by expending a rage die, where each creature within 15 feet of you must succeed on a Strength saving throw or be pulled 10 feet closer to you. Creatures who are a size category larger than you have advantage on this saving throw.

Wind Slash

Prerequisite: 7th-level, Strength of 15

Once per turn when you make a melee attack, you can expend a rage die, and choose to send an arc of cutting wind, extending the reach of the attack by 30 feet and dealing additional damage equal to the roll of the rage die on hit.


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