Barbarian: Path of the Ankole in Midgard | World Anvil

Barbarian: Path of the Ankole

Barbarians following the Path of the Ankole channel the incredible power of the massive ankole, adopting their shape and trampling all who stand against them.

Titan’s Horns

Starting when you choose this path at 3rd level, when you enter your rage, you manifest a pair of spectral ankole horns. Until your rage ends, you can attack with your horns as a bonus action, dealing 1d10 force damage on a successful hit. You can’t manifest your horns again until you finish a short or long rest.

Protective Hide

Beginning at 6th level, your skin thickens to protect you from harm. While you are raging and you suffer a critical hit, you can turn that hit into a normal hit. You negate any effects triggered by a critical hit. You can use this feature once and regain the use of it when you finish a short or long rest.

Ankole Skinwalker

Beginning at 10th level, you can cast polymorph on yourself to assume the shape of an ankole until your ankole form drops to 0 hit points or you use an action to resume your normal shape. You retain your Intelligence, Wisdom, and Charisma ability scores and your skill proficiencies. You can use this feature once and regain use of it when you finish a short or long rest.

Thundering Tread

Starting at 14th level, when you hit a creature with your Titan’s Horns, you can choose to force the target to make a Strength saving throw against DC 8 + your Strength modifier + your proficiency bonus. On a failure, the creature is knocked prone. Further, you can move through the space occupied by prone creatures up to one size larger than you, though you can’t end your turn in that occupied space. As you move through the prone creature’s space, you can choose to deal bludgeoning damage to it equal to your Strength modifier.

Ankole Statblock

ANKOLE
Huge beast, unaligned
ARMOR CLASS 12 (natural armor)
HIT POINTS 63 (6d10 + 24)
SPEED 40 ft.
STR 22 (+6) DEX 10 (+0) CON 19 (+4) INT 2 (-4) WIS 11 (+1) CHA (-3)
SKILLS Perception +3
SENSES passive Perception 13 — CHALLENGE 3 (100 XP)
Trampling Charge. If the ankole moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the ankole can make one stomp attack against it as a bonus action.
Stampede. Creatures have disadvantage on Strength saving throws to avoid being knocked prone by an ankole’s Trampling Charge if the ankole is in a group of three or more charging ankole, and no two are more than 10 feet apart.
ACTIONS
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 17 (2d10 + 6) bludgeoning damage.

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