Path of the Monster Champion
Some barbarians become monstrous in their rage, but monster champions use their rage against monsters. The monster champion seeks out aberrations, dragons, and similar creatures to slay and take their power by consuming their hearts.
Monster champions can be heroes, villains, or both depending on the day and monster—they may fell a dragon harassing a town or slay a dragon protecting a village. For most monster champions, the ends—that is, the monster’s end —justify the means. Stay hungry, friends.
Path of the Monster Champion Features
Barbarian Level | Features |
---|---|
3rd | Monster Heart |
6th | Power in the Blood |
10th | Legendary Power |
14th | Heart to Heart |
Level 3: Monster Heart
You recognize the power that exists in all monsters and have learned to harness these abilities through your rage. Partaking of the heart of a fallen monster cedes the power within. Choose a creature type from the following list. You gain the associated benefit.
Aberration
While raging, you have advantage on saving throws against spells and other magical effects.
Celestial
While raging, you begin to glow with bright light out to 20 feet and dim light another 20 feet. Any ally within the bright light can use their reaction to spend Hit Dice up to or equaling your proficiency bonus with a minimum of 1 plus their Constitution modifier to heal themselves.
Construct
While raging, you are immune to poison damage and the poisoned condition.
Dragon
While raging you gain resistance to one of the following draconic damage types: acid, cold, fire, lightning, or thunder.
Elemental
While raging, you release the elemental energy stored inside your heart. Your weapon attacks deal extra elemental damage equal to your Constitution modifier. Choose the damage type from the following list: acid, cold, fire, lightning, or thunder. You may choose the type upon reaching this level and cannot change it unless another feature of this subclass allows it.
Fiend
While raging, your eyes burn with the fires of hell itself, giving you darkvision out to a range of 60 feet, and you can see in both nonmagical and magical darkness. If you already possess darkvision, you instead add 30 feet to your current range.
Monstrosity
While you are raging, you gain a natural +3 bonus to your AC. This can be from thick fur, chitinous plates, or bony protrusions that manifest when you rage.
Ooze
While raging, you gain 5 feet of reach as your limbs become pliable. Also, creatures attempting to grapple you do so with disadvantage.
Level 6: Power in the Blood
You have consumed the blood of many fallen foes, and their power courses through your veins, empowering you to unimaginable feats. Choose a second option from the Monster Heart list.
Level 10: Legendary Power
While raging you can attempt to lock a monster in place with your overwhelming power. When you hit a creature with a melee attack, you can use your reaction to force it to attempt a Constitution saving throw. On a failure, the creature’s movement drops to 0 for as long as you continue to rage. Once you have used this feature (regardless of whether or not it succeeds), you must complete a short or long rest before you can do so again.
Level 14: Heart to Heart
You have devoured many monster hearts and can now benefit from their various powers. Upon finishing a long rest, you can change the two creature types in your Monster Heart features. You benefit from the associated abilities until you change them again at the end of a long rest.
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