Path of the Stampede

There are few things in nature as pure as the adrenaline and ferocity of a wild stampede. Barbarians that embody the Path of the Stampede attempt to channel this spirit into their lives, running not through fear, but through rage. These barbarians are commonly found in nomadic tribes that follow the migrating herds of animals, using their raw strength to literally crush their enemies underfoot.

 

Level 3: Thundering Stampede

Your rage becomes fueled with the momentous force of a wild stampede. While raging, if you move at least 10 feet towards a creature before hitting it with a melee weapon attack, you can attempt to shove the creature as part of the same action. If the shove is successful, the creature takes 1d6 thunder damage. You can only use this feature once per turn.

Level 3: Wild March

You learn to push past the limits of your body and move farther than you would otherwise. You can use a bonus action on each of your turns to take the Dash action.

Level 6: Run With the Herd

The energy in your movement inspires your allies to new heights of their own speed. While raging, your speed increases by 10-foot, and at the start of each of your turns, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Those creatures gain a 10 feet bonus to their speed until the start of your next turn.

Level 10: Unstoppable Momentum

You become virtually impossible to hold down, easily overcoming obstacles that would hinder most others. You can move across difficult terrain without spending additional movement, and you have advantage on saving throws and ability checks against any effect that would reduce your speed or impose the grappled or restrained conditions on you.

Level 14: Incite Stampede

Your ferocity whips your allies up into a frenzied stampede, trampling anyone in your paths. When you enter a rage, you can let loose a mighty roar, inspiring up to 10 creatures of your choice that can hear you into action. When you do, each chosen creature can use its reaction to move up to its movement speed and attempt to shove a creature within its reach.

Once you use this feature, you can’t use it again until you finish a short or long rest.


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