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Path of the Black Blood Cultist

Those that chose to follow the path of the Black Blood Cultist bind themselves with the blood and primal senses of natural predators, and are thought to be the originators of the Lycanthropy disease.

Barbarian Level
Feature
3rd
Animal Companion, Companion's Bond, Feral Rage
6th
Bestial Senses, Rend
10th
Multiattack, Stranglehold
14th
Pack Lord

Animal Companion.

At 3rd level, through a ritual show of dominance you can create a powerful bond with a creature of the wild, the process of which normally requires 6 hours. By tracking and imposing yourself upon a natural predatory animal you gain the services of a loyal companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.   At the end of the ritual your animal companion gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, you may conduct the ritual again to replace it or return it to life through magic.  

Companion's Bond.

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and son on. If you are incapacitated or absent, your companion acts on its own.   Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. Your animal companion gains proficiency in two skills of your choice, and with Constitution, Wisdom, and either Strength or Dexterity saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice, by 1. Your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.  

Feral Rage.

Beginning at 3rd level raging your body becomes covered with small thick coarse fur, your jaw and teeth elongate and your nails grow and sharpen. When you take the attack action you can use either a bite attack or claw attack. Your bite deals 1d8 + your Strength modifier Piercing damage, and your claws deal 1d4 + your Strength modifier Slashing damage. When you successfully hit another creature with a claw attack you can attempt to grab the creature, and initiate a grapple. At 6th level your claws deal 1d6 damage and are treated as magic for the purposes of overcoming resistance and immunity to nonmagical attacks and damage, at 10th level your claws deal 2d4 damage.   Even while not raging your bestial nature allows you to roughly communicate with your animal companion and other animals through a series of growls, grunts and howls. You can use Deception, Intimidate, and Persuasion skills to influence animals.   In addition, while raging your animal companion gains advantage on Strength ability checks and Strength saving throws, it gains your rage bonus to melee attack rolls, and reduces the damage from Bludgeoning, Piercing, and Slashing damage by 3.

Bestial Senses.

At 6th level your bond with feral predators provides you advantage on Wisdom (Perception) checks that rely on hearing or smell.  

Rend.

Beginning at 6th level, while raging if you begin your turn grappled with a creature you deal 1d4 + your Strength modifier Slashing damage to the creature.  

Multiattack.

At 10th level you become more Feral Rage becomes more tenacious. While you hold nothing in your hands you can use your action to attack with your bite and both claws.  

Stranglehold.

At 10th level while you are grappled with a creature that is no larger than one size category than you, you can use your action to subdue the foe. The creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Strength modifier. On a failed saving throw the target takes 3d6 + your Strength modifier Bludgeoning damage. If th creature fails the save by 5 or more it is unconscious.  

Pack Lord.

At 14th level you become an apex predator. Your attacks ignore the benefits of half cover and three-quarters cover, you can pinpoint invisible and hidden creatures within 10 feet of you by smell. While raging you polymorph into a hybrid form of you and your chosen animal companion, and your animal companion gains the benefit of your Multiattack feature. Additionally once per long rest while raging you can use your action to loose a piercing howl and cast Conjure Animals as a 5th level spell. When casting Conjure Animals with this feature you can only conjure the same animal as your Animal Companion.


Created by

kemet ka.

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