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Primal Path of Justice


Hit Points

Hit Dice: d4 per Primal Path of Justice level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Primal Symbol

  At 3rd level, you choose a symbol that embodies your fight for justice. This symbol may take the form of a pendant worn around the neck, a tattoo, a charm on a bracelet, or the like. It acts as a channel for your rage in the fight against injustice and corruption. Save DCs for these abilities are equal to 8 + Proficiency + Strength Modifier.
Hounds of Pursuer: you are never more than a few inches behind the wicked. Whenever you enter a rage, you can immediately move up to your speed toward an enemy.
Wolf's Clothing: insults and intrigue stoke your rage as effectively as any blade. Attempts at intimidation and deception count as weapon attacks for the purposes of maintaining your rage.
Executioner's Hood: your fury is a terrible thing to behold. Whenever you enter a rage, enemies within 5ft of you must make a Wisdom saving throw or become Frightened of you until the beginning of your next turn.
 

Menacing Figure

  At 3rd level, your rage unnerves the corrupt. While raging, attempts to deceive or intimidate you have disadvantage. If someone fails a deception or intimidation check against you while you rage, they become frightened of you for one minute, during which time they automatically fail any attempt to deceive or intimidate you.   If combat starts, they can make a Charisma saving throw to become un-frightened at the beginning of each of their turns. Creatures who are immune to fear are immune to Menacing Figure.  

Weight of Responsibility

At 6th level, you gain another symbol of justice through which you channel your rage.
Shackles of Guilt: the guilty cannot escape your wrath. While you are raging, when an enemy moves away from you, you may use your reaction to halve their movement speed until the beginning of your next turn.
Mantle of Reverence: only the most foolish of creatures dare to start a fight with you. While you are raging, you are affected as if by the Sanctuary spell.
Silencing Noose: your rage steals the breath from your enemies' lungs. While you are raging, enemies within 10ft of you who are frightened of you are unable to speak.
 

Incorruptible

At 10th level, your will is incorruptible. While raging, you are immune to charms, fear, and compulsion. In addition, you may use your reaction to move up to your speed toward a creature who attempts to charm or frighten you while you rage.  

Inevitable Justice

At 14th level you gain another symbol of justice to channel your rage.
Judge's Gavel: your strikes bear the inevitability of a judge's gavel. While raging, whenever you miss with a Strength based attack, the target must make a Dexterity saving throw or take damage equal to your Strength bonus + your raging damage bonus. This damage is doubled if you are using Reckless Attack.
Crown of Authority:
none can stand the weight of your wrath. While raging, at the beginning of each of your turns, enemies within 10ft of you who are frightened of you must succeed a Wisdom saving throw or fall prone. If they succeed, they are immune to this effect until your current rage ends.
Reaper's Scythe:
not even death itself will save your enemies. If you are knocked unconscious while raging, you may immediately move up to your speed and make one melee attack with disadvantage. If it hits, it auto-crits, and you immediately fail 2 death saving throws.


Created by

TheStoryBeard.

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