Path of Hoof and Horn Barbarian Path

Satyrs are well known for a few things. If you ask some, they would tell you that there isn’t an ale made that can compare with their stout brew. If you ask others, they might say that no one can tell a blush-inducing or bladder-threatening joke quite like a satyr. But the one thing that everyone on and off of the mountain would certainly attest to, is that few can match their natural prowess in battle-specifically those satyrs of the Path of Hoof and Horn.

Masters of using the horns and hooves that the gods blessed them with, these barbarians deftly mix goring strikes and punishing stomps with their weapon attacks, pushing back or knocking down their enemies with ease. Paragons of the spirit of their people, satyrs of the Path of Hoof and Horn perfectly reflect the fierce and rugged nature of the wild peaks that they call home.

Holy Hoof or Horn

Beginning at 3rd level, you have begun to use your natural weapons as the gods intended. While you are raging, you can use a bonus action to make one attack with either your horns or hooves.

Additionally, if you move at least 20 feet straight toward a target before attacking a creature with your horns, the target takes an additional 1d4 piercing damage.

Mountain Step

Beginning at 6th-level, you become able to stomp with the full fury and force of the mountain. When you use Reckless Attack and use your hooves to strike a creature of size Large or smaller, you may force the target to make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier.

If the target creature fails their saving throw, they take damage as normal and are forced prone. If they succeed on their saving throw, they take no damage and are not forced prone.

Surefooted Strike

Starting at 10th-level you are able to take full advantage of your size and power.

When you force a creature prone, you deal additional bludgeoning damage to the target creature equal to your Strength modifier. Additionally, when you make a successful melee attack against a prone creature, you may use your reaction to make one additional melee attack against another creature within 5 feet of you.

Clan Paragon

Beginning at 14th-level you become the embodiment of the strength and spirit of your people. The damage from your horns increases to 1d8 piercing damage and the damage from your hooves increases to 1d10 bludgeoning damage.

Additionally, while you are raging, if a creature within 5 feet of you attempts to stand up from being prone, you may use your reaction to make one additional melee attack against that creature. If you use your horns to make the attack, the target creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be stunned until the end of your next turn.

Section 15: Copyright Notice

Primal Path: Path of Hoof and Horn Copyright 2019, Underground Oracle Publishing. Writers and Designers: Jess Pendley and Keith Pendley

This is not the complete section 15 entry - see the full license for this page