Path of the Hostile Lands

The Path of the Volatile Lands represents a union; one where the barbarian becomes one with the hostile land. Having learned to embrace the cold lessons taught by nature, you become impervious to its most debilitating effects.

Survival of the Fittest

Starting when you choose this path at 3rd Level, you learn how to salvage the remains from creatures you slay in the wild. If you kill a Medium or larger creature, you are able to spend 1 hour to create simple hunting weapons from its remains, which can be done during a short rest. You can craft your choice of 1 dagger, 1d2 spears, 1d4 javelins, or 1d20 arrows. You must be proficient with a set of artisan’s tools to use this feature.

Scorn the Cold

At 3rd level, you are able to resist winter’s bite. While you’re raging, you have resistance to cold damage.

Embrace Nature’s Fury

Beginning at 6th level, you can channel elemental devastation into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra cold damage equal to 1d6 + half your Barbarian level.

One with the Land

Beginning at 10th level, the elements no longer seem to hinder you. While you’re raging, you are immune to cold damage. In addition, while you are in an arctic environment, difficult terrain does not affect your movement.

Warcry

Starting at 14th level, your furious blows bring with them bellows that ring across the land and rally your allies. When you score a critical hit with a weapon attack while raging, each friendly creature that can hear you and is within 60 feet of you can use its reaction to move up to half of its movement speed and make one weapon attack. This effect can only occur once per turn.

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