Hello, everyone! This month’s subclass article is a barbarian Primal Path, the dinosaur-taming Path of the Behemoth.
Path of the Behemoth
First emerging after the creation of the world, the “civilized” races were almost anything but – in a world dominated by dangerous behemoths like the Tyrannosaurus, forming bonds and rigorously-defined societies with other humanoids was much less a priority than survival.
Whether they were born into this violent world of dinosaurs and other fearsome predators or unexpectedly became a part of it, barbarians following the Path of the Behemoth find themselves channeling the primeval wrath of their prehistoric ancestors.
Starting when you choose this path at 3rd level, you’ve developed a forceful strike with simple weaponry. While you are raging, when you roll damage using a simple weapon which deals bludgeoning damage, you can reroll the weapon’s damage dice and use either total.
Beginning at 6th level, your forceful movements can rarely be stopped by creatures in your way. As an action, you may move up to your speed. While moving in this way, you may move through hostile creatures’ spaces without provoking any attacks of opportunity. When you first move through a creature’s space, you deal bludgeoning damage equal to 1d8 + your rage damage. Additionally, any creature smaller than you which takes damage in this trample immediately falls prone.
Beginning at 10th level, when you use this feature, you are considered one size category larger than your normal size.
Tamer of Behemoths
Beginning at 10th level, you have proven your dominance over the fearsome creatures which once terrorized the world, and even subdued one as an ally for battle. Choose between an allosaurus, ankylosaurus, plesiosaurus, and quetzalcoatlus as your Behemoth Companion. Add your proficiency bonus to your chosen Behemoth Companion’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your barbarian level, whichever is higher.
The Behemoth Companion obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the Behemoth Companion where to move(no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
If the Behemoth Companion dies, you can obtain another one by spending 8 hours asserting dominance over another Behemoth from the above list, regardless of its starting attitude towards you, either the same type of Behemoth as before or a
Starting at 14th level, your ties to the world at its youngest enable you to resist magical forces. While you are raging, you have advantage to saving throws against spell effects produced by sources you can see