The Entity

(Made by Reddit User: thomaseel)

## Path of the Entity

Most Barbarians draw their power from their replication of the animal form and grace, emulating their movements, their strength and power. Others, however, are driven by an intense and powerful passion, fueled by a superhuman bloodlust granted by an enigmatic entity. The Path of the Entity is a powerful one that draws from an array of abilities that grant you supernatural might.

Followers of the Path of the Entity differ from warlocks in one way: these barbarians are not granted power, only an intense violent urge that grants them access to corrupt abilities.

## Lunge

Your connection to the entity drives your tenacity to chase after your foes. At 3rd level when you choose this path, whenever you take the Attack action on your turn, you can move up to 5 feet before making your attack.

## Enduring Spirit

At 3rd level, the Entity’s power corrupts your rage, granting you access to supernatural strength and abilities. You choose one ability from the list below. Whenever you rage, you gain use of that ability, and lose it at the end of your rage.

***Territorial Imperative.*** Whenever you succeed on a ranged attack with a thrown weapon against a creature, that creature’s speed is reduced to 0 until the end of your next turn.

***Unnerving Presence***. Each creature within 15 feet of you of your choice has disadvantage on all ability checks.

***Franklin’s Demise.*** Whenever you hit a creature holding an item with an attack, they must succeed on a Strength saving throw (DC = 8 + Proficiency bonus + Strength modifier) or drop whatever item they are holding. You can choose to make this item go up to 10 feet in any direction once it leaves their grasp. You can use this ability once and must finish a short or long rest before you may use it again.

***Shadowborn.*** You gain dark vision out to a range of 30 feet if you do not have dark vision already, and you gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, then you may instead gain proficiency in either Constitution saving throws or Dexterity saving throws.

***Enduring.*** You have advantage on savings throws against being poisoned, stunned, deafened, paralyzed, and blinded.

## Corrupt Surge

At 6th level, you gain a magical benefit based on the list below. You choose one ability from the list below. Whenever you rage, you gain use of that ability, and lose it at the end of your rage.

***Infectious Fright.*** Whenever you would cause a creature to reach 0 hit points, you can immediately use your reaction to move up to half your movement speed towards a creature and make a single melee attack against them.

***Mad Grit.*** You gain a bonus to Strength checks made to keep a creature grappled equal to your proficiency bonus. Additionally, while you have a creature grappled, on your turn you can use your bonus action to make a single melee attack against the creature you have grappled.

***Rancor***. Whenever you make an attack of opportunity, you can make two attacks instead of one.

***Bamboozle***. Whenever a creature within 30 feet of you takes the Disengage action, it immediately takes an amount of damage equal to your level. Additionally, you can take an attack of opportunity against a creature even if they have disengaged.

***Monitor & Abuse***. You are aware of the presence of each creature within 20 feet of you, and automatically succeed on Wisdom (Perception) checks made to perceive a hidden creature or object.

## Clay Splinter

At 10th level, your power becomes flexible and malleable. Whenever you finish a long rest, you can change what ability you got from a particular list in this Primal Path to another ability on that same list.

## Heretical Power

At 14th level, your powers become stronger. You choose one ability from the list below. Whenever you rage, you gain use of that ability, and lose it at the end of

***Surveillance.*** Whenever a creature within 5 feet of you would make an attack against any creature other than yourself, you can immediately use your reaction to make an attack of opportunity against that creature. If the attack hits, that creature is grappled.

***Fire Up.*** Whenever you can see an unconscious creature that is friendly to you within 30 feet, you gain hit points back at the beginning of your turn equal to 5 + half your level rounded up.

***Dying Light.*** Whenever you would reduce a creature to 0 hit points, attack rolls made against you have disadvantage until the end of your next turn.

***Third Seal.*** Whenever you hit a creature with an attack, that creature must succeed on a Wisdom save (DC = 8 + proficiency modifier + Strength modifier) or be blinded until the end of it’s next turn. You can use this ability a number of times equal to your Constitution modifier, and regain each use at a short or long rest.

***Thanatophobia.*** Whenever you reduce a creature to 0 hit points, each creature you choose within 10 feet of you gains a penalty to all ability checks and saving throws equal to your proficiency bonus until the beginning of your next turn.