Ancient King Primal Path
Great Kings of old Battle Order. Every friendly creature within 5 feet of
Barbarians who follow this path seek to come closer to the you gains temporary hit points equal your barbarian level.
legendary kings of the past, which ruled the land with
might and wisdom. Battle Command. You increase your, and every
When you pick this path, you follow the examples that friendly creature within 5 feet of you, attack rolls by half
were teached to you, though stories and worship of those (rounded up) your proficiency bonus, this effect lasts for 1
mighty leaders, you may even be a descendant of them, minute.
seeking to mark your name on the land.
Those who follow this path tend to have some Howl. Every hostile creature in a 15 ft. cone, must
behaviors related to those of rulers, which range from make a Wisdom saving throw, if it fails it becomes
kindness to ruthlessness, and a talent to lead others. frightened for 1 minute. Any creature affected can make a
Wisdom saving throw at the end of each its turns. On a
Leap success, the effect ends.
At level 3, as a bonus action, you can make a long jump to
move up to 10 feet, going up to 10 feet high, while doing it. Shout. You increase your, and every friendly creature
You can’t use this feature to move more than your base within 5 feet of you, AC by half (rounded up) your
walking speed on your turn. When you make a leap, you proficiency bonus, this effect lasts for 1 minute.
gain advantage on the next attack roll, if you make it
immediately after landing or during the jump. Taunt. You mimic the compelled duel spell.
You can use this feature a number of times equal your
Constitution modifier (minimum of once). You regain all War cry. Every hostile creature in a 15 ft. cone, must
expended uses when you finish a long rest. make a Wisdom saving throw, if it fails it becomes stunned
for 1 minute. Any creature affected can make a Wisdom
Warrior Leader Education saving throw at the end of each its turns. On a success, the
Despite what your looks may be, you are an educated effect ends.
person, born to lead and to war.
At 3rd level, you become proficient with the Persuasion You can use this feature a number of times equal your
skill and Smith’s tools. Charisma modifier (minimum once). You regain all
expended uses when you finish a short or long rest.
War cries You learn 2 new war cries at level 10, and 2 more at
Starting at level 6, you learn how to use your war cries to level 14.
empower your allies or weaken your enemies. You choose
3 war cries from the list below. When you decide to use a Whirlwind Attack
war cry, you take an action and choose one of the options At level 10, you can use your action to make a melee attack
you know to take place. against any number of creatures within 5 feet of you, with
Some of your War cries require your targets to make a a separate attack roll for each target.
saving throw to resist its effects. The saving throw DC is
calculated as follows: Fighting Style
War cries save DC = 8 + your proficiency bonus + your At level 14, your skill and knowledge about weapons
Charisma modifier becomes much more refined and dangerous.
Every target must be able to hear and see you in order Chose one of the following options. You can’t take a
to be affected by your war cries. All war cries originate Fighting Style option more than once, even if you later get
from you. to choose again.
Dueling. When you are wielding a melee weapon in
Battle Cry. Every hostile creature in a 15 ft. cone, must one hand and no other weapons, you gain a +2 bonus to
make a Wisdom saving throw, if it fails it becomes damage rolls with that weapon.
distressed, any attacks against it is made with advantage Great Weapon Fighting. When you roll a 1 or 2 on a
for 1 minute. Any creature affected can make a Wisdom damage die for an attack you make with a melee weapon
saving throw at the end of each its turns. On a success, the that you are wielding with two hands, you can reroll the
effect ends. die and must use the new roll, even if the new roll is a 1 or
ANCIENT KING PRIMAL PATH 1.0
2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
Extra content: Magic Items
For an extra flavor and spice, here are some additional
magic items that your DM may use on his games.
The Ancestor
Weapon (Greatsword), very rare (requires attunement)
This greatsword was forged by an ancient, forgotten
empire, but it is still as sharp today as it was on its old
days.
You gain +2 to attack and damage rolls made with this
magic weapon.
Every day at dawn, this sword grants you 1d12 + your
constitution modifier temporary hit points. If you haven’t
taken a long rest or lost all these temporary hit points,
those hit points disappear at dawn, before being renewed.
Mighty Belt of Kings
Wondrous item, Very rare (requires attunement by a
Barbarian)
Worn by a barbarian leader from the past, this heavy
leather belt is adorned with metal and marks of battle.
When you are wearing this belt, you gain one
additional use of your War Cries feature, +1 bonus to AC
and saving throws. Also, your Charisma checks are made
with advantage.
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copyright 2016 by Caio Caldeira Brant Sandy
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ANCIENT KING PRIMAL PATH 1.0