Primal Path - Path of the Mountain King


Many dwarves feel an innate connection to mountains, delving deep beneath their massive stone bodies and gaining an intuitive connection with them, as if they could even speak with the great natural structures. Some dwarves - and rarely those not of the dwarven persuasion - forged this bond into a mighty chain of power, the Path of the Mountain King.

Wielding strength of arm, strength of foot, and strength of heart, these barbarians stride across the battlefield, slamming their weapons with the force of the mountain into their foes and churning the ground beneath them. Those who ascend to the peak of what a Mountain King can even channel the fury of the mountain itself, becoming avatars of destruction as weak weapons are simply repelled off their stony hides.

Bash

You gain the ability to strike especially hard and knock your opponents off balance. While raging when you hit with a weapon attack you can turn it into a Bash attack. The target creature must make a constitution saving throw or be stunned until the end of their next turn. The save DC for Bash is 8 + your proficiency bonus + your strength modifier.

Bash can be activated a number of times equal to your proficiency bonus, refreshing on a short or long rest.

Weapons of the King

Mountain Kings traditionally wield a battleaxe in one hand and a warhammer in the other. At 3rd level, you gain the Dual Wielder feat. At 6th level in this class, you also gain the Two-Weapon Fighting Style.

Thunder Clap

From 6th level you can stomp the ground with excessive force, driving those around you to the ground. As a bonus action on your turn or in place of a weapon attack, your stomp forces all creatures within a 5ft radius to make an Acrobatics or Athletics check, contested against your Strength (Athletics) check. If your roll is higher they are knocked prone. If your roll is 5 or more higher than theirs, they are unable to stand up until the end of their next turn.

Using Thunder Clap counts as an attack for the purposes of maintaining Rage.

Improved Bash

From 6th level, Bash now activates automatically whenever you critically hit, without expending a use. It can also now be used twice between rests.

Storm Bolt

From 10th level you can project you learn how to enchant your weapons temporarily with the power of lightning. Once per turn, as a bonus action or in place of one of your attacks you may expend a use of your Bash feature to throw your weapon at a target within 30ft. This strikes unerringly - without an attack roll - dealing its damage as Lightning instead of the normal weapon damage type, and additionally provoking a save against Bash's stun. Your weapon then returns to your hand.

Improved Thunder Clap

From 10th level the radius of Thunder Clap increases to 15ft. You may additionally exclude any friendly creatures from making an ability check against it.

Avatar

From 14th level you learn how to channel your Rage into becoming an Avatar of the Mountain. When you Rage, you can choose to activate Avatar at the same time, gaining the following benefits for 1 minute, so long as you remain Raging:-

  • You grow one size category larger.
  • Any damage you take is reduced by your Constitution modifier (to a minimum of 1 damage taken).
  • You add your Constitution modifier to your attack and damage rolls.
  • If you have no uses of your Bash feature available at the start of your turn, you immediately gain a use of it.

Avatar can be used once, refreshing on a long rest. From 18th level it can be used twice per long rest.

Mastered Bash

In addition from 14th level, if a creature succeeds on its saving throw against your Bash or Storm Bolt, their speeds are halved until the end of their next turn.