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Primal Path: The Witchfang

You have been visited by a being of the Unseelie Court, a treacherous fey with immense power. Whoever this fey might be, they have placed within you a magical seed of darkness. This power comes with a deep hunger which, although not wholly corruptive, can entice its bearer to commit heinous acts.

Occult Vigor

Starting when you choose this path at 3rd level, you can draw upon the occult magic within you to fuel yourself in battle. While raging, your movement speed increases by 10 feet and at the end of your turn you may spend a hit die to give yourself a number of temporary hit points equal to the roll which last until your rage ends.

When you reach 14th level, you can spend up to three hit dice when using this feature, increasing the amount of temporary hit points gained.

Wendigo

Also at 3rd level, immediately after you reduce a creature within 5 feet of you to 0 hit points you can use a reaction to feast on their remains provided they are still there. Doing this causes you to be restrained until the end of your next turn, if by the end of your next turn you are still within 5 feet of the creature's remains, you regain a number of hit dice equal to half of the creature's hit dice (minimum of 1). You may use the occult vigor feature before you receive these hit dice. You cannot use this feature on undead, elementals, or constructs.

Bloodboil

At 6th level, your blood is now truly putrid and it spurs you on to fight without reserve or fear. You are immune to the frightened condition and while you still have temporary hit points from occult vigor you can make an additional melee weapon attack as part of your attack action.

Cold-Iron Body

By 10th level, your body swells and hardens in response to trauma. If you take damage while raging, you may use your reaction to spend a hit die and reduce the damage by an amount equal to the roll.

When you reach 14th level, you can spend up to three hit dice when using this feature, increasing the amount of damage reduced.

Winter Festival

Finally at 14th level, you have reached the pinnacle of your dark deeds. As a bonus action you can let out a bone-chilling howl that releases the gloomy magic from within you, creatures of your choice within 60 feet of you must make a Charisma saving throw. A creature takes 2d6 cold damage and is marked for the feast for 1 minute on a failed save. On a successful save, a creature takes half as much damage and isn't marked. The DC for this feature is equal to 8 + your proficiency bonus + your Strength modifier. Creatures marked for the feast suffer the following:

  • They are frightened.
  • Their speed is reduced by 10 feet.
  • If you reduce them to 0 hit points while within 5 feet of them, you can use your reaction to instantly devour them and regain an amount of hit dice equal to the creature's hit dice.

Once you use this feature you cannot use it again until you finish a long rest.