Path of the Olympian

Embarking on the Path of the Olympian, barbarians invoke the might and majesty of ancient gods, channeling divine wrath and heroic valor into every aspect of their being. Inspired by the legends of Olympus (which, in this setting, refers to the entire pantheon), these warriors strive to embody the virtues and powers of the deities themselves - pursuing strength, courage, and glory beyond mortal limits. Their fury echoes the divine, carving their names into myth with every battle.

Olympic Athlete (3rd Level)

You gain proficiency in Athletics or Acrobatics (your choice).

Starting at 10th level, you gain expertise in the chosen skill (double your proficiency bonus).


Champion of the Divine (3rd Level)

While raging, you embody the alignment and energy of a divine being. Choose an alignment to channel:

  • Evil-Aligned Deity:
    You gain a bonus to Constitution saving throws equal to your Strength modifier (minimum +1), and resistance to fire and poison damage.

  • Good-Aligned Deity:
    You gain a bonus to Charisma checks equal to your Strength modifier (minimum +1), and resistance to radiant and necrotic damage.

  • Neutral-Aligned Deity:
    You gain a bonus to melee weapon damage with Strength-based weapons equal to your Dexterity modifier (minimum +1), and resistance to nonmagical bludgeoning, piercing, and slashing damage.

At 14th level, you may choose to embody a specific deity whose domain grants additional powers, at your DM’s discretion. These powers may exceed those listed above and reflect the deity's unique traits. Deities of greater power may require higher character level to channel fully.


Divine Inspiration (6th Level)

As you grow closer to a specific god’s nature, you gain a divine trait based on that deity’s origin or type:

  • Aberration God:
    You can cast Invisibility once per long rest. While grappling, the grappled creature cannot cast spells or teleport.

  • Aquatic God:
    You gain a swim speed equal to your walking speed, and underwater terrain does not impede your movement or vision.

  • Celestial God:
    Your unarmed strikes deal radiant damage instead of bludgeoning while raging.

  • Draconic God:
    You gain a +2 bonus to your Unarmored Armor Class, and you have darkvision out to 120 feet.

  • Fey God:
    As a bonus action, you can teleport to a creature you can see within 120 feet and make a melee attack. You can use this feature once per long rest.

  • Fiend God:
    When hit by an attack, you can use your reaction to cast Hellish Rebuke at 1st level. You can do this a number of times equal to your Constitution modifier (minimum once) per long rest.

  • Monstrous God:
    You gain a +1 bonus to your Strength or Constitution score (your choice), and you count as one size larger for determining carrying capacity and the weight you can push, drag, or lift.


Olympic Strength (6th Level)

You can now grapple creatures up to two sizes larger than you. While you are grappling a creature at the start of your turn, you can use your bonus action to use one of the following:

  • Slam: Deal 1d10 + your Strength modifier bludgeoning damage and knock the target prone.

  • Choke: Deal 1d6 + your Strength modifier bludgeoning damage and impose disadvantage on the creature’s next ability check.

  • Throw: Deal 1d6 + your Strength modifier bludgeoning damage and throw the creature up to 10 feet in a direction of your choice.


Superior Athlete (10th Level)

Whenever you make an Athletics or Acrobatics check, you treat any roll of 9 or lower on the d20 as a 10.


Hydra Slayer (14th Level)

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Once per long rest, while grappling a creature, you can declare you are preparing the Hydra Slayer’s Grip. On your next turn, the grappled creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature takes 8d10 bludgeoning damage. On a success, there is no effect. This feature cannot be used again until you finish a long rest.

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Path of the Oni