Path of Famine Barbarians always have one thing in common: their unstoppable might and their overwhelming force that crushes all before them. A hammer, meant on delivering as much damage as possible. Barbarians who follow the Path of Famine trade the hammer for a blazing torch, meant to burn something to the ground. Whether it be a bandit king, a tyrant ruler, or even an entire kingdom, those who draw the ire of Famine Barbarians are those who draw the ire of ruin incarnate. Raging Hunger Starting at 3rd level, you can drain the power from an opponent by striking them. When you first hit an enemy with a melee attack on your turn while raging, that creature must succeed on a Constitution saving throw (DC= 8 + Proficiency bonus + Strength modifier) or have disadvantage on attack rolls until the start of your next turn as you drain the nurtients from its body. Additionally, when you hit an enemy with a melee attack while raging, you regain Hit Points equal to your Rage Damage. Monumental Scarcity Starting at 6th level, you gain increased abilities when faced with overwhelming odds. When a creature makes an attack against you with advantage, your next attack against it on your next turn deals an extra 1d4 necrotic damage. In addition, you ignore exhaustion while raging. Internal Deprivation At 10th level, you become immune to poison and disease, no longer need to consume food or water to survive, and you can hold your breath for five times as long. In addition, you can use your action to touch a 10 foot cube of non-magical food or water and cause it to spoil. Clean water, for example, becomes tainted with dirt and filth. Wheat could wither and die, or simply become ashes. Spreader of Plagues Starting at 14th level, your power seeps into and reanimates the dead. If you kill a Medium or Large humanoid creature with a melee attack while raging, you can use your reaction to cause them to rise as a zombie under your control. Alternatively, you can use your action to touch a corpse and have the same effect occur. The maximum number of zombies you can have is equal to your barbarian level. The zombies have their maximum hit points increased by an amount equal to your barbarian level, and can add your Constitution modifier to their attack and damage rolls (minimum of +1). While raging, the zombies you command are immune to being turned. While you are raging, the zombies follow your most recent verbal command to the best of their ability. If your rage ends, all zombies under your command must make a DC 10 Charisma check, staying under your command on a fail and becoming freed on a success. A zombie can repeat this saving throw every 24 hours. Art Credit Speedpainting Selection by Conor Burke