Path of the End Raze

Gruul prophecy tells of a time when the beasts of the land will rise up and crush the decadent city, returning the world to its true state. Known as the End Raze, most Gruul view the prophecy as a myth or, at best, a time in the far future. But there are a few who believe the judgement day is near...

Barbarians who follow the Path of the End Raze rage against the oppressive grasp of civilization. Their anger can awaken the spirits of the land and call them to their cause. While others await the doom of civilization, the End Raze Barbarians act as its forerunners.

Kindred Rage

When you start on the Path of the End Raze at 3rd level, your fury stirs the savage spirits that slumber within the land.

You gain a new way to use your rage feature. Whenever you begin to rage, you may forgo the normal benefits to instead summon a fey spirit which takes the form of a beast companion of your choosing. The beast must have a CR no higher than one third your Barbarian level (rounded down).

The beast appears in an unoccupied square you can see within 30 feet of you. Roll initiative for the creature which has its own turn. It obeys your verbal commands (no action required). The beast remains until it drops to 0 hit points or your rage ends.

Savage Tongues

Also at 3rd level, you gain proficiency in the Animal Handling skill, and you have advantage on Animal Handling checks to interact with wild beasts.

Rubble Bringer

Beginning at 6th level, you can manifest supernatural strength when attacking the monuments of civilization.

Your physical attacks count as adamantine for the purposes of damaging objects and structures.

Savage Spellbreaker

By 10th level, you have become adept at disrupting the magic of your foes. Other creatures have disadvantage on Constitution saves to concentrate on spells from damage caused by you or your beast companion.

End Raze Awakening

At 14th level, you grow more in tune with the savage spirits of nature, becoming able to awaken the land itself.

When you use your Kindred Rage feature, you may summon an Earth Elemental instead of a beast companion.

As part of this action, you may choose to have the elemental burst forth from the ground or a stone structure. If you do, all creatures and structures within 15 feet of where the elemental appears take 7d12 bludgeoning damage.

Creatures can make a dexterity saving throw to take only half damage. The DC of this save is equal to 8 + your proficiency bonus + your Constitution modifier.

Once you use this feature, you must finish a long rest before using it again.