Base Class: Barbarian
From the tribal hordes of the north, marauders are masters of mixed martial arts; brawling, grappling, and using thrown weapons in a ballet of savagery. They specialize in unarmed combat and using thrown weapons to devastating effect. Due to their tribal heritage, they've also established themselves as incredible scouts, tacticians, and wisemen.
Path of the Marauder Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Marauder Combat Training, Marauder Lore |
| 6th | Ancestral Mounts |
| 10th | Perfect Skirmisher |
| 14th | Ancient Wisdom |
Marauder Combat Training
Starting when you choose this path at 3rd level, you become vastly superior with marauder fighting techniques. You gain the following benefits while you are unarmed or wielding only thrown weapons and you aren’t wearing heavy armor:
- The damage bonus from your Rage feature applies to your unarmed strikes and attacks with thrown weapons.
- You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).
- You can roll a d8 in place of the normal damage of your unarmed strike.
- Drawing a thrown weapon as part of an attack does not use your free object interaction for the turn.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Marauder Lore
Intelligence (History)
You gain proficiency in Intelligence (History).
Intelligence (Nature)
You gain proficiency in Intelligence (Nature).
Intelligence (Religion)
You gain proficiency in Intelligence (Religion).
Wisdom (Medicine)
You gain proficiency in Wisdom (Medicine).
Ancestral Mounts
Additionally, once per day you can summon a group of up to 6 spirits with a 10 minute ritual. These spirits appear on the ground in an unoccupied space of your choice within 30 feet. You decide the creatures' appearance, but they are equipped with a saddle, bit, and bridle that cannot be removed. For 8 hours, any creatures you choose can ride these steeds. The creatures use the statistics of a riding horse, though they are a celestials, fey, or fiends (your choice) instead of beasts. After 8 hours, the spirits gradually fade, giving each rider 1 minute to dismount. These spirits return to the astral plane if you use an action to dismiss them or if they take any damage.
At 14th level, you can use your find steed spell to summon a non-flying beast with a challenge rating of 2 or lower rather than one of the creatures listed in that spell (such as a Polar Bear, Rhinoceros, or a Saber-Toothed Tiger). Any creature summoned this way has a speed of 60 feet and can travel 6 miles in an hour, or 8 miles at a fast pace.
Perfect Skirmisher
Ancient Wisdom
Beginning at 14th level, you've learned the methods of acquiring wisdom passed down through generations. You can cast the commune with nature or legend lore spells without using a spell slot or material components. Wisdom is your spellcasting ability for these spells. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Previous Versions
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5/13/2018 6:16:53 PM
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1195
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2
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1
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Coming Soon
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1/27/2019 7:13:31 PM
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1988
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13
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1.1.0
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Coming Soon
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