Base Class: Barbarian
Unlike many barbarians, which take on lives surviving in the wilderness in tribes, Marauders are the disaffected children of large kingdoms and empires, growing up violently and returning that violence in kind. Marauders are present in all societies that hire thugs for coin. These violently efficient killers are commissioned to take on all sorts of threats, from raiding rival villages to facing down giants.
Strike Fast
When you take the Path of the Marauder at level 3, you learn to strike opponents with quick, lethal ferocity. During surprise attacks and on the first turn of combat, you have advantage on your melee weapon attacks, and also land critical strikes with your melee weapons on rolling a 19 or a 20.
Mercenary's Stomach
At 6th level, if you eat and drink one extra day's worth of food and water during a short or long rest, you regain 2 extra hit dice. If this ability is used during a short rest, those hit dice may be used immediately to restore hit points.
I Can Take Him
Starting at 10th level, you are undaunted by massively large threats. While enraged, you can attempt to grapple creatures 2 or more sizes larger than you. Attempting to grapple such creatures requires 3 successful grapple attempts, with each successful attempt representing an effort such as climbing atop the creature, pinning its extraneous body parts, or using equipment to wrap it with cords. These attempts do not need to be consecutive, but they must all be performed within the same use of rage. The creature suffers no combat conditions until you are successful on your third grapple attempt, whereby it is grappled and can wrestle free as normal. The end of your rage does not release the creature from its grapple - it must still resist your hold as normal.
In addition, with this feature you may drag creatures 2 or more sizes larger than you, so long as you have supernatural strength (21 or higher).
See page 195 of the Player's Handbook for rules on grapple melee attacks.
Harsh Upbringing
At 14th level, you gain proficiency in Wisdom and Charisma saving throws.
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