Base Class: Barbarian
This subclass is meant to be a frontline character/Defensive character. Due to their natural senses of the world, they can act as pseudo-predator. The feature Prey detection shows any enemy within the fighting area. Though it can be a boon or thought as of a curse by the party. This feature can wrongfully identify allies as enemies. This puts them in a defensive stance attacking anything within 5ft of the character. If the character doesn't go berserk then it can be counted on as a powerful ally. The ability Eyes of a Predator studies the creatures around them and identifies any weak points and expected movements of the enemy. After getting to level 6 the character has a better understanding of this ability so it is easier to study creatures now. The ability Cornering Prey also allows them to see their companions' movements allowing them to help their allies in the fight. Reaching level 10 reaps the reward of having a better understanding of allies and enemies. The feature Adrenaline Rush also makes your movements defter so it is easier to hit critical points on an enemy. Reaching level 14 your understanding of bodies is exemplary. The feature Claws of Death allows the character to survive in life or death situations. Also if a friend looks like they are on their last leg and are about to be attacked if they are within range you can help them out. Finally, at level 20, the issue of prey detection is gone so from now every time the character uses it they don't have to worry about hurting their allies.
Prey detection
As a barbarian, you have an innate fighting sense that allows you to have an awareness of enemies all around you.
At level 3 the character gains two abilities the first of which allows the second to work. Prey detection: The character has to roll a d20 to activate it.
On a roll of 1-10, all creatures within a battlefield are detected and anything that comes within 5 ft is attacked. This can be undone by a constitution roll of 10 or higher.
On a roll of 11-20, all creatures within a battlefield are detected though the character is able to identify enemies and allies apart from each other.
This will not work on hiding or invisible creatures until they are revealed.
Eyes of the Predator
Beyond the ability to sense enemies in the area, you have also honed your abilities to the point to which you can predict creature movements and where you should strike.
The character will roll a d20 and another set of d20s depending on their prof. bonus I.E. +2 prof. bonus = 3d20s.
These d20s rolled can be swapped for certain rolls in combat.
They can replace your rolls on attacks to make sure they hit.
They can also replace the enemy attack rolls to makes sure they don't hit.
They can also be used in saving throws, and checks though only in combat.
This ability must be preceded by Prey detection
Example of this system: You're fighting a goblin and you rolled low. Instead of just saying okay with EOTP that low roll can become a high roll.
You can also stop that same goblin from attacking a friend if it rolled well.
Finally in death saving throws if it is a low roll it can also be replaced by an EOTP die and turned into a success.
Numbers-wise: You rolled a 9, an 18, and 16 using EOTP. You rolled to hit a goblin but only got a 2 to hit. So you replace the 2 with the 16 to hit it.
The other option; keeping the old numbers a goblin attacks one of your friends and gets a natural 20. You can now replace that Nat 20 with the 9 to make sure it doesn't hit.
You rolled a 2 on a death saving throw. With the last EOTP die that 2 can become an 18 instead.
Cornering Prey
Being with your companions you have begun to notice attack patterns with them and now you can help them hit.
When a teammate targets another enemy and goes to attack and they miss you can use a reaction to help them as long as you are in range.
If you are within 10ft of the creature they are currently targeting you can use your reaction to spend an EOTP die and that will become the other players' roll.
Example: Your friend just shot an arrow at a kobold but there roll to hit was to low. As a reaction, you could give one of your EOTP dice to the other character so its a hit. So in-game somehow your character changes the world so it would hit the kobold.
Numbers-wise your friend rolled a 7 but needed a nine to hit. With EOTP you have a d20 that was a 10 when rolled. So you can replace your friend's roll changing the 7 to a 10 allowing them to hit.
Adrenaline Rush
Now with your understanding of the power, you have been given it is easier to see where vital parts creature bodies are.
On a roll to hit if you roll a 19 or 20, it will now be considered a critical hit.
You can also replace a bad roll with an EOTP die that has a value of 19 or 20 and still receive the critical hit.
Example: Your fighting a Gnoll and one of your rolls were pretty bad, however, you rolled really well on your EOTP dice so you use that instead and get a critical hit.
Numbers-wise: You rolled a 5 to hit against the Gnoll, However, two of your EOTP dice are a 19 and 20. You could trade either one for the bad roll and get a critical hit.
Claws of Death
Living to this point you've seen a lot of death, so you have looked for a way out of it. You realize that you can gauge attacks with your new abilities and now know how to avoid it.
The character now has the ability to avoid deadly damage once per long rest. They can also save allies from it as well as long as they are within range.
When your character is in the middle of the fight and is about to take a deadly amount of damage they can block half the damage coming in.
Also, an ally can be saved from a deadly amount of damage if they are within 15 ft. of the character and roll a 10 or higher on a d20. For every time this is successful the dc is raised by 5 this will also consume the reaction of that round.
The dc counter will reset on a long rest.
Example: There is an ogre and it is ripping the party apart. All a sudden it locks on to you. It swings and it hits you dealing enough damage to knock you unconscious. This ability will half the damage that is taken. It then bumbles over to the wizard and attacks. The wizard is 10 ft away from you so he's within range. You pass the check and help deflect half the damage given to the wizard. The wizard barely surviving does the finishing blow.
Numbers-wise: You have 16 hp left, the Ogre does 20 points of damage using this ability it only does 10 points of damage. The Ogre walks over and attacks the wizard who only has 10 hp left. This time it would do 18 points of damage. You happening to be 10 ft away try to rush over and support the wizard. Narrowly passing the dc with a 10 you stop half the blow hitting your ally. So instead of it doing 18 points of damage, it does 9. Leaving the wizard with one health point.
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