Barbarian
Base Class: Barbarian

The Path of the Hunter is for barbarians who desire to become more adept at fighting and tracking particular foes. You will be granted abilities that resemble that of the Ranger. Mark your foes, travel through the wilderness, and become the ultimate hunter. 

Mark Your Target

At the 3rd level, whenever you rage you can choose a creature that you can see and mark that creature. Until your rage ends, you deal extra damage equal to (your proficiency bonus)d6 whenever you hit that target with an attack, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it. While this ability is active, you can use your bonus action to move your mark to a different creature you can see. This ability lasts until your rage ends.

Mark Interception

At the 6th level, whenever the creature you have marked with your Mark Your Target feature deals damage to another creature that you can see, you can use your reaction to decrease the damage by (your proficiency bonus)d6.

Survivalist

At the 10th level, you become adept at traversing through the wild. moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell. You can also find food easily via hunting and gathering, when you take a short rest you can gather enough food to feed 5 people. Additionally, you can use the Hide action as a bonus action.

Ultimate Hunter

At the 14th level, you become an esspecially talented hunter. You can mark two different creatures at one time using your Mark Your Target feature. The d6s used for your Mark Your Target and Mark Interception features go up to d8s. Whenever you mark a creature with your Mark Your Target feature, that creature must make a Wisdom saving throw (save DC equals 8 + your proficiency bonus + your Constitution modifier). If the creature fails the saving throw then they are frightened of you for 1 minute or until your mark on them is moved to a different creature.

 

Mark Your Target

At the 3rd level, whenever you rage you can choose a creature that you can see and mark that creature. Until your rage ends, you deal extra damage equal to (your proficiency bonus)d6 whenever you hit that target with an attack, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it. While this ability is active, you can use your bonus action to move your mark to a different creature you can see. This ability lasts until your rage ends.

Mark Interception

At the 6th level, whenever the creature you have marked using your Mark Your Target feature deals damage to another creature that you can see, you can lower the damage dealt by (your proficiency bonus)d6.

Survivalist

At the 10th level, you become adept at traversing through the wild. moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell. You can also find food easily via hunting and gathering, when you take a short rest you can gather enough food to feed 5 people. Additionally, you can use the Hide action as a bonus action.

Ultimate Hunter

At the 14th level, you become an esspecially talented hunter. You can mark two different creatures at one time using your Mark Your Target feature. The d6s used for your Mark Your Target and Mark Interception features go up to d8s. Whenever you mark a creature with your Mark Your Target feature, that creature must make a Wisdom saving throw (save DC equals 8 + your proficiency bonus + your Constitution modifier). If the creature fails the saving throw then they are frightened of you for 1 minute or until your mark on them is moved to a different creature.

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12/4/2020 6:16:31 AM
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