Base Class: Barbarian
Your innate connection to shadow, night, and the freedom you find within the darkness led you to the nocturnal path. By embracing this connection, you begin to wield the power shared by the shadowy predators that preceded you. Barbarians that embrace this path can serve the civilized people's well as bounty hunters and assassins, some might pursue their quarry simply to test its mettle against a worthy foe.
Stalker
3rd-level Path of the Shadow feature
Starting when you choose this path at 3rd level, You gain darkvision if you do not already have it out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. You also gain Proficiency in the Stealth skill if you do not already have it.
When you enter your rage you gain the following benefits in addition to the normal effects of your rage:
- you gain resistance to poison, fire, lightning, cold, and acid damage.
- You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- whenever you take the Attack action on your turn. You can make a grapple attack as a bonus action and try to grab the target by the throat or similar body part. and attempt to strangle the creature, the target also can’t breathe or speak until the grapple ends, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. This has no effect on creatures that do not need to breath to survive, such as constructs and undead.
Astral Stalker
6th-level Path of the Shadow feature
Starting at 6th level, as a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Also when you make a melee attack against a creature, you don't provoke opportunity attacks for the rest of the turn, whether you hit or not.
Unavoidable Stalker
10th-level Path of the Shadow feature
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. Also when you hit a creature with an attack roll, you can call on your bond with the primal spirits of other shadowy predators to mark the target as your prey for 1 hour or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit your prey and deal damage to it, including when you mark it, you can increase that damage by 2d6.
You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You can use this feature to mark a creature as your prey a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Taint of The Pack
14th-level Path of the Shadow feature
You are a master hunter among the creatures of your pack, and you can channel the dark life force of the deadliest predators. While raging you gain blindsight out to 10 feet, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 2d6 + half your barbarian level. The extra damage is necrotic or poison; you choose the type of damage each time you use this feature.
Also when you reduce a creature to 0 hit points you can call on the primal shadowy predator spirits to empower your allies, giving them advantage on their next attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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