Base Class: Barbarian
Where there is power in fury, there is also a honed ferocity and a savage speed; speed and ferocity that Barbarians known as Marauders specialize in. When these warriors give into their rage they do so to slaughter with haste, cutting down their foes with brutal efficiency, using malicious and sadistic attacks to send their foes sprawling in pain before finishes them off; allowing them to suffer before the calm of death.
Furious Superiority
3rd-level Path of the Marauder feature
When you choose this path at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn an additional maneuver of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 6th level and one more at 14th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Rampage
3rd-level Path of the Marauder feature
You specialize in taking down targets with great haste, mowing them down in droves. Once per turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can move up to half your movement towards a hostile creature.
Improved Ferocity
6th-level Path of the Marauder feature
You show a greater level of violence against your foes, tearing them apart more swiftly. You gain an additional Superiority Die, and your superiority dice turn into d8s.
Hit And Run
10th-level Path of the Marauder feature
You charge headlong into battle, striking before your foes know what hit them. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Additionally, can take the Dash action as a bonus action while you are raging.
Running Riot
14th-level Path of the Marauder feature
The floods of adrenaline hone your mind in the heat of battle. You gain an additional Superiority Die, and your superiority dice turn into d10s. when you enter your rage and have no superiority dice remaining, you regain one superiority die.
Maneuvers
3rd-level Path of the Marauder feature
The maneuvers are presented in alphabetical order.
Battering Attack
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to shove the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
Brutal Strike
When you hit with a melee weapon attack, you can expend one superiority die to deal additional damage. Roll your Superiority Die twice, and add the results to the attack's damage roll.
Cleaving Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Crippling Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Fearsome Strike
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Resolve
When another creature damages you with an attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Constitution modifier.
Retaliate
When a creature hits you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
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