Barbarian
Base Class: Barbarian

Creatures that stalk the night are among the greatest and oldest of fears of mortals.  Barbarians following the Path of the Night Stalker have made these nightmares their domain.  Their rage is that of a hungry beast, stalking its prey in the dead of night.  These barbarians often reside in thick jungles where light is scarce, or the less traversed reaches of the underdark.

Nocturnal Predator

When you choose this path at 3rd level, you become a creature of the night.  You gain a darkvision of 60 feet, or if you already have darkvision, you extend the range by 30 feet.  When you are in dim light or darkness, you have proficiency in the stealth skill.  Additionally, while you are raging, when you make an attack with advantage while in dim light or darkness, you gain a damage bonus to the first strike you land equal to 1d6 x your rage bonus.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. While raging, when you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Attuned Senses

By 10th level, your senses have been attuned to life in the dark.  While in dim light or darkness, you gain a bonus to your insight, investigation, and perception skill rolls equal to your proficiency bonus.

Terror of the Night

At 14th level, you gain the ability to bring the terror of the night with you wherever you go.  While raging, as a bonus action, you can emanate an aura of magical darkness in a 10 foot radius around you.  This aura can be created using the same bonus action that you use to enter a rage.  A creature with darkvision can’t see through this darkness and nonmagical light can’t illuminate it, but you can see through it as normal darkness.  If any of this aura’s area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.  When you hit a creature within this aura with a melee weapon attack, it must succeed on a wisdom saving throw (save = 8 + your proficiency bonus + your strength modifier) or be frightened of you until the end of your next turn.  The aura fades when your rage ends, or you can dismiss it with a bonus action.

Comments

Posts Quoted:
Reply
Clear All Quotes