Base Class: Barbarian
The Path of the Golden Snipe teaches barbarians to not allow their rage to become their weakness in the heat of battle. Barbarians of this path fight (and more importantly, win) by remaining cunning through their fury - keeping their heads level as they poke holes in their opponents'. These warriors might find particularly unfair or cruel tactics "dishonorable," but the greatest dishonor of all is to lose the battle.
Obfuscation Tactics
You gain proficiency in your choice of Deception or Intimidation. At level 10, this proficiency becomes Expertise.
Deception Proficiency
Gain proficiency in Deception.
Intimidation Proficiency
Gain proficiency in Intimidation.
Strongbow Archery
When you attack with a longbow or shortbow, you can add your Strength modifier to the attack and damage rolls, rather than Dexterity. If you hit, you can add your Rage Damage to the damage roll.
In addition, when you choose to Reckless Attack, you gain advantage on all weapon attack rolls against creatures within 15 feet of you, rather than only melee attack rolls.
Provoking Shot
At level 6, your ability to confound opponents makes them act rashly in battle. Once on each of your turns while you are raging, when you deal damage to a creature with a Strength-based weapon attack, you can force it to make a saving throw (DC = your 8 + your proficiency bonus + your Strength modifier). On a failed save, you can force that creature to act in one of the following ways:
- Swing like a madman: The creature makes a Charisma saving throw. On a failed save, it makes a desperate last stand: if it has a means of dealing damage to you from its current distance, it must use its action to deal as much damage to you as it can. Otherwise, it must get as close to you as it can. It cannot prepare to hurt you on a future turn; only killing you now matters. Resource conservation or collateral damage is of no concern to the creature. Once it successfully damages you, this effect ends.
- Run like a coward: The creature makes a Wisdom saving throw. On a failed save, it becomes frightened of you and must spend its entire turn running away from you, taking the safest path it can. If it cannot safely get further away from you with its action, it may use its action to Dodge, otherwise defend itself, or end this effect. This effect ends early if you are incapacitated, or if the creature is over 120 feet away from you.
- Desperately recover: The creature makes an Intelligence saving throw. On a failed save, it must attempt to heal itself at least once on each of its turns, regardless of how hurt it actually is. This effect ends if it reaches its hit point maximum, or if no healing options remain. For example, if the creature uses its bonus action to cast healing word on itself and is restored to full health, it may take its action as normal.
A single creature can only take one of these effects. Once any of these effects ends on a creature, that creature is immune to this ability for one hour.
Wrathful Accuracy
At level 10, your rage improves your marksmanship. When you use your bonus action to rage, and as a bonus action on subsequent turns, you can gain a bonus to all Strength-based ranged weapon attack rolls this turn. This bonus equals your rage damage bonus.
Improved Obfuscation Tactics
Your proficiency in Deception or Intimidation becomes Expertise.
Deception Expertise
Proficiency in Deception becomes Expertise
Intimidation Expertise
Proficiency in Intimidation becomes Expertise.
Horde Tactics
At level 14, you your rage fuels the speed at which your entire party can navigate the battlefield. Whenever you roll initiative, you and any allies within 60 feet of you can immediately move up to your speed before your first turn in combat, without provoking opportunity attacks. You cannot do this if you are surprised.
In addition, when you use your bonus action to rage and at the start of subsequent turns while raging, you and any allies within 60 feet of you can immediately move up to 15 feet, without provoking opportunity attacks. This movement can be used to pass through a hostile creature's space. If the hostile creature is size Medium or Small, it is shoved 5 feet to the side and takes bludgeoning damage equal to your Strength score.
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