Barbarian
Base Class: Barbarian

Those following the path of the predator are trained to mix their primitive bloodlust with sophisticated and delicate mannerisms. They continuously oscillate between these two facets of savagery and forbearance in a carefully controlled balance, switching to what benefits them most in the moment in the blink of an eye.

Barbarians embarking on this path can be skillful schemers who have developed a taste for carnage, or conversely ruthless brutes who learned how to conceal their simmering strength beneath a veneer of decorum.

 

Bestial Magnetism

Starting when you choose this path at 3rd level, you learn to harness the boiling strength within you to your advantage in social settings. You can expend one use of your rage to gain the following benefits:

  • You are considered proficient in 2 of the following skills: Deception, Insight, Intimidation, Performance or Persuasion. If you are already proficient in the chosen skills, you gain the benefits of expertise instead. You can choose one additionnal skill when you reach 10th level. 
  • You gain a bonus to your checks and saving throws based on Charisma equal to your rage damage bonus. 
  • You gain advantage on Wisdom (perception) checks to spot someone or something in a crowded place. 
  • By spending ten minutes observing or interacting with a creature, you automatically discern whether it is hostile, indifferent, or friendly toward you and your group, or toward another creature of your choice that both you and the target are aware of. Additionally, you can perceive your target’s surface emotions and thoughts, as if you had cast the spell detect thoughts. Unless it is glaringly obvious that you are prying, the target remains unaware that you are probing into their mind.

These effects last for one hour or until you are incapacitated or fall unconscious. You may also use a bonus action to end it and immediately enter into a rage without expending any use. 

Unsettling Shift

Beginning at 3rd level, the contrast between your civilized and enraged stances is so unsettling that your enemies are thrown off balance just by witnessing you switch from one another. When you enter or end your rage, you can select a number of creatures that can see you up to your proficiency bonus that must make a Wisdom saving throw (DC: 8 + your proficiency bonus + your Charisma modifier). On a failure, the targeted creatures have disadvantage on attack rolls against you until the end of their next turn, while you have advantage on attack rolls against them during this turn.

Creatures with an Intelligence score of 3 or less are unaffected by this ability. 

Carnivorous Treachery

At 6th level, the traces of humanity you retain during your rage allow you to execute even more devious tricks. When you successfully hit a creature against which you have advantage with a weapon attack , you may add  a number of d6 bonus damage of your weapon type to the target equal to your Charisma modifier (minimum of 1d6).

Instead of those bonus damages, you may instead choose to knock the target prone, blind it, or deafen it until the start of your next turn. 

Feral Clarity

Starting at 10th level, your thirst for violence seamlessly intertwines with your calculating personality. When you enter or end your rage, you gain advantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next round.

Wolf Among the Geese

Starting at 14th level, you’ve become so skilled in each of your roles that transitioning between them fills you with death-dealing exhilaration. If you’re not incapacitated while you enter or end your rage, you can immediately target a creature within reach and make a melee weapon attack against it with advantage.

Previous Versions

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