Base Class: Barbarian
Barbarians who walk the Path of the Monster Slayer are ruthless hunters who thrive on the thrill of hunting down and exterminating the abominations that lurk in the shadows of Shadowfall. These barbarians are driven by an insatiable bloodlust for monsters, relishing every opportunity to face off against creatures of darkness.
Monster Hunters Bloodlust
At 3rd level, you tap into your primal rage with a singular focus: the destruction of monsters. While you are raging, you gain the following benefits:
• Your melee weapon attacks deal an additional 1d6 damage against aberrations, fiends, undead, and monstrosities.
• When you enter a rage, you can choose one creature type from the following list: aberrations, fiends, undead, or monstrosities. You have advantage on attack rolls against creatures of the chosen type until your rage ends.
Monster Hunter’s Skill
At 6th level, you gain proficiency in the Survival skill if you don’t already have it. Additionally, you can track aberrations, fiends, undead, and monstrosities with uncanny skill. You have advantage on Wisdom (Survival) checks to track creatures of these types, and you can’t be surprised by them while you are not incapacitated.
Aberrant Resilience
At 10th level, you become resilient to the corrupting influence of aberrations and otherworldly creatures. You have advantage on saving throws against being charmed, frightened, or poisoned by aberrations, fiends, undead, and monstrosities. Additionally, you gain resistance to psychic damage while you are raging.
What Monster’s Fear
At 14th level, you have honed your skills to become a relentless hunter of monsters. While you are raging, your attacks against aberrations, fiends, undead, and monstrosities become even more deadly. When you hit a creature of one of these types with a melee weapon attack, you can choose to unleash your fury upon them. The target must make a Strength saving throw or be knocked prone and pushed back 10 feet, and they take additional damage equal to your barbarian level. Additionally, if the creature fails the saving throw, it is frightened of you until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
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