Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Predator do not surrender to blind fury. Their rage sharpens into focus. They watch for weakness, press injuries, and dismantle their enemies piece by piece. Every strike is chosen to slow, cripple, or pin prey in place until resistance collapses. Where others charge, the Predator closes distance. Where others trade blows, the Predator ruins movement, breaks reactions, and ends the chase on their own terms.

This path blends primal instinct with brutal precision, turning rage into a methodical hunt rather than a reckless outburst. Among those who walk this path, no two hunters fight in quite the same way. Some become blood-seekers, able to sense weakness in the air and follow wounded prey through darkness and confusion. Others learn to ruin muscle, tear tendons, and leave their enemies crawling helplessly through the dirt. Some fight with such relentless ferocity that every strike drives the next, while others become unstoppable once they build momentum.

These hunting styles are known as Chains. Each Chain represents a particular instinct honed through rage and experience. Some begin as simple tricks of the hunt and grow into devastating techniques over time, while others reward those who commit themselves fully to a single method of killing. A Predator who wishes to master one of these paths must first learn its earlier lessons. The hunter who can shatter a spine first learns how to tear a hamstring. The hunter who senses blood from afar first learns how to recognize weakness in wounded prey. In time, these instincts become more than techniques. They become habits, then reflexes, until the Predator no longer needs to think at all. By then, the hunt is already over.

 Some Predator Instincts require a Rage DC saving throw. The save DC equals 8 + your proficiency bonus + your Strength modifier.

 

Hunter's Instinct

You have learned to move through the wild as both hunter and rival. Tracks, territorial markings, feeding sites, warning calls, and shifts in animal behavior speak clearly to you, even when no words are exchanged.

When you choose this path at 3rd level, you gain proficiency in the Survival skill if you do not already have it. If you are already proficient in it, you gain expertise instead.

You can also communicate simple intent to Beasts through body language, tone, and instinctive behavior.

Level 3: Predator’s Instinct

Starting at 3rd level, your rage sharpens into something purposeful and predatory. You do not simply lash out in blind fury—you stalk, corner, cripple, and kill with intent.

You learn one Predator Instinct of your choice from this list.

Bloodlust Perception [Blood Chain Initiation]

While raging, you can sense wounded prey through darkness, smoke, and illusion.

This feature applies only to creatures with blood or a similar vital fluid, typically excluding constructs, oozes, plants, and incorporeal creatures. A creature must be bloodied, meaning below half its hit point maximum, for this feature to apply. While such a creature is invisible, lightly obscured, or heavily obscured, you do not suffer disadvantage on attack rolls against it, and it gains no benefit from being invisible against you. This feature does not reveal creatures behind total cover.

Charging Strike

While you are raging, you can use a bonus action to move up to half your speed toward a creature you can see. This movement must be in a straight line, and you must end it closer to that creature than you began. If you hit that creature with a melee weapon attack before the end of the turn, it must succeed on a Strength saving throw against your Rage save DC or be pushed up to 5 feet away from you, provided it is no more than one size larger than you.

Pack Hunter

While you are raging, your strikes create fleeting openings in your prey’s defenses. Once on each of your turns when you hit a creature with a melee weapon attack, the next melee attack roll made against that creature by a creature other than you before the start of your next turn has advantage.

Predatory Pressure

While you are raging, the first creature you hit with a melee weapon attack on each of your turns is pressured until the start of your next turn.

If that creature willingly moves more than 10 feet while within your reach, you can use your reaction to move up to half your speed toward it without provoking an attack of opportunity.

Savage Onslaught

A Predator in the middle of the kill does not hesitate or relent. Wounded prey cannot easily break away from you once you have sensed weakness.

While you are raging, when you hit a creature that is below half its hit point maximum with a melee weapon attack, that creature cannot take the Disengage action until the start of your next turn.

In addition, opportunity attacks you make against such creatures have advantage.

Tendon Ripper [Maim Chain Initiation]

While you are raging, once on each of your turns when you hit a creature with a melee weapon attack, you can reduce its speed by 10 feet until the start of your next turn.

Level 6: Predator’s Ferocity

Beginning at 6th level, your instincts deepen into ruthless violence. Wounds become crippling, movement becomes pain, and prey that survives your first strike rarely escapes the second.

You learn one additional Predator's Instinct of your choice from this list.

Crushing Momentum [Impact Chain Initiation]

While you are raging, once on each of your turns when you move at least 10 feet in a straight line toward a creature and then make a melee weapon attack against it, you can turn that movement into a crushing impact.

The target takes 1d6 bludgeoning damage from the force of your movement. This damage is separate from the attack’s damage roll and is not doubled on a critical hit.

The target must then succeed on a Strength saving throw against your Rage save DC or be unable to take reactions until the start of your next turn.

Hamstring Rupture [Maim Chain Deepening]

While you are raging, once on each of your turns when you hit a creature with a melee weapon attack, you can rupture key muscle groups responsible for explosive movement. The target must succeed on a Constitution saving throw against your Rage save DC or suffer the following effects until the end of its next turn:

  • The creature cannot take the Dash action.
  • The creature cannot gain additional movement from spells, features, or abilities.

On a successful save, the creature suffers no additional effects.

Hardened Hide

While you are raging, your skin toughens like cured leather. In addition to your normal resistance to bludgeoning, piercing, and slashing damage, choose one of the following damage types when you enter your rage: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.

Until your rage ends, you have resistance to the chosen damage type.

Heightened Bloodlust [Blood Chain Deepening]

While you are raging, Bloodlust Perception applies to any creature with blood or a similar vital fluid that is at or below three-quarters of its hit point maximum, rather than only to a creature that is bloodied.

All other rules and limitations of Bloodlust Perception remain unchanged.

Ravenous Resilience

A Predator does not fear pain. As battle drags on and blood begins to spill, your instincts sharpen and your body reacts before your mind can catch up, turning deadly strikes into survivable wounds.

While you are raging and bloodied, when a creature you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Relentless Assault [Savagery Chain Inititation]

While you are raging, when you hit a creature that is bloodied with a melee weapon attack, that creature can’t regain hit points until the start of your next turn.

In addition, the first time on each of your turns that you hit such a creature with a melee weapon attack, it takes an extra 1d6 damage of the weapon’s damage type.

Level 10: Hunter’s Eye

Your instincts have become razor-sharp. You can read broken twigs, disturbed earth, scent trails, feeding marks, and the subtle signs left behind by wounded or dangerous creatures. What others dismiss as meaningless traces become clear to you as a trail, a warning, or an opportunity.

Beginning at 10th level, if you spend 10 minutes examining your surroundings, you can identify signs of nearby creatures with predatory precision.

Choose one of the following creature types: humanoids, beasts, monstrosities, dragons, fiends, or undead.

If creatures of the chosen type passed within 1 mile of you during the last 24 hours, you learn all of the following:

  • their approximate number
  • their general direction of travel
  • whether they were healthy, wounded, or fleeing
  • whether at least one of them was larger, stronger, or more dangerous than the rest

Level 14: Predator’s Dominance

At 14th level, your mastery of the hunt becomes overwhelming. Whether through fear, bloodshed, relentless pursuit, or crippling force, you have learned how to end a fight on your terms.

You learn one final Predator's Instinct of your choice from this list.

Bloodletting [Blood Chain Zenith]

While you are raging, when you score a critical hit with a slashing or piercing weapon against a creature that has blood or a similar vital fluid, the target must succeed on a Constitution saving throw against your Rage save DC or gain Bleed.

If you score a critical hit against a creature that is already affected by Bleed from this feature, it must repeat the saving throw. On a failed save, it gains Heavy Bleed instead. If the creature is already affected by Heavy Bleed, the condition does not escalate further.

While you are raging, you have advantage on attack rolls against creatures that have blood or a similar vital fluid and that took damage from Bleed or Heavy Bleed at the start of their most recent turn.

Creatures that lack blood or a comparable vital fluid, such as constructs, oozes, plants, and incorporeal creatures, are unaffected by this feature and cannot gain Bleed or Heavy Bleed from it.

Bleed. A creature with blood suffers from open wounds that continue to spill life.

At the start of each of its turns, the creature takes 1d6 damage.

Bleed ends immediately if the creature regains hit points from any source.

Heavy Bleed. A creature with blood is bleeding profusely from catastrophic wounds.

At the start of each of its turns, the creature takes 2d6 damage.

Heavy Bleed ends immediately if the creature regains hit points from any source.

Brutal Interception

While you are raging, creatures provoke opportunity attacks from you when they enter your reach for the first time on a turn.

If you already have a feature that causes creatures to provoke opportunity attacks from you when they enter your reach for the first time on a turn, you can make two melee weapon attacks instead of one when that feature triggers.

Devastating Impact [Impact Chain Zenith]

At the height of the hunt, your momentum becomes a weapon of its own. A full-speed charge no longer merely hurts—it crushes bone, throws bodies aside, and leaves prey broken where they stand.

While you are raging, when Crushing Momentum triggers, its extra damage becomes 2d6 bludgeoning damage instead of 1d6.

If the target fails its saving throw against Crushing Momentum, you can also push it up to 10 feet away from you, provided it is no more than one size larger than you.

If the target collides with a solid surface that stops this movement, it takes additional bludgeoning damage equal to your Strength modifier + your proficiency bonus and is knocked prone.

Killing Frenzy [Savagery Chain Zenith]

At the height of your rage, death itself feeds your momentum. Every fallen enemy drives you onward, pushing you deeper into the frenzy and carrying you toward the next target before it can react.

While you are raging, when you reduce a creature to 0 hit points with a melee weapon attack, you can move up to half your speed without provoking opportunity attacks.

If you end this movement within reach of another creature, the first melee weapon attack you make against that creature before the end of your turn deals an extra 1d8 damage of the weapon’s damage type.

You can use this feature only once on each of your turns.

Spinebreaker [Maim Chain Zenith]

A skilled Predator does not merely wound prey—it breaks it. By smashing through bone, muscle, and nerve, you can leave even the strongest enemies sprawled helplessly in the dirt, unable to flee or defend themselves.

While you are raging, once on each of your turns when you hit a creature with a melee weapon attack, you can attempt to shatter its posture and physical control. The target must succeed on a Constitution saving throw against your Rage save DC or suffer the following effects until the end of its next turn:

  • It is knocked prone.
  • Its speed becomes 0.
  • It can’t take reactions.
  • It can’t benefit from spells, features, or abilities that would grant movement or increase its speed.

On a successful save, the creature instead suffers the effects of Hamstring Rupture until the end of its next turn.

Once you use this feature on a creature, you can’t use it on that creature again until your rage ends.

Terrifying Display

While you are raging, once on each of your turns, when you reduce a creature to 0 hit points or score a critical hit against a bloodied creature, each hostile creature within 10 feet of you that can see you must succeed on a Wisdom saving throw against your Rage save DC or be frightened of you until the end of your next turn.

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