Base Class: Barbarian
This path specializes in attacking fast, and silent.
Level 3: Level 3: Savage Raider and Inebriated Fueled Rage
Savage Raider
This path specializes in fast, silent attacks. When you choose this path, you excel at ambushing and raiding your prey. There is no such thing as a fair fight—you fight with speed and ferocity and have mastered the art of gathering spoils, ensuring that no valuables are left behind.
At 3rd level, when you choose this path, you gain the Two-Weapon Fighting Style and all one handed weapons count as light for you, and proficiency in Stealth. Whenever you wield a one-handed weapon, you can replace that weapon's Weapon Mastery property with the Nick Weapon Mastery property.
You also have Advantage on Investigation checks made to search for gold, valuables, or items.
Inebriated-Fueled Rage
Starting at 3rd level, you learn how to cultivate specialized fungi that grant advantages in battle. Consuming these fungi provides specific benefits, but consuming more than one fungus per day requires you to make a Constitution saving throw (DC 18) to avoid gaining a level of Exhaustion. Each additional fungus consumed on the same day increases the DC by 5. You gain and have Proficiency wit a Herbalism Kit. You can produce 1d4 fungi during a long rest. The Fungi remain Potent for 1 week.
At 7th level, you can consume two fungi per day without making a saving throw. At 13th level, you can consume three fungi per day without making a saving throw.
Black Fungus
Cultivation: Requires wet wood to grow.
When consumed, your body becomes numb, dulling physical sensation and causing anxiety. You crave action and enter a euphoric rage at the first sign of combat.
If you have a use of Rage available, you automatically enter your Rage when Initiative is rolled. If you have no uses of Rage remaining, your movement speed is halved for the first round of combat.
During the first round of a Rage induced by this fungus, all damage you take is halved as you crave anything that pierces the numbness.
You have Disadvantage on Perception checks.
The effects last for 3 hours.
Red Fungus
Cultivation: Requires small game feces to grow.
When consumed, your heartbeat quickens and your muscles tighten. Your movement speed increases by 20 feet, and your heightened reflexes allow you to automatically avoid one Opportunity Attack per round.
However, you have Disadvantage on saving throws against Poison.
The effects last for 3 hours.
Yellow Fungus
Cultivation: Requires random vegetation to grow.
When consumed, your mind becomes hazy, granting you immunity to the Charmed and Frightened conditions.
However, you have Disadvantage on Intelligence and Wisdom checks.
The effects last for 3 hours.
Blue Fungus
Cultivation: Requires a dead frog to grow.
When consumed, your blood boils and your breathing slows. You gain Resistance to Cold and Thunder damage and can hold your breath underwater for twice as long as normal.
You gain Vulnerability to Fire damage.
The effects last for 3 hours.
Purple Fungus
Cultivation: Requires an adrenal gland from a Small animal to grow.
When consumed, your muscles pulse and grow, increasing your Strength score by 2 for the duration. This increase can exceed the normal maximum of 20.
Your inflated ego gives you Disadvantage on Charisma checks.
The effects last for 3 hours.
Green Fungus
Cultivation: Requires a cat's brain to grow.
When consumed, time seems to slow around you, enhancing your perception and reaction speed. You can take two Reactions per turn.
However, your auditory processing becomes impaired. You must succeed on an Intelligence saving throw to understand spoken language, with the DC determined by the complexity of the conversation:
- DC 10: Standard conversation
- DC 15: Combat-related conversation
- DC 18: Complex conversation
The effects last for 3 hours.
Fungus Consumption
Only Barbarians can safely consume these fungi. Non-Barbarians must make a Constitution saving throw (DC 22) for each fungus consumed. Each additional fungus consumed increases the DC by 5.
On a failed save, the creature gains one level of Exhaustion and suffers only the negative effects of the fungus.
Level 6: Level 6: Barbaric Ambush
You are as clever as you are fierce, mastering the art of the ambush. Your silent speed and ferocity are legendary and will be spoken of for centuries.
At 6th level, you gain the Barbaric Ambush feature.
On the first turn of combat, if you take the Attack action, you can make one additional attack as part of that action. If you use the Nick Weapon Mastery during the same round, you can make two attacks instead of one with this additional attack.
Additionally, if you Surprise a creature and hit it with an attack on your first turn, all creatures within 30 feet of you must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or have the Frightened condition for 1 round.
You also gain Expertise in Stealth.
Level 10: Level 10: Increased Potency
Starting at 10th level, you have mastered the cultivation of your fungi, increasing their potency.
The duration of each fungus's effects increases from 3 hours to 8 hours, and the DC increase for consuming multiple fungi in a day is reduced from 5 to 3.
You have learn how to maintain the Potency of your Fungi indefinitely.
Your savage nature is also refined. You add your Constitution modifier to your Initiative rolls, Intimidation checks, and Stealth checks.
You also gain proficiency in Survival.
Non-Barbarians who consume these enhanced fungi face the same risks as before. They must make a Constitution saving throw (DC 22, increasing by 5 for each additional fungus consumed that day). On a failed save, they gain one level of Exhaustion and suffer only the negative effects of the fungus.
Level 14: Level 14: Blood Frenzy
Beginning at 14th level, your bloodlust becomes nearly impossible to stop.
While you are Raging, you can use Blood Frenzy once per Short or Long Rest. When you take the Attack action, you can activate Blood Frenzy to make one additional weapon attack as part of that action. All weapon attacks you make as part of that Attack action that hit are automatically Critical Hits.
You cannot use Blood Frenzy during the same turn that you use Barbaric Ambush.
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