Base Class: Barbarian
With a grunt, the wild-haired human pulls the crossbow bolt from his chest, never taking his eyes off the hobgoblin warlord. His lip curls into a half-smile half-snarl as he bolts forward with unexpected and terrifying speed, his greatsword gutting one of the warlord's bodyguards and burying itself deep in the shoulder of the second bodyguard at the end of its inhumanly powerful arc.
Barbarians are characteristically untamed warriors from the savage frontiers whose prowess is powered by their boundless fury , but even among these dangerous and volatile people you are an exceptional individual. Unlike your kith and kin who may exhibit a savagery terrifying to more civilized folk or who may invoke a spiritual connection to the beasts of the wild, you, yourself, are the force of nature. You are a beast who walks like a man, not a man who wears the mask of a beast. Your unparalleled savagery, durability, and cunning make you a formidable ally and an adversary to be feared.
Bloodlust
Upon choosing the Primal Path of the Feral Stalker, your instincts drive you to single out weak or wounded opponents and strike them down with terrifying swiftness and savagery. When raging, your movement speed increases by 10’ and attacks of opportunity against you have disadvantage. When you are striking an opponent who has lost at least 50% of their hit points, you score a critical hit on a roll of 19 or 20.
Most Dangerous Game
Beginning at 6th level, your feral instincts have developed to the point where you hunt opponents with the merciless efficiency of a beast of the wild. For purposes of finding and tracking known opponents, you are considered proficient when it comes to Wisdom (Perception) and (Survival) checks. When ambushing opponents, your proficiency bonus is added to Dexterity (Stealth) checks, or doubled if you are already proficient in Stealth. When striking from concealment (and therefore with advantage), you inflict additional damage equivalent to half your barbarian level on the rogue’s Sneak Attack table. Unlike Sneak Attack, you are not limited to a finesse or ranged weapon.
Grim Tenacity
Beginning at 10th level, your hardiness and resolve allow you to stay upright and in the fight longer than seems possible. While raging, you may expend Hit Dice to heal as a bonus action. Expending Hit Dice in this manner doubles the cost of the healing. For example, a 10th level barbarian who uses three Hit Dice of combat healing actually expends six Hit Dice. Barbarians are limited to a single Hit Die of healing per turn until 16th level, when they may expend two dice per turn, and 19th level, when they may expend three.
Fury of the Wildlands
At the pinnacle of their primal path, the Feral Stalker becomes a wildly effective berserker, capable of cutting a path of death and fury through numerous enemies. At 14th level, you add an additional d10 of damage to your strikes while raging and utilizing a great weapon or using versatile weapon two-handed. You may also cleave through groups of foes, potentially injuring or slaying multiple enemies with a single swing of your mighty weapon. When a raging Feral Stalker slays an opponent with a great weapon or a versatile weapon two-handed, any surplus damage is conserved and may be applied to a second foe of the barbarian’s choice within 5 feet of the original target and within their reach. If the original attack roll would strike the secondary target, the surplus damage may be applied to them. If the second target is slain by this damage, the barbarian selects a third target using the same criteria and the process continues until the surplus damage is exhausted or the barbarian’s original attack roll is insufficient to hit an enemy.
Previous Versions
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