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View Full Version : D&D 5e/Next Barbarian Archetype: Path Of The Hunter/Serial Killer



Deviantheart
2017-05-29, 08:30 PM
This is a barbarian archetype for people interested in stalking and killing their prey. It's made in a way to be great for a villainous serial killer or for a PC of any kind that wants that kind of play style.

Marked Prey
When you choose this archetype at third level, you may use a bonus action to mark a target that you can see as your prey. For the duration, you have advantage on any Perception or Survival checks you make to find them. If you are raging, you deal additional damage to them equal to your proficiency bonus. This effect ends after a number of hours equal to your Constitution modifier, but ends if a rage you enter ends during the duration. If you drop the target to 0 hit points before the ability ends, you regain the ability to use it.

Stalker
At 6th level, You have proficiency in Stealth, if you don’t have it already. If you do, you may choose proficiency in Athletics, Deception, Intimidation, or Survival. In addition, you have advantage on Stealth checks against your Marked Prey, and may bonus action dash if you end it closer to your Marked Prey than you were before. Dashing this way does not affect your stealth.

Terrifying Presence
At 10th level, You emanate a supernatural aura of terror. As an action, all creatures within 30 feet of you except those of your choosing must make a Wisdom saving throw against 8 + your Strength Modifier + your Proficiency bonus. If they fail, they are frightened for 1 minute, re-rolling the saves at the end of their turns. On a success, they cannot be frightened by this ability until your next long rest. While raging, you can see any creature that is frightened of you within 60 feet, even through obstacles. (Creatures that cannot see you must also make this save)

Satisfaction Of The Kill
At 14th level, Murdering your foes fills you with strength. When you reduce a Marked Prey to 0 HP, you are resistant to all damage until the start of your next turn, or you may choose to expend the ability to re-use marked prey to be immune to all damage until the start of your next turn.


Please post comments on your opinions of the archetype, as I want it to be playable. I think it's good as it grants combative bonuses, and adds a play-style to barbarians to be stealthy and scary people. Barbarians, after all, are the best serial killer class :P
I plan to play test this with a chaotic good character, who was a bounty hunter and uses his knowledge to eliminate those that get in his way of doing what's right.

Deviantheart
2017-05-30, 12:12 PM
Bump, any opinions? anything :o

Deviantheart
2017-05-31, 05:05 AM
another bump, probably the last one.

N0b0dyY0uKn0w
2017-05-31, 08:26 AM
Marked Prey
When you choose this archetype at third level, you may use a bonus action to mark a target that you can see as your prey. For the duration, you have advantage on any Perception or Survival checks you make to find them. If you are raging, you deal additional damage to them equal to your proficiency bonus. This effect ends after a number of hours equal to your Constitution modifier, but ends if a rage you enter ends during the duration. If you drop the target to 0 hit points before the ability ends, you regain the ability to use it.

I'd take a look at the ranger's hunters mark spell and use it as a base for this ability with a level increment to mimic casting at a higher level.


Stalker
At 6th level, You have proficiency in Stealth, if you don’t have it already. If you do, you may choose proficiency in Athletics, Deception, Intimidation, or Survival. In addition, you have advantage on Stealth checks against your Marked Prey, and may bonus action dash if you end it closer to your Marked Prey than you were before. Dashing this way does not affect your stealth.

Advantage on stealth checks against your marked prey seems a bit weak. Maybe make it so that you get advantages on stealth checks when you're hunting/tracking?


Terrifying Presence
At 10th level, You emanate a supernatural aura of terror. As an action, all creatures within 30 feet of you except those of your choosing must make a Wisdom saving throw against 8 + your Strength Modifier + your Proficiency bonus. If they fail, they are frightened for 1 minute, re-rolling the saves at the end of their turns. On a success, they cannot be frightened by this ability until your next long rest. While raging, you can see any creature that is frightened of you within 60 feet, even through obstacles. (Creatures that cannot see you must also make this save)

Take a look at Intimidating Presence and adjust accordingly


Satisfaction Of The Kill
At 14th level, Murdering your foes fills you with strength. When you reduce a Marked Prey to 0 HP, you are resistant to all damage until the start of your next turn, or you may choose to expend the ability to re-use marked prey to be immune to all damage until the start of your next turn.

How about when you reduce a Marked Prey to 0 HP you get temporary hit points equal to 12 + con modifier?