When faced with a threat beyond oneself, the cowardly flee without hesitation. When that threat is a Barbarian who follows the Path of the Stalker, escape becomes impossible. The rage within their sadistic souls is focused, instilling terror upon a chosen victim as they cut them down one-by-one. As fear overcomes the poor fools and they attempt to retreat, these monsters always find their way to their hapless targets whether by their ceaseless march or by more otherworldly means. Their rage is so deep that not even their own death can bring an end to their reign of terror.
3rd level Path of the Stalker
You gain proficiency with Dexterity (Stealth) checks and you add your Rage damage bonus to Dexterity (Stealth) checks you make. If you already have proficiency with Stealth, choose another skill from Insight, Intimidation, Perception, or Survival to gain proficiency instead.
3rd level Path of the Stalker
Whenever you enter your rage, you can choose to mark one creature you can see within 90 feet of you as your target for the duration of your rage. While a creature is marked this way, you gain the following features:
You have advantage on Wisdom (Perception or Survival) checks to locate the marked creature.
Against the marked creature, your rage damage bonus is doubled and is psychic damage instead of the normal damage type.
The first time you hit the marked creature with a melee attack on your turn, the creature must make a Wisdom saving throw (DC 8 + your Strength Modifier + PB). On a failure, the creature becomes frightened of you for the duration of your rage. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to being frightened by this property for the next 24 hours.
Whenever a marked creature dies while you are still raging, you can choose a new creature this way.
6th level Path of the Stalker
Your sadistic soul yearns to slay those who cower before you, granting the following features:
Bloodbath. Whenever you reduce a creature to 0 hit points, each other creature within 15 feet of you that can see you must make a Wisdom saving throw (DC 8 + your Strength Modifier + PB). On a failure, the creature becomes frightened of you until the end of your next turn.
Sadistic. You have advantage on attack rolls against creatures who are Bloodied, Frightened, or have not taken a turn in combat.
10th level Path of the Stalker
You can use your Bonus Action to teleport to an unoccupied space you can see within 60 feet of you. If you can see a creature marked by your Targeted rage feature within 120 feet of you, you can instead teleport to the nearest unoccupied space within 5 feet of the marked creature. If there is no unoccupied space within that area, the teleportation fails. After teleporting, you have advantage on the next attack you make until the end of your turn.
You can successfully teleport this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
14th level Path of the Stalker
Not even your death can free a creature from your undying rage. If you are reduced to 0 hit points while a creature is marked by your Targeted Rage, it becomes Cursed for the next minute. While a creature is Cursed this way, you gain the following features:
You have advantage on Death Saving Throws.
When you regain Hit Points while at 0 Hit Points, you also gain temporary hit points equal to twice your Barbarian level.
When you die, if your body is not destroyed, roll 1d20. If you roll a 10 or higher, the Cursed creature becomes your Target of Vengeance, and you return to life in 1d10 days. When you do, your hit point maximum is reduced by twice the number of days you spent dead, and cannot be restored until your Target of Vengeance dies. Once you return to life this way, you cannot do so again until 7 days have passed.
Sole Observer
2025-10-31 17:56:17 +0000 UTC