Path of the Marauder
Every group intending to go into battle needs a good leader. One who leads from the front, who has a plan, who knows the strengths of his allies and deploys them where they will be the most effective. What they need is a barbarian of the Path of the Marauder.
Barbarians on this course find their rage brings great clarity of mind, allowing them to see all the ways the battle can be won. Through sly tactics and synergy, they make sure every member of their company is utilized to the fullest. These barbarians often find aspire to a position where their gifts will be the most useful. You can choose this ambition or determine it by rolling on the Marauder's Ambition table.
Marauder's Ambition
d4 | Ambition |
---|---|
1 | You dream at night of the high seas and the open sky, and know you could be a privateer captain without equal. |
2 | One of your relatives leads an infamous company of bandits, and you aim to replace them. |
3 | You don't care for fame, but the stakes and secrecy of being part of an elite military unit are all you've ever wanted. |
4 | Hunting terrible monsters and otherworldly foes beside your friends is the ideal way to go out. |
Fighting Dirty
3rd-level Path of the Marauder feature
Tricks and teamwork ensure your victory. You can use this feature in the following three ways while raging:
Smokescreen. You menace your foes, throwing them off from the real threat. As a bonus action, you can distract an enemy within 5 feet of you that can see or hear you until the start of your next turn. Your allies have advantage on attack rolls against the distracted target.
Plunder. Whatever your targets have is yours for the taking. When you hit a creature with a melee attack, you can choose to make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target drops one item of your choice that it is holding, and the item falls at its feet.
Backscratch. Your allies come to your aid, knowing you'll do the same for them. When you take damage from a creature you can see, you can use your reaction to choose one ally within 30 feet. That ally can make one weapon attack against the creature that damaged you, provided the target is within range of one of their weapon attacks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Path of the Marauder v2.1 for D&D 5e
Created by: u/NotTheDreadPirateArtist Credit: Randy Vargas - Captain Vargus Wrath
Coarse Negotiator
3rd-level Path of the Marauder feature
You've learned a thing or two about how to make people see things from your perspective. Whenever you make a Charisma check, you gain a bonus to the check equal to your Strength modifier (minimum of +1).
In addition, you gain one of the following proficiencies of your choice: cartographer's tools, navigator's tools, or vehicles (land and water).
Assured Assignment
6th-level Path of the Marauder feature
You never have any trouble trusting your faithful crew to get things done. While you are raging, your allies gain a bonus to damage rolls against creatures within 5 feet of you. The bonus equals your rage damage bonus.
In addition, when you enter your rage, you can choose a number of creatures equal to your proficiency bonus that you can see within 30 feet. Those creatures can immediately move up to half their speed.
Improvised Assault
10th-level Path of the Marauder feature
Knowing a good opportunity is the secret to a glorious career. When you use your action to take the Dash action while raging, you can choose to conduct an improvised assault and make a number of melee weapon attacks equal to your proficiency bonus as part of this action. Each of these attacks must target a different creature.
Once you conduct an improvised assault, you can't do so again until you finish a short or long rest, unless you expend a use of your Rage feature to do so.
Leading by Example
14th-level Path of the Marauder feature
As the foremost expert in the field of surprise surgery, your allies look to you for demonstrations. Whenever you score a critical hit while raging, you can choose one ally within 30 feet. That ally may use their reaction to move up to half their speed and make one weapon attack. This ability cannot trigger off the same creature more than once per round.