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# Path of the Nautical Big Game Hunter Fighting on solid ground is one thing - fighting on the wet planks of a ship in the cold waters of the sea is a whole other thing. Barbarians who sail on this path have honed their abilities to defeat even the most enormous sea creatures. ### Nautical Hunter At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed. ### Seasoned Harponeer Starting at 3rd level, when you make an attack with a thrown weapon, you may add your rage damage to that attack. ### Rage of the Leviathan Starting at sixth level you have incorporated the might of the beasts you hunt into your rage. When you enter a rage, you may choose one of the following benefits: * Kraken: When you successfully grapple a creature or start your turn while grappling a creature, deal damage equal to twice your rage damage modifier to that creature. * Dragon Turtle: You may forgo one attack to instead give another friendly creature within 30 ft. a bonus to its ac equal to your rage damage. * Whale: When taking the shove action you may choose to both knock the target prone and push it away. Also the pushed distance increases to your rage damage times 5ft. ### Wave-Forged Body Years of fighting the toughest sea monsters in and out of the water have turned your body into a prime example of athleticism. Starting at 10th level, you gain proficiency in athletics. If you're already proficient in athletics, you gain expertise in athletics instead. ### Rhythm of the Waves At 10th level, you've integrated the rhythm of the ocean into your fights. When a creature of a bigger size than you misses you with an attack, you can use your reaction to attack that creature, provided you can see it. You may use this feature up to a number equal to your proficiency bonus. You regain all uses of it after completing a long rest. ### Spoils of the Hunt At 14th level, you have bested many giant monsters and the spoils to show for it. When you kill a creature, you may take one hour to create a hunting trophy that can be worn on your body. While wearing it, you gain advantage on intimidation checks. Also you may use a bonus action to try to frighten creatures of a CR that can be no higher than half the CR the slain creature had. The creatures must succeed on a (CON + proficiency + 8) Saving Throw or be frightened of you. The creature may retake that saving throw at the end of it’s turn. Once a creature succeeds on this saving throw it cannot be frightened in this way for 24 hours.