Path of the Hunt

A Barbarian path that marks a single quarry and gains tracking, pursuit, execution damage and allied advantage against it.

Gating · soft Zyrrak

Identity

The Path of the Hunt is the narrowest of the Barbarian paths, a Rage aimed at one creature. It comes most naturally to the Zyrrak, whose physiology already supplies the predator's senses it assumes, but death-world humans and vat-grown apex strains walk it too. A follower can add 4d6 to the blow that takes the quarry below half its hit points.

Features

  • L3 Apex Mark

    As a bonus action, including the same bonus action you use to enter Rage, you designate one creature you can see within 60 feet as your Marked Prey. The mark lasts until the prey is reduced to 0 hit points, until you mark a different creature, or until 1 hour passes. While a creature is your Marked Prey: Your melee weapon attacks against it deal an extra 1d6 damage of the weapon's damage type. You know its general direction and approximate distance from you while it is within 1 mile, provided you are on the same plane. You have advantage on Wisdom (Survival) and Wisdom (Perception) checks made to track it.

  • L7 Pursuit

    When your Marked Prey moves on its turn, you can use your reaction to move up to half your speed toward it without provoking opportunity attacks from other creatures. While raging and within 30 feet of your Marked Prey, you ignore difficult terrain and can move through the space of creatures one size category larger than you, though you cannot end your turn in their space.

  • L11 Killing Stroke

    When you hit your Marked Prey with a melee weapon attack and the attack would reduce it to half its hit point maximum or lower, you can choose to deal an extra 4d6 damage of the weapon's damage type. You can use Killing Stroke a number of times equal to your proficiency bonus per long rest. If the attack reduces the prey to 0 hit points, the use is not expended.

  • L15 Hunt Aura

    While you are raging, allies within 30 feet of you who can see your Marked Prey have advantage on attack rolls against that creature. You can also share your Marked Prey's location wordlessly with a number of willing allies equal to your Constitution modifier (minimum 1). While within 30 feet of you, each of them has the same direction-and-distance awareness of your Marked Prey that you have.

  • L18 Apex Form Capstone

    Once per long rest, as a bonus action, you can enter a 1-minute Apex Form. For the duration: Your walking speed increases by 20 feet and you gain a climb speed equal to your walking speed. You have blindsight out to 30 feet. Your melee weapon attacks against your Marked Prey deal an extra 1d10 damage of the weapon's damage type (in addition to the Apex Mark bonus). You can use Apex Mark and Killing Stroke without spending the action or reaction they normally require. On a hit, you choose whether to apply them. If your Marked Prey is reduced to 0 hit points during Apex Form, you can immediately designate a new Marked Prey as a free action. The form ends early if you fall Unconscious, if you end your Rage, or if you dismiss it as a free action.