Path of the Raider
A Barbarian path of boarding actions, with charge damage, advantage against defenders aboard a vessel or in a fortress, and ally bonuses while raging.
Identity
The Path of the Raider is the Barbarian path of the boarding action. Raiders fight off scarred sublight hulks and salvaged voidsuits, and their doctrine has one step: get aboard, do damage and be gone before the response squadron arrives. Norskan war-captains walk the path, and so do frontier free fleets, privateer crews holding a letter of marque and corsair gangs with no paperwork. The first melee hit after a Rage begins adds 1d8.
Features
- L3 Boarding Charge
When you enter Rage, the first melee weapon attack you make on that turn or the following turn deals an extra 1d8 damage of the weapon's damage type on a hit. While raging, you can also take the Dash action as part of the same bonus action you used to Rage, provided your first movement on that turn is toward a hostile creature.
- L7 Boarding Advantage
You have advantage on melee attack rolls against any creature that is within a vessel, station or fortified structure that it considers its own: a ship's crew aboard their ship, garrison troops in their fort, a House guard in their House. You also have advantage on Strength (Athletics) checks made to force open sealed doors, hatches or bulkheads, and you ignore difficult terrain caused by debris, crash wreckage or the artificial gravity quirks of a damaged vessel.
- L11 Battle Cry
When you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack while raging, each ally within 30 feet of you who can see or hear it gains temporary hit points equal to your Constitution modifier + your proficiency bonus (minimum 1). This effect can trigger no more than once per round, even if you score multiple critical hits.
- L15 Raid Leader
While you are raging, allies within 30 feet of you who can see or hear you gain a +1 bonus to melee weapon attack rolls. When an ally within 30 feet of you reduces a creature to 0 hit points with a melee attack on their turn, you can use your reaction to move up to your speed without provoking opportunity attacks.
- L18 Legendary Raider Capstone
Once per long rest, as a bonus action on your turn, you can declare an Execution Moment against a single creature you can see within 30 feet. The next melee weapon attack you make against that creature before the end of your next turn automatically hits and is a critical hit, provided you are raging when you make it, and deals extra damage equal to your Barbarian level. A kill made this way enters the public record of your raid (Federation strike-listings, Black Meridian corsair-boards, frontier wanted posts), and you have advantage on Charisma (Intimidation) checks for the next 30 days against creatures that have heard of it.