Path of the Targeter (5e Subclass)
Parth of the Targeter
Barbarian Subclass
I learnt from my years of wandering throw the hash mountains, scorching deserts, restless woods and dark flooded caves that all creatures had one weakness. Me repeatedly smashing them with a big stick! So I took this knowledge and the fact that I could smash each monster five times before they could do anything. I have found a way of making each hit beyond the first deadly, by using my first chance to smash them as a test of the strengths and weaknesses.
Knowing your enemy
Starting when you choose this path at 3rd Level, you are at your deadliest when you have all ready attacked your enemies. Any hit you score against a creature that you have all ready dealt damage to this turn, and your attack is make with advantage, is a critical hit.
Second Hit
Beginning at 6th level, when you deal damage, to a creature that you have made a melee attack against this turn, you gain a +2 bonus to the damage roll. This bonus increases as you level increases (see the Rage Damage column on page 47 of the PLAYER HANDBOOK).
Remarkable Athlete
Starting at 10th level, you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check you make that you all ready add your Proficiency Bonus and you can add your Proficiency Bonus to any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency Bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to make a melee weapon Attack against that creature.
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