5e:Nightstalker/Barbarian
Path of the Nightstalker is a primal path of the Barbarian class.
Path of the Nightstalker
Nightstalker barbarians tap into the primal fury of the unnatural. When confronted with aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead they are offended that such creatures even exist.
Unlike the steriotypical uncivilized, dumb brute barbarians, barbarians of the nightstalker variety are considered barbarians due to their strange manners and customs picked up during their extensive, eclectic studies.
Path of the Nightstalker Features
Fighter Level | Features |
---|---|
3rd | Enmity, Esoteric Knowledge |
6th | Warded Resistance |
10th | Iron Resolve, Turn Creatures of Enmity |
14th | Armor of Enmity |
Enmity
When you choose this subclass at 3rd level, you have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 3rd level hereafter (6th, 9th, 12th, 15th, and 18th). You do not gain additional languages at these levels.
Esoteric Knowledge
Beginning at 3rd level, your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Warded Resistance
Starting at 6th level, you gain the ability to ward yourself against a type of damage. When you complete a long rest, you gain resistance to one type of damage of your choice: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder. The resistance lasts until you complete a long rest.
Iron Resolve
Beginning at 10th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
Starting at 10th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Armor of Enmity
Starting at 14th level, when you are damaged by, or forced to make a saving throw by, a creature of enmity, you gain a number of temporary hit points [1] equal to your proficiency bonus. You may only benefit from this feature once per turn.
Sources and Notes
- Rule Tip: Temporary Hit Points Don't Stack. If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook (5e). - Guildmasters' Guide to Ravnica p.27, UA 2020 Subclasses Part 1, UA 2020 Subclasses Part 3, Player's Handbook (5e) p.198 (different wording). ↑
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