When the Player’s Handbook released, I joked with a friend that given the recent trend in gaming and comics, it was only a matter of time before the DnD Dark supplement was released. Every class seemed to jump out at me with a darker or more morally compromised option. When that same friend pointed out that previous editions didn’t do that, I got a little sad. Then, looking at the classes, I realized that some classes just needed more options to even meet the variety of other classes. Some of the classes don’t need additional options, Cleric and Wizard spring to mind, maybe even Fighter. Since I have an idea for just about every class, I decided to just post them all here, alphabetically. So, without further ado, the Path of the Raider.
Path of the Raider
For some tribes, the only way to survive is to take what others possess. Striking quickly and without remorse is the only option for these barbarians, who struggle to have enough food and supplies to ensure the survival of their tribe. While many look upon these barbarians as savages, thieves, and murderers, those who follow the Path of the Raider know that there is simply no other alternative. They may be reviled outside their homes, but these barbarians willingly accept this as their fate. Being branded a criminal or outlaw by others is nothing compared to the needs of the tribe.
When you choose this path at 3rd level, you gain proficiency in Stealth, and have Advantage on all Animal Handling and Survival checks.
Beginning when you choose this path at 3rd level, you may choose to Shove an enemy backwards after a hitting a creature while raging. If you successfully Shove your foe, you may move into the area they occupied as a bonus action.
At 6th level, you have Advantage on all Stealth checks made in lightly obscured and heavily obscured conditions. You may also Dash as a bonus action while you are raging. Additionally, when an ally within 5 feet of you successfully hits a target, you may spend your reaction to attack that same opponent.
Upon reaching 10th level, you can use your action to capture your foe. When you do so, choose one creature within 5 feet of you. It must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity bonus) or become blinded and grappled until the end of your next turn. On subsequent turns, as long as you remain within 5 feet of the creature you can use your action to extend the duration of this effect on the blinded and grappled creature until the end of your next turn. The creature may attempt to free itself by making a new Dexterity saving throw, made with disadvantage, at the end of its turn.
Other creatures can spend an action to attempt to free the blinded and grappled creature. They must succeed on a Strength (Athletics) or Wisdom (Survival) check against your DC in order to do so.
This ability cannot be used without at least 6 feet of rope, or similar material as approved by the DM, or an adventurer’s kit.
Beginning at 14th level, any time a creature within 5 feet of you gains disadvantage on an attack roll while you are raging, you may make a melee attack against that creature as a reaction. Additionally, any time a creature within 5 feet of you gains advantage on an attack roll while you are raging, your next attack against that creature before the end of your next turn also has advantage.