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Barbarian Primal Paths - Wild Hunters

S
kogg reached into his pack and pulled the Savage Nature
intricately carved haft of a small hand axe, runed
with the sacred markings that spelled the name Barbaric and nomadic tribes of the world often take pride in
of his tribe in their nomadic language. The axe- their ability to live off the land as one with nature. They see
head was blackstone, glinting in the sunlight and themselves as a part of the ecosystem that they thrive in, not
sharpened to an edge that wouldn't dull when above it as civilization would have them believe. Indeed, the
cutting flesh. The old buck was in the barbarian term barbarian arose from the viewpoint that these brutes
hurler's sights, not more than 15 paces away. Skogg wouldn't were lowly savages in loincloths, devoid of the virtues and
miss at this range. It would be a quick and messy kill - an end graces of academia and theology. Many of these tribes have
to the hunt that would see his family fed for the next few days. embraced barbarism as their way of life, opting to shun the
Tardak the Beast was on the prowl. His roar shattered the farms and social tedium of cities and instead live for the hunt.
calm of the mountain pass and struck the poor rogue idle. It The following options are available to barbarians of 3rd
was like every wolf and lion and nightmare of all the wilds level: The Path of the Animalist, a bestial hunter joined to the
had risen at once in a single, unified voice. A silence followed, primal savagery of the wilds, and the Path of the Hurler, a
and the pattering of claws on grass and the clanking of steel skilled warrior that focuses on throwing weapons with brute
against dirt followed. A ghostly white wolf creature emerged force and unequaled power. Each of these primal paths is an
from the darkness with greatsword in hand and cleaved the alternative to those listed for the Barbarian class in the
frightened rogue's head from his shoulders. The animalist Player's Handbook.
would soon make good on the bounty. If the townsfolk didn't
mistake him for a werewolf again, that is.
Savage Nature WILD HUNTERS 1
Path of the Animalist Nightstalker. You gain advantage on Dexterity (Stealth)
checks in dim light and darkness, and dim light and darkness
Fused with animalistic qualities, a barbarian that chooses to do not impose disadvantage on your Wisdom (Perception)
walk this path becomes one with the savagery of nature’s checks.
finest hunters. These hunters trap their prey in the wilds of Trapped Quarry. Within your reach, your prey is trapped.
the forests and mountains and assault them with fang and Creatures within 5 feet of you provoke opportunity attacks
claw as well as they would with sword and axe. Ferocious from you even if they take the Disengage action before
hunters and survivalists, they live off the land hoping to leaving your reach.
return to it when they fall in combat to more powerful prey. Wilderness Hunter. Moving through nonmagical difficult
For as long as you can remember, you've had more in terrain costs you no extra movement. You can also pass
common with wild predators than others of your race. through nonmagical plants without being slowed by them and
Perhaps you were more hirsute than the average child of your without taking damage from them if they have thorns, spines,
race, or your eyes more closely resembled the narrowed slit or a similar hazard.
pupils of a cat's or the golden color of a bird's. It could have
been as simple as an uncommonly feral ferocity, a trait Engorge
shared by many barbarians. At 10th level, you gain the ability to feast on a recent fallen
After adopting this path, your body will change foe. While raging, you can use an action to tear out and
dramatically. You will grow thick fur, your features will consume the heart of a formerly living creature that was
change to be closer to that of a wild beast's, and you will reduced to 0 hit points by you within the last round. Doing so
outwardly become the savage you've always been inside. You restores all of your lost hit points, and you gain temporary hit
will become the perfect melding of barbarian and beast. The points equal to your Barbarian level. This action counts as an
perfect hunter. attack against a hostile creature for purposes of your Rage.
Once you use this feature, you can’t use it again until you
Animalistic Nature finish a short or long rest.
At 3rd level when you adopt this path, you take on the
impressive visage of a were-creature, growing a snout, fangs, Animalistic Rage
and fur all over your body. Your eyes widen and narrow, Starting at 14th level, you can choose to enter into an
becoming instilled with predatory instinct, and your hands animalistic trance of ferocity when you rage. If you do so, you
grow sharpened claws. You gain the following benefits: can designate one creature that you can see or smell as your
You gain proficiency with the Perception skill. If you are prey. Your melee attacks have advantage against your prey,
already proficient in the skill, you add double your and you do 1d6 additional damage with melee attacks against
proficiency bonus to checks you make with it. it. Using Engorge on your prey during an Animalistic Rage
You are proficient with your unarmed strikes, and they grants you double the normal amount of temporary hit points
deal 1d6 slashing damage. Your unarmed strikes can be Once you use this feature, you can’t use it again until you
used with your claws or your mouth. finish a long rest.
You gain a +2 bonus to Armor Class while you are not
wearing any armor or wielding a shield.
You gain Darkvision out to a range of 60 feet. If you
already have Darkvision from another feature, its range is
extended by 60 feet.
Hunter’s Chance
At 6th level, you gain two of the following features of your
choice. You learn one additional Hunter's Chance feature at
10th level and another at 14th level.
Animalistic Mobility. You can use the Dash action as a
bonus action. If you have two free hands when you use the
Dash action, you can move at double your normal speed.
Bite Down. When you hit a creature with an opportunity
attack using an unarmed strike, you can attempt to grapple it
with your claws or mouth.
Hunter’s Skill. You gain proficiency in two of the following
skills of your choice: Acrobatics, Animal Handling, Athletics,
Insight, Intimidation, Investigation, Medicine, Nature,
Stealth, and Survival.
Natural Tracker. You have advantage on Wisdom
(Survival) checks to track creatures, and while tracking other
creatures, you know their exact number, their sizes, and how
long ago they passed through the area. Additionally, you
always know which way is north.

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Path of the Hurler Enraged Agility
Great skill is required to lob hefty weapons accurately, but At 6th level, you gain one of the following features of your
there are some who prefer brutish strength over nimbleness choice.
and agility. The Path of the Hurler is one that few barbarians Agile Defense. Despite your affinity for brutish strength,
tread, but those who aim their sights on their quarry can your skill with throwing accurately has bolstered your agility.
learn to exert their rage from afar. While raging, you gain proficiency with Dexterity saving
Many barbarian hunters choose to follow this path, throws.
eschewing the complexity of aiming a bow for the simplistic Mental Focus. The same instincts that allow you to focus
and primal joy of seeing a thrown axe or hammer smash the your aim on your quarry work to eliminate mental weakness.
skull of their quarry. Other young barbarians who walk this While raging, you have advantage on saving throws against
path employ their skills in tavern games as often as true being frightened and charmed.
combat, impaling walls through knife targets and splintering Unfettered Skirmisher. Even while enraged, you can use
dart boards with their great strength. your innate agility to deftly dodge and block oncoming blows.
While raging and wielding a shield, you gain a +1 bonus to AC
Hurler's Aim
and opportunity attacks are made with disadvantage against
At 3rd level when you adopt this path, you can treat ranged you.
attacks with thrown melee weapons as melee weapon attacks Brute Force
for the purposes of your Rage, Reckless Attack, and Brutal At 10th level, you gain one of the following features of your
Critical features. Additionally, you can draw a weapon with choice.
the thrown keyword as part of every attack you make on your Forceful Toss. You can choose to push a creature of
turn, and if you’re within 5 feet of an unattended thrown medium size or smaller 5 feet away from you when you hit
melee weapon, you can pick it up without using an action as with a thrown melee weapon. Additionally, once on each of
long as you have a free hand. your turns when you make a ranged attack with a thrown
Throwing Technique
melee weapon, you can make another attack with the same
At 3rd level, you gain one of the following features of your weapon against a different creature within 5 feet of the
choice. original target and within range of your weapon.
Brutish Hefter. You can add your proficiency bonus to any Hamstring Throw. When one of your thrown melee
improvised thrown weapon of sufficient size to be held in one weapons scores a critical hit, the target’s speed is reduced by
or two hands. When you throw an improvised weapon heavy half and it has disadvantage on melee attack rolls for 1
enough to be wielded in one hand, it deals 1d6 bludgeoning minute.
damage and has a range of 20/60 feet. When you throw an Hulking Hurler. You can throw a willing ally up to 20 feet
improvised weapon heavy enough to be wielded in two hands, as an attack using two free hands. Make an attack roll using
it deals 1d10 bludgeoning damage and has a range of 10/30 your ally as an improvised thrown weapon. If the attack roll
feet. Additionally, You count as one size larger when hits, the target and your ally take weapon damage from the
determining your carrying capacity and the weight you can attack, and as long as the ally being thrown is not smaller
push, drag, or lift. than the target of the attack, the target is knocked prone.
Dual Thrower. You can use two-weapon fighting even Regardless of whether the attack hits, your ally is knocked
when the one-handed thrown melee weapons you are prone in an unoccupied space adjacent to the target.
wielding aren’t light. Additionally, when you engage in two- Hurler’s Assault
weapon fighting, you can add your ability modifier to the At 14th level, you gain one of the following features of your
damage of the second attack as long as you are raging and choice.
that attack is made with a thrown melee weapon. Focused Hurling. Even while enraged, your unwavering
Skirmishing Hurler. Your ranged attacks with thrown focus guides your aim. Attacking at long range with thrown
melee weapons score a critical hit on a roll of 19 or 20. melee weapons doesn’t impose disadvantage on your attack
Additionally, while wielding a shield, being within 5 feet of a rolls, and your ranged attacks with thrown melee weapons
hostile creature doesn’t impose disadvantage on your ranged ignore half cover and three-quarters cover. Additionally, when
attack rolls with thrown melee weapons. you take the Attack action while raging and make a ranged
attack with a thrown melee weapon, you can choose to take a
-5 penalty to the attack roll. If the attack hits, you add +10 to
the attack’s damage.
Overkill. While raging, you can use your action to make a
ranged attack with a thrown melee weapon against any
number of creatures in a 15 foot cone. You must have
sufficient weaponry for each target, as normal, and you make
a separate attack roll for each target.
Skirmisher’s Onslaught. While raging, you can use your
bonus action to shove an adjacent creature and push it back 5
feet. If this shove is successful, you can immediately make a
ranged attack with advantage against the creature using a
thrown melee weapon.

WILD HUNTERS 3
Changelog
Current version: 1.0
v1.0: Initial release.
Credits
Art:
Barbarian Hunter
Wolf Barbarian
Throwing Axe
Original content @2017 Moogmawg Games. All other
content owned by Wizards of the Coast and associated
entities. Private use only. Not intended for sale or
redistribution.

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