Path of the Owl (5e Subclass)

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Path of the Owl[edit]

Barbarians are the juggernauts of the adventuring party. They are huge, implacable, and unstoppable... what could be scarier? What about a Barbarian that can sneak up on you while raging?

Barbarians who follow the path of the owl take on the owl's attributes, both as a hunter in the night and as a powerfully built bird of prey. For whatever reason, you have a large pair of wings. Perhaps you were blessed with them, as a protector of the forest. Maybe you earned them, severing the wings of a dire owl and fusing them to your back. Maybe you were born with them, an ill-omen that led your family to abandon you. Or maybe it's nothing unusual, and you're just naturally has wings, as an innate trait of your race. Using your powerful build and your elegant wings, you become a deadly predator that can ambush groups of foes.

Wings of Night

When you choose this path at 3rd level, you gain a pair of wings, that can be used to a limited extent. These wings modify and adapt your body. Your adaptation to night ambushing changes you and how you fight. You can't flight yet with this wings, but they reduce your fall damage by five multiplied by your barbarian level. You can also use them to glide, allowing you to move half your movement speed forward for each 20 feet of fall.

In addition, you gain darkvision out to 60 feet, if you did not already have it.

Labored Flight

Starting at 3rd level, your rage empower your wings, allowing you to use them more effectively in combat. When raging, you can use an action to gain a flying speed of equal to your movement speed until the start of your next turn. While flying in this manner, your rage doesn't end due to not attacking or taking damage.

If you already have a flying speed, if you fly when dashing on your turn while raging, your rage don't end for not attacking a creature or taking damage.

Night Terror

At 6th level, while raging, you may take the hide action as a bonus action each turn. If you are hiding and can see enemies, your rage cannot end early unless you fall unconscious or you choose to end it.

Predator

At the 10th Level, you can snatch your prey from the ground mid-flight, or strike them from above. You gain the following benefits:

Abduction. While raging, you can use a bonus action to attempt to grapple a creature that same size as you or smaller using either your arms or legs. If you successfully grapple a target in this way, you don't suffer from the movement speed penalty from moving a grappled creature until the end of your turn. If you are hidden from or surprise the creature, you may also make a Stealth skill check to grapple and move the target without making any sound.
Sudden Descent. When you use the Labored Flight feature this turn, you may choose to land in a disruptive way once during your turn. When you hit the ground, all creatures you are hidden from or surprise within 10 feet must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier. All targets that fail take 1d6 + your Dexterity modifier + your rage damage bonus (if raging) and are knocked prone. Targets that succeed take half damage and are not knocked prone. Creatures that you are not hidden from or surprise are unaffected. In addition, after using this feature, you may choose to begin raging without using a bonus action or you may make one melee attack as a bonus action if you were already raging.

You can use this feature number of times equal to your Dexterity modifier (minimum 1). All expended uses are regained after a long rest.

True Flight

When you reach the 14th level, you gain a flying speed equal to your movement speed. In addition, when you use your Labored Fight, you can use your bonus action to use Abduction without spending uses of your predator feature.

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