Path of the Slasher (5e Subclass)
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Path of the Slasher
|"Jason ... where are you?", by Esparta Palma via Flickr|
- Barbarian Subclass
While not necessarily the strongest barbarians, slashers are undisputedly the most feared. Unfettered by honor, tradition, or virtue, these savage killers lurk in the shadows, stalking and killing in self-interest. Some kill to mete out revenge, some hunt for the sport, and others kill simply to satiate their own twisted carnal desires. Parents tell stories of these predators to small children to keep them inline. Minstrels tel their tales only in hushed tones. These are the barbarians that go bump in the night.
Beginning at 3rd level when you choose this primal path, you gain proficiency in either the Stealth or Survival skill. You also gain darkvision out to a range of 60 feet if you do not already have it.
Also starting at 3rd level, you can focus your malice on a single foe, increasing your effectiveness in hunting it. As a bonus action, which can be done as part of entering a rage, you can designate one creature you can see within 60 feet of you as the target of this feature. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find this creature until you finish a long rest. Additionally, your attacks on the creature become more deadly while you are raging. The first time on each of your turns you are raging that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
If the target drops to 0 Hit Points before you finish a long rest, you can use your bonus action on a subsequent turn of yours to designate a new creature as your prey.
Beginning at 6th level, the insatiable bloodlust tainting your mind makes it more resistant to outside influences. While raging, you have advantage on all Wisdom saving throws.
Beginning at 10th level, you can attempt to instill fear in your enemies though your displays of violence. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can use your reaction to attempt to frighten your witnesses. Choose up to two creatures within 30 feet that can see you. Each of those creatures must succeed on a Wisdom saving throw (DC equal to 8 + your Strength modifier) or be frightened of you until the end of your next turn.
The number of creatures you can frighten at one time with this ability increases when you reach certain levels in this class, increasing to 3 at 15th level, and 4 at 20th level.
At 14th level, you gain the ability to instantly step between shadows while raging. Once on each of your turns, when you are in dim light or darkness, you can spend 10 feet of movement to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You cannot use this feature while you are prone.