Path of the Cat (5A)
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This is a Barbarian primal path for 5A.
Most barbarians are big and strong, but some are lithe and agile as the great cats.
Subclass features
Feline Grace
Starting when you choose this path at 3rd level, your Rage ability changes.
- You have advantage on Dexterity checks and Dexterity saving throws instead of Strength checks and Strength saving throws.
- You gain bonus damage for rage when making melee attacks using Strength or Dexterity.
Except for these changes, your Rage ability works the same as that of other barbarians.
Cat's Claws
When you fight with a dagger or a one-handed slashing weapon with the light quality in each hand, you can add your Dexterity bonus to the damage of your off-hand attacks. If 5A weapons are in use, you can also do this with the Katar.
Evasion
At 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Uncanny Dodge
Starting at 10th level, when you take damage, you can use a reaction to gain resistance to all damage until the start of your next turn.
Blindsense
Starting at 14th level, if you are able to hear, you have Blindsight with a range of 10 ft. When raging, the range extends to 30 ft.
Designer's Notes
A Dexterity barbarian. This ended up even more rogue-like than intended.