Mad Dog

The law of the Faarhad desert is that only of the strong. Since the beginning of records on the tribes of the Shonak, they have banded together into tribes of family, but over time these grew into much larger bands focused only on the perpetuation of their own kind. The Mad Dog (Faar. 'Kalbun') clan was known to be the most brutal, and quickly grew to be the largest. It has been ever since.

Even as far away as Valoren proper, tales of the Mad Dog have spread. While it is hard to tell tales from history, it is often true that the reality is harsher than the stories. Centuries of settlers, traders, and travelers being lost to the galloping hordes of the Mad Dog are quantifiable, and in this new age of expansion, used as modern tools by the tribesmen.

Feeding on the savagery that has grown them rich and bloated in the Faarhad, now too they have stories of their acts to use as weapons against those who have never witnessed it firsthand. As warriors leave the desert to explore, retire, or seek exotic wealth and riches, the reputation follows them like a cloud.

These stories are quickly realized as accurate when the Mad Dogs are put to work. Entire towns have been put at the mercy of a single raid led by only one Mad Dog, threats alone working to keep the pockets of the brigands full and their warbands swelling.

Few respected generals would call upon a Mad Dog to aide them unless the situation was dire, but fewer still would wish one to settle in the lands near their people, and risk a loss of life and wealth in great order.

## Barbarian: Path of the Mad Dog

**Fidelity Bonus**: Tribesmen of the Shonak receive Inspiration at the start of every session

**Dread Reputation**: Mad Dog's gain proficiency in Intimidation and Vehicles (Land).

### Mounted Guerilla

Starting at 3rd level when you choose this path, you are able to use your ease of movement to raid and terrorize your foes. Your mount gains Unarmored Defense. Additionally, if you hit a creature with an attack while mounted, your mount moving will not provoke attacks of opportunity.

### Goldlust

Beginning at 6th level, any creature that is a target of a bounty, or is known to have or visibly wearing precious metals or gems, has disadvantage on athletics and strength saving throws you cause them, and you have advantage on intimidation checks. Additionally, while raging, you have advantage on attack rolls against the creature. Typically Mad Dogs will implant gold canine teeth or gold tooth piercings to aide with this intimidation (so your target knows to be afraid of the Mad Dog).

### Rabid Bark

Beginning at 10th level, you can use your action while you are raging to bear your fangs as you ride down your prey. Take an intimidation check. All creatures of your choice within 30 feet must take a wisdom saving throw (DC=the result of your intimidation check). Creatures affected by your Goldlust have disadvantage on this save. On a failed save, these creatures are frightened.

* Some Mad Dogs lean into the rumors of their rabid bite (and other dog-like qualities). As part of the above action, you can rip into a leather pouch of venom to apply the poison to your fangs and immediately suffer the effects of the poison to grant it to your weapon attacks until your rage ends.
* If you have a full set of gold canines, you have advantage on saving throws against the venom you use.

### Witnessed

Starting at 14th level, a good death in the sight of your chieftain is a reward for a life well lived and a promise of a life of eternity with your ancestors. When you are reduced to 0 hit points, you can make all of your attacks as a reaction immediately. You stay standing, can act normally on your next turn. Taking damage at any point while at 0 hit points will cause a failed death save as normal. Any healing you receive will be ignored and instead cause you to pass a death save. Additionally, on your next turn:

* All attack rolls you make with advantage.
* You can make a normal attack as a bonus action.
* You can use your reaction on your turn to make a normal attack.

At the end of your turn, you will fall unconscious. Once unconscious, you must immediately roll all of your death saves until you stabilize or die. If you die, your spirit will be escorted by Medios to the halls of your ancestors and you cannot be revived without the use of a Wish spell or a bargain with the horseman.