Barbarian
Base Class: Barbarian

Years of pit fighting, tavern brawls, and street fights have molded this adventurer into quite a warrior. They have no martial training to speak of, but their unpredictability on the battle field is where their true skill shows. Brawling is there domain of choice in a fight, beating enemies down with fists and raw strength. Going against the Skirmisher is how many have met their end, and how many will meet their end. 

Born to Fight

The Skirmisher has always been able to fight. Their fists are like iron and their endurance in a fight is that alike a dragons. The Skirmisher forgoes using weapons and uses their fists and anything they can put on them. At level 3 the Skirmisher in a fight rolls a d8 when doing an unarmed strike. At level 6 they roll a d10. At level 10 you roll a d12. And finally at level 14 they roll two d12s.

Improvisation On The Battlefield

At 3rd level you learn three of the listed Improvised Moves. At 6th level you learn another 2. Finally at 10th you gain two more moves and at 14th you gain one final move. These moves can only be used once per long rest.

1. Concuss: You attack your opponent on their head. The Skirmisher rolls a Strength check and that becomes the DC for the enemies Constitution check. If they fail the Constitution check they have disadvantage on all attacks until it succeeds at a Con check.

2. Disarm: Through brute force you can force a weapon out of the enemies hand. You and the enemy have a Strength contest to determine who wins the fight. If you succeed the enemy drops their weapon and must spend an action to pick it up on their turn.

3. Meat Shield: You become as large as possible and make yourself a target. If you are in front of an ally you or an ally moves behind you, you count as total cover and nothing can target your ally. The ally can't use any attacks while they are behind you and any attempts to attack another target end this ability.

4. Backhand: You strike your enemies with the back of your flat hand. You roll a Strength check to determine the enemies Wisdom check to get out of the stupor of being backhanded. If the enemy fails their roll they are stunned for a turn.

5. Inspiring Presence: Your presence on the battlefield is inspiring to your allies. Roll a strength check and all allies can add that number to any roll, besides damage, to improve it.

6. Bullying Push: You push the enemy back like a bully on a playground. Your Strength roll creates the DC of the enemies Dexterity save as they try not to fall back. If the enemy fails they are pushed back 5 feet and fall prone. If there is a wall or obstruction in the way of where they are pushed they take 1 D6 damage and stay standing.

7. Provoke: You shout obscenities at an enemy to change their direction. If an enemy runs in any direction besides directly at you, you may roll Strength to place the DC of the enemies Wisdom roll. If they fail they immediately turn right towards the Skirmisher and attempt to fight if they can reach. Reaction.

8. Terrify: You scare absolutely everything in your path. You roll Strength to intimidate 

9. I'm Still Standing: Your sheer will on the battlefield keeps all allies going as well. When you activate this you roll a Constitution check, all allies in sight heal that multiplied by your Barbarian level.

10. Never Give Up: In anger you never stop fighting, never surrender. You roll a Constitution check and heal the number multiplied by your Barbarian level to your hit points.

11. You're All Gonna Die: You scream and shout at the enemy force. All enemies have to roll to resist being afraid of you, you roll a Strength check to determine the enemy DC to resist fear. If they fail they have the affect of fear put on them until they shake it off.

12. Psychotic Break: You do whatever you can to make a certain enemy fall to pieces. You roll Charisma to determine the difficulty of the enemies Wisdom check. If the enemy fails they have their intelligence lowered to that of a rabid animal.

13. Mind Over Matter: You get yourself ready to tear anything apart. You roll a Wisdom check to figure out how much you add to your Strength. It only lasts one turn but your Strength becomes enormous.

14. Stressful Encounter: You break the enemy apart from the mind. Roll a Charisma check to mark the DC for the enemies Intelligence check. If the enemy fails they go prone, drop their weapon and must have an ally get them back together.

Brawling

The Skirmisher is unlike most other warriors, using their fists as apposed to conventional weapons. Instead of a hammer they have fists of steel, raw strength without training behind it. The Skirmisher uses no formal training besides what they have picked up over the years. At level 3 you have proficiency with all unarmed attacks and can add your proficiency bonus to unarmed attacks.

Pit Fighter Knowledge

Years of fighting in taverns, competitions, and street brawls have made the Skirmisher knowledgeable about key information about their enemies. At 6th level you can use this ability to take a whole turn to find out one piece of information from the list below. 

 

- AC

- Current HP

- Strength Score

- Gear

- Magic Items

- Magic Affects

Seize The Moment

The Skirmisher has no time to relish over momentary victories. They immediately continue their onslaught of attacks.  At level 10, when you score a Nat 20 your turn is refreshed and you can do everything again.

Let The Anger Free

The Skirmisher lets all their anger out on one target releasing a flurry of strikes. The strikes all filled with pent up anger and fury. At 14th level, the Skirmisher makes 3 quick attacks against one target. The attacks can only be on one target. The damage of each attack is doubled, the burning rage felt with each hit. This ability is restored after a short rest.

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