Barbarian
Base Class: Barbarian

These people have had a hard life. They have been beaten down, broken, and fatally injurred on multiple occasions, but have always come back from it. Their experiences in life have worked as a forge to cast them into a perfect vessel for determination and perseverence. There are few that can survive extremes quite like those who take up this path, and it is rumored some may be immortal. 

Hulking Physique

Starting when you choose this path at 3rd level, you gain proficiency in heavy armor and are able to still gain the benefits of rage that would be negated through the wearing of heavy armor. While wearing this armor and raging, your unarmed strikes deal (1d6+str), and any attacks made against you gain an automatic -1 to their damage rolls after calculating final totals from other rage benefits. 

However, this strategy does not come without flaw. While wearing armor and raging, any sleight of hand and perception checks you make will be at disadvantage due to the excessive bulkiness of your form. Additionally, any ranged weapon attacks that you make will be at disadvantage, and the only weapons you are able to gain your proficiency bonus in for your attacks are those that would deal bludgeoning damage as their damage dice.

Perfect Throw

Beginning at 6th level, you can now choose to grapple an enemy with your action. If you succeed, you are then able to choose a direction to throw that same enemy. A Small creature is thrown (20+athletics feet), a Medium creature is thrown (15+athletics feet), and a Large creature is thrown (10+athletics feet). A creature thrown in this way recieves 2d8 bludgeoning damage and is knocked prone. If this creature collides with another in this path, that creature must make a dexterity saving throw with a dc of (10+your athletics), or recieve 1d8 bludgeoning and be knocked prone as well. (This skill grows at the 12th level to allow you to use your throw on Huge enemies with a distance in feet of 10+your athletics)

Additionally, your damage reduction which you gain from wearing heavy armor increases from -1 to -2 damage.

Tight End Prowess

Beginning at 10th level, when an ally within 30 feet of you is targeted with an attack, you may choose to spend your reaction to intercept this attack by moving within 5 feet of that ally and becoming the target of it instead. That enemy takes 1d4 bludgeoning damage . Then, all attacks made against that same ally are made at disadvantage over the next turn, or until you leave a distance of 5 feet from that ally.

Additionally, your damage reduction whilst wearing heavy armor increases from -2 to -4. 

Gronkulous Gallantry

Starting at 14th level, you may choose to charge using the Dash action as a bonus action up to your movement speed. Any creatures of large size or smaller whose space you move through do not gain an opportunity attack on you, and are then forced to make a dexterity saving throw with a dc of (10+your athletics) or be knocked 5 feet to either side, prone, and recieve 1d8 bludgeoning damage once per round. Doing this to a already prone creature moves them additional 5 feet, and deals  an extra 2d8 of damage. 

Additionally, your unarmed strikes now optionally can deal thunder damage instead of bludgeoning, and increase from 1d6 to 1d8 damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2021 6:34:08 PM
3
1
1.1
Coming Soon
11/9/2021 6:45:05 PM
2
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes