Base Class: Barbarian
Barbarians in Faunia frequently are left with less than desirable equipment in the garbage plains of Trassia and the frozen wastes of Barbearia. Because of this, they've learned to fight with whatever is at hand with incredible effectiveness. The sight of a laughing Hyena Wastelander or a stoic Grizzly, charging at you, armed with a mere barstool and old helmet is comical, and yet harrowing. While your friends may laugh at you and your story, they should count themselves lucky to have not lost a friend.
Anything At Hand
When you take this subclass at level 3, you become adept at wielding shoddy equipment far better than many would expect. You become proficient in improvised weapons, and while you wield them, they deal a number of d6 equal to your rage modifier in damage, plus any applicable modifiers.
Surprising Readiness
Starting at 6th level, you can take others aback in your choice of weapon. If you pick up an item that does not belong to you and use it in an improvised weapon attack in the same turn, you can force the creature you attacked to make a wisdom saving throw against a DC equal to 8+ your constitution modifier + your proficiency modifier. On a success, the next attack against them has advantage. On a failure, they are stunned until the end of your next turn. You can use this feature a number of times equal to your rage damage modifier, and regain all uses on a long rest.
Seen Everything
Starting at 10th level, you have seen so much, nothing really gets a reaction out of you anymore. You cannot be surprised, and you gain immunity to the frightened condition. Additionally, you can cast the spell Intellect Fortress on yourself once, and regain the ability to cast it on a long rest.
Endurance of the Wastelands
Starting at 14th level, you channel the resilience you've gained wandering vast wastes. You gain immunity to exhaustion and your movement speed cannot be reduced without inflicting the restrained, paralyzed, or incapacitated conditions on you. Additionally, if you take the dash action, you can move through the space of a creature of one size category larger than you or smaller. It must succeed on a strength save against a DC equal to 8+ your constitution modifier+ your proficiency bonus or fall prone.
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