Barbarian
Base Class: Barbarian

There is more to life than monkeys eating lunch we whizz by like no tomorrow oh yeah

Improvised Fighting

Starting at Level 3, you can use anything and everything in your vicinity as an improvised weapon. Your DM will advise on whether an item is small, medium or large.

For small sized items, melee weapon attacks deal 1d2+strength modifier.

For medium sized items, melee weapon attacks deal 1d5+strength modifier.

For large sized items, melee weapon attacks deal 1d8+strength modifier.

If the hit is within 1 of the opponent's AC, the item used as an improvised weapon breaks.

Picking up a new improvised weapon does not take an action or bonus action.

You also become proficient with whips and improvised weapons.

Cold and Calculated

Beginning at 6th level, you've learned to suppress your rage into something finer, a bloodlust that is cold and calculated, with every move you make designed to bring pain to your opponents.

If your move's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier. You may use a number of these moves equal to your Barbarian level plus your proficiency bonus per long rest.

Jab, Jab, Punch

After two successful melee attacks in a single turn, you may use your bonus action to strike a third time.

Whip's Restraint

You can restrain an opponent as a bonus action with your whip. The target must make a strength saving throw. On a failed save, the target takes 1d4+dexterity modifier as damage and is restrained, and can only move within the range of the whip. On a success,  the target takes no damage and is not restrained. Only creatures a size bigger and below the user can be restrained by this move.

Haymaker

As an action, you've pinpointed a knockout blow that requires all your strength to pull off. Make a melee attack action. On a failed save, the target is knocked prone if below a quarter of their remaining health, or stunned and 1d6+strength modifier if above quarter health. On a successful save, the target takes no damage.

The Ol' One Two

As an action, you can swing twice and take the highest value of the two rolls to determine your hit. This move does not count towards any other moves.

Here, Hold This For Me

When targetted by a melee or ranged attack, if you have someone under the Whip's Restraint effect, as a reaction you may pull that opponent in to act as a shield and take the damage for you instead.

 

Mean Look

Beginning at 10th level, your improvised attacks and cold and calculated moves pack an extra punch, dealing an additional damage die. When you make a Charisma (Intimidation) ability check against an opponent, you can use your ability check to give yourself an advantage on the next attack roll against the same opponent or impose the frightened condition until the end of your next turn. When a creature makes a saving throw against one of your Cold and Calculated moves, you can use your reaction to roll a 1d4 before the result is known to reduce the roll.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for three turns.

 

Eyes Wide Open

Starting at 14th level, you can use a bonus action on the same turn you rage to open your senses to your surroundings for the period of your rage. During this time, you have advantage on saving throws against being blinded, charmed, deafened and frightened and have truesight to a distance of 30 feet.

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against the creature. This effect can only occur once per round.

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