Base Class: Barbarian
“If I am to die, let it be in battle, with weapons in my hands and laughter in my heart.”
– Lady Jolder, Iron Lord
You’d think the problem with showing up empty-handed to combat would be the range. And yes, turning a ranged fight into a fistfight is an awful lot of work, tactically speaking, but really I just don’t have the patience for all the preparation, and all the fumbling of spellbooks or arrows or whatever when it’s time to reload, which seems to happen the moment I start to enjoy myself.
Spell prepping and reloading. Prepping and reloading. Sounds amazing; you all have fun. My fists don’t need reloading.
Back to the problem. The problem with fists is hygiene. Paint your armor fist to shoulder in monstrous ichor, toxic robotic lubricant, and ashes. Now take a good look at yourself. That’s the only reason I envy the preppers and reloaders. They get to stay clean.
Striker Features
|
BARBARIAN LEVEL |
FEATURE |
|---|---|
| 3rd | Grenade |
| 6th | Storm Fist |
| 10th | Fist of Havoc |
| 14th | Momentum Transfer |
Grenade
Starting at 3rd level, your arc energy can form lethal explosives to harm anything within its touch, including you and your allies. Choose between one of the following grenades: Flashbang, Pulse, or Lightning. Grenades can be thrown 50/100 ft. To successfully throw the grenade where desired, roll 1d20 with a DC of 8. A failure can lead to a variety of effects, such as missing the targeted location, or exploding in your hand, at the DM's discretion. Every short rest you regain 1 grenade. Every long rest, you regain all grenades and can also choose to swap your grenade type until the next long rest. At levels 6 and 14, your maximum number of grenades increases by 1. At levels 6, 10, and 14, your grenade damage dice increase by 1.
Flashbang Grenade. Dazes enemies with a concussive blast. Within a 10 ft. radius sphere, all targets are blinded and deafened until the end of your next turn.
Pulse Grenade. Releases repeated jolts of Arc lightning to shock your enemies. At the beginning of your next 3 turns, all enemies within a 15 ft. radius sphere take 1d8 lightning damage and must make a Constitution saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus). On a failed save, their movement is reduced to 0 ft. until the grenade’s effects end.
Lightning Grenade. Summons a pulsing line of lightning starting at the point it lands and extending perpendicular to the surface it attaches to. Enemies in a 20 ft. line must succeed a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or take 2d8 lightning damage. Any creature that contacts the line over the next 3 turns must also make the saving throw.
Flashbang Grenade
Dazes enemies with a concussive blast. Within a 10 ft. radius sphere, all targets are blinded and deafened until the end of your next turn.
Lightning Grenade
Summons a pulsing line of lightning starting at the point it lands and extending perpendicular to the surface it attaches to. Enemies in a 20 ft. line must succeed a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or take 2d8 lightning damage. Any creature that contacts the line over the next 3 turns must also make the saving throw.
Pulse Grenade
Releases repeated jolts of Arc lightning to shock your enemies. At the beginning of your next 3 turns, all enemies within a 15 ft. radius sphere take 1d8 lightning damage and must make a Constitution saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus). On a failed save, their movement is reduced to 0 ft. until the grenade’s effects end.
Storm Fist
At 6th level, you learn to use your body as a capacitor to store and release an additional 2d6 lightning damage with your unarmed strike and your choice between the following perks: Overload, Discharge. This can be used once per short rest.
Discharge
You learn to use your body as a capacitor to store and release an additional 2d6 lightning damage with your unarmed strike, and your released energy chains to any enemy in a 5 ft. radius of the target, dealing 2d6 lightning damage to them.
Overload
You learn to use your body as a capacitor to store and release an additional 2d6 lightning damage with your unarmed strike, and the overwhelming amount of energy flowing into the target leaves them incapacitated until the start of your next turn.
Fist of Havoc
Dissolve your enemies in a maelstrom of arc energy. By slamming the ground at your feet, unleash a wave of 6d6 lightning damage in a 15 ft. radius along with your choice between the following perks: Death from Above, Shockwave. This can be used once per long rest, and you gain an additional use at level 14.
Death from Above
Convert your kinetic energy into additional arc energy to obliterate foes. If cast while falling, all fall damage is negated and instead turns into additional lightning damage up to a maximum of d6s equal to your Barbarian level.
Shockwave
Concentrate your arc energy to additionally deal 6d6 lightning damage in a 30 ft. line in the direction you are facing.
Momentum Transfer
Your ability to control the energy flowing through you yields one of the following perks at 14th level: Shoulder Charge, Juggernaut.
Juggernaut
When you use your action to Dash, you gain temporary hit points equal to half the distance you move.
Shoulder Charge
When you use your action to Dash, you can use a bonus action to make one melee weapon attack. Additionally, per every 10 ft. you move in a straight line immediately before taking this bonus action, you deal an extra 1d6 lightning damage.
Comments