Barbarian
Base Class: Barbarian

You gain a power that has been passed down from generation to generation. Power flows through you, giving you special moves to use in a fight.

One for All

When you take this subclass, your punches gain increased power through One for All. Your unarmed strikes now deal 2d6 + strength bludgeoning damage. You also gain "durability" equal to your level. You are allowed to spend durability, even if you don't have any. Every durability you spend past 0, you take 1d10 force damage

Smash

At 6th level, you start to be able to use One for All at higher potency. Up to twice per long rest, you may spend 4 durability to cause a target within 30 feet to make a Constitution saving throw, DC = 8 + strength + proficiency. Smash deals 3d10 + strength bludgeoning damage and the target is stunned until it's next turn. If the creature was within 5 feet, increase the damage by 1d10.

The attacks damage increases to 4d10 at 10th level, and 5d10 at 14th level. The additional damage increases to 2d10 at 14th level.

While raging, this still does rage damage.

Full Cowl

At 10th level, you have gained more control over One for All. When you rage, the power of One for All surges through your body evenly. While you rage, you gain the following benefits.

  • Increase movement speed by 10 feet.
  • When dashing, your climbing speed is equal to your walking speed.
  • Unarmed attacks deal an extra damage die.
  • You may use a bonus action to make another attack at the cost of half your movement and your reaction.

Improved Smash

Also at 10th level, your smash ability costs 3 durability instead, and your limit of this goes to 4 times per long rest.

One for All: 1,000,000%

At 14th level, you learn the hail mary of One for All moves. You are able to tap into the combined powers of those who held this power before, allowing you to surpass your limits. Once per long rest, and at the cost of 7 durability,  you may cause all creatures in a 60 foot cone to make a dexterity saving throw, DC = 8 + constitution + strength. On a failed save, targets take a number of D6's equal to your level + 4d6 + strength bludgeoning damage and are knocked prone. They take half damage on a success and take no additional effects.

If a creature is within 5 feet of you when you use this ability, they take an additional 4d6 damage

Comments

Posts Quoted:
Reply
Clear All Quotes