Base Class: Barbarian
Feral knight's combine the tactics of both tribal warrior's and civilised knight's to create a deadly combination of skills to aid them in combat, unburdened by the rules of civilised society and trained in the use of their tools of war Feral knights make an imposing sight on and off the battlefield.
Savage protection
At 3rd level you gain proficiency in Heavy armor as well as the ability to use all Barbarian features including rage while wearing it.
You gain the ability to protect yourself from incoming damage you roll 1d10+con mod as a reaction this is useable 1 per day at level 3, 2 per day at level 6, 3 per day at level 10 and 4 per day at level 15
You gain access to two resistances of your choice (Acid,Poison,Fire,Cold) which activates while using your rage feature.
Acid Resistance
Choose between Acid,Poison,Fire,Cold resistance
Cold Resistance
Choose between Acid,Poison,Fire,Cold resistance
Fire Resistance
Choose between Acid,Poison,Fire,Cold resistance
Poison Resistance
Choose between Acid,Poison,Fire,Cold resistance
Battle Focus
You learn ways in which to help control the battlefield and turn the tides in your favor.
At level 6 You gain a number of uses of these abilities equal to your proficiency Mod +2 . saving throw equals (8+con+prof) all uses come back on a long rest.
Critical Strike: You know exactly where to strike to do the most damage on most of your enemies you now crit on a 19-20 at lvl6 and at lvl10 18-20 then at lvl17 17-20 for 1d4 rounds 2pt
Sweeping strike: when you take the attack action this turn your attacks can damage targets that are 5ft from your original target as long as they are within your reach. 2pt per attack
Goading Roar: As a bonus action You let out a roar goading enemies to attack you, you target up to your proficiency mod +1 enemies within 30ft must make a wis saving throw or suffer disadvantage on all attacks that aren't targeting you for 1d4 rounds 1pt
Terrifying Roar: As a bonus action you let out a bloodlust filled roar you target up to your proficiency mod +1 enemies within 30ft must make a wis saving throw or be frightened of you for 1d4 rounds. 1pt
Also while raging you are so focused you can no longer be effected by the frightened condition.
Feral Berserker
You must be already raging to enter this state ,it can be used a number of times per day as you have uses of your Rage feature and resets upon a long rest.
During this state your focus is solely on your enemy which you pursue with reckless abandon upon entering You gain 1D10 + con mod in temporary HP
You may sacrifice HP to do a number of things
1.) you may sacrifice HP to use battle focus abilities even if you have 0 battle focus points left every time you use it in this way it doubles in point cost so ex (1point the first turn 2 for the second and so on and so forth)
2.) sacrifice 5 HP for 5ft of movement (up to 40ft)
3.) Sacrifice 1 HP For 1d4 2 HP for 1d6 3 for 1d8 4 HP for 1d10 and 5 HP for 1d12 extra damage (you may select up to your proficiency mod in number of dice)(this damage is not doubled on a crit)
During this state you are immune to mind effecting affects after you leave this state you suffer 1 point of exhaustion and must make a wis saving throw or pass out DC 17
Extra attack
At 14th level You gain an extra attack per the attack action on your turn.
Previous Versions
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6/14/2022 10:16:13 AM
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