Base Class: Barbarian
Some barbarians, while having no formal training, take up found gadgets and tinker and dabble with them, until they have taken away a semblance of understanding with which they begin their own careers of hazardous and perilous innovation.
Please note:
- Choosing new Mayhem Weapons options must be done via the character builder, and not the character sheet.
- As of writing, there is no way to designate a specific weapon to be used with a specific ability modifier instead of another, besides Charisma (such as the Hex Warrior feature). Therefore the Compound feature allows you to use Strength for attack and damage rolls for all your ranged weapons that are magical. If you do not possess a magical ranged weapon for this feature, it is recommended to add a +1 weapon to your inventory and manually overriding the "To Hit Bonus" and "Damage Bonus" with a -1. Thus, Player and DM discretion is adviced.
Mayhem Weapons
At 3rd level, you begin tinkering with ways of optimizing the capabilities of your weapons, honing in on a property and improving upon it. You perform the enhancements over the course of 1 hour, which can be done during a short rest. A weapon can only have one enhancement at a time and only two weapons can be enhanced at a time in this way. If you attempt to enhance a third, you must first break the enhancement on one of the other two. When beginning your enhancement, select an option from the list of which your weapon has the corresponding property.
While you are raging, you gain the following benefits:
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one, if they are both mayhem weapons.
- If you are wielding a weapon, you can both stow and draw another weapon as part of your attack action if they are both mayhem weapons.
Booming (heavy)
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with this weapon.
Centrifugal (reach)
Once per round, you can perform an opportunity attack with this weapon without using your reaction.
Chains (thrown)
Immediately after the attack, the weapon flies back to your hand.
Compound (Ammunition)
You can use your Strength modifier for attack and damage rolls with this weapon and your rage bonus is doubled for any damage rolls you make with it.
Rocket-propelled (two-handed)
As a bonus action, you can move up to half your speed towards an enemy. You gain flying speed equal to your walking speed during this movement.
Trigger (light)
Choose between fire, cold, poison or lightning. The weapon deals an additional 1d4 damage of the chosen type.
Unhinged Eruptor
Beginning at 6th level, you have developed unstable bombs that are prone to detonate when stirred too fiercely.
- You gain resistance to fire damage.
- If you are hit by an attack while raging, you can use your reaction to trigger an explosion. Each creature in a 10-foot radius sphere centered on you must make a Dexterity saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. A target takes 2d12 fire damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency modifer and regain all expended uses on a long rest. This damage increases at 10th level (3d12) and at 14th level (4d12).
Wasteland Juggernaut
At 10th level you become an unstoppable force, unhindered and unfettered. While raging, difficult terrain doesn't cost you extra movement and you cannot be grappled or restrained.
Mayhem Minister
At 14th level your mastery of your mayhem weapons and the techniques with which to improve them are undeniable, as they receive additional effects.
Booming
When you successfully shove a creature, they take bludgeoning damage equal to your strength modifier.
Centrifugal
When you hit a creature with an opportunity attack, until the end of your next turn, the creature deals only half damage on weapon attacks that aren't against you.
Chains
When you hit a creature with this weapon, you can move that creature in a straight line 10 feet closer to you.
Compound
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Rocket-propelled
Your rocket-propelled bonus action movement no longer provoke opportunity attacks.
Trigger
The damage of the chosen type increases to 2d4.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/5/2022 3:18:16 PM
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10
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0
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III
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Coming Soon
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