Barbarian
Base Class: Barbarian

This subclass foucus on selecting the strongest fighter on a battlefield locking them into mortal combat using their greater skill in weapons.

Challenger call

When you enter a rage, you release a call of challenge targeting an opponent that can hear you within 30 feet. The target must attempt a Wisdom saving against a DC equal to 8 + strength mod + PB. On a failure the target is marked as your challenger and has disadvantage on all attacks roll against anyone but you. You can do this a number of time equal to half of your PB rounded down per rage.

Weapon of Choice

Through desire to be a master of all weapons a challenger barbarian can fight a weapon of their current focus far greater than any other warrior. You can choice a single weapon to become the aspect of your focus. This is achieved over an 8-hour period in which the barbarian studies and practise with the weapon. You change your weapon of focus to a different weapon by spend 8 hours focusing on a different weapon however you may only have 1 focus weapon at any time.

While in combat you can use you bonus action to focus your rage through the weapon increasing its deadliness against your target of challenge. Attempt a wisdom saving through against a DC of 14. On a success all attack against the target of your challenge gain a bonus to hit and damage of plus 1. At higher level you can choose to attempt a high DC to increase your weapon bonus DC 16 for a + 2 at level 6, DC 20 for a +3 at level 10 and DC 22 for a + 4 at level 14.

Improved weapon skill

When activating you weapon focus you can choose to add one of the following properties to the weapon. Your weapon can only benefit from one additional property at any time and can only swap property after the start of a new rage.

 Friction Blows: This weapon deals ever fire or lighting damage instead

Reach: Increase the weapons range by 5 feet (only applies to melee attacks)

Brutal: You can take a -5 to hit in exchange for gaining an additional damage die.

Forceful: After hitting a target you can attempt to push them directly away from you by 5 feet through a contested athletics verse athletics or acrobatics roll.

Armour breaker: On a critical hit this weapon reduce the targets AC by 1 for 1 round

Fury: You can make one additonal attack with this weapon but with disadvantage 

Armour Breaker

On a critical hit this weapon reduce the targets AC by 1 for 1 round

Brutal

You can take a -5 to hit in exchange for gaining an additional damage die

Forceful

After hitting a target you can attempt to push them directly away from you by 5 feet through a contested athletics verse athletics or acrobatics roll.

Friction Blow

This weapon deals ever fire or lighting damage instead

Fury

You can make one additonal attack with this weapon but with disadvantage 

Reach

Increase the weapons range by 5 feet (only applies to melee attacks)

Come one, Come all

Your desire for better challenges has driven you increase the number of opponents you challenge at the same time. When activating Challenger call you can now select two target to make the save. In addition, when you level 14 this number increase to 3. Also, if your target has an intelligence score lower than yours, they make their check at disadvantage.

Final Strike

Your time practise with you weapon of choice has allowed you to develop a finishing attack that deal damage but with a toll on your body.

A Final Strike you use is dependent on the type of weapon that is currently your weapon of choice. On your turn while raging you may use you whole action to perform the move. After the attack regardless of the outcome, you lose your rage and cannot re-enter it until the end of you next turn, you gain a -5 to your AC until the start of your next turn and you also suffer 1 level of exhaustion.

Note: WDD – Weapon’s Damage Die

Final Strike DC – 8+ strength mod + PB

               Club:  Wind Cannon strike – You Target a creature within 30 feet of you and made an attack roll against. On a hit the target takes 10d(WDD) and must make a strength saving throw against your DC or be blasted back 60 feet from the point of impact. In the creature is Huge or larger they automatically save. Any target with the line of the blasted target must make a DEX save or take 4d(WDD) of damage, half on a save. Should the blasted target hit an object larger than themselves before they reach the max range of the blast, they instead take and additional 5d(WDD) and come to a stop at the object. Should you attack miss your first target you can opt to attempt to hit another creature provided they were in a straight line behind the original target

               Dagger: Frenzied Stabbing – You attempt a grapple check against one target. On a success you force the target prone and deal 1d(WDD) time 1d20 of damage and leave the target paralysed until the end of you next turn.

               Spear: Storm of Jabs – You strike out with a fury of jabs in a 30-foot cone dealing 10d(WDD) to anyone who fails a DEX save or half as much to those who do

Halberd: Rolling Tide Strike – Your select up to 3 different target that are within 15 feet of each other. Starting at one target you roll to hit dealing 5d(WDD) on hit, then you can travel 15 feet to your next target and roll to hit them dealing 7d(WDD) on hit, finally travelling another 15 to target a 3 creature dealing 10d(WDD) to them on hit. The 1 and 3 targets can be the same creature. You end your movement within 5 feet of you 3 target.

Hammer: Skull Smashing beatdown - All creature with a 30 feet radius of you must make Con save or take 8d(WDD) and be stunned until the end of their next turn or take half damage on a save.

Sword: Omnislash – On the start of this move you have a total of 70 feet movement. You must move a minimum of 10 feet in a straight line before changing direction and you are able to freely move through any creature’s space. Any creature that you move through must make a Wis saving throw or take 3D(WWD) half on a save.

Axe: Helm Splitter – You target on creature with a devastating downward strike dealing 8d(WDD) to the target. The critical hit range of this move is 16 to 20.

Great sword: Heaven Splitter – With one swing of your sword you send a 60 feet tall blade of wind 100 feet in a straight line dealing 8dWDD to any target that fails a Dex save or half as much on a success. Creatures in the air have disadvantage on the saving throw.

Great axe: Doom Vortex – You travel 30 feet in a straight line while spinning in a circle with you great axe. Any creature within ten feet ever side of this line must make a Dex save or take 8dWDD, half on a success. Creature larger than medium have disadvantage against this save while creature smaller than medium have advantage.

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