Base Class: Barbarian
For some Barbarians, their rage comes from a love for violence, a bestial ancestry, or a pact with the gods. But for you, your rage comes from the pain inflicted on the innocent, driving you to fight back against these evil entities harming those who cannot protect themselves. Let your might be their sword, your will their shield, and fight back against the darkness encompassing this world.
Demanding Presence
Third Level Perk. Your mere presence gives people reason to divulge information. When performing a Charisma based skill check, you may add your Strength modifier to the final result.
The Good Fight
Third Level Perk. Your rage fills you with the ability to keep the fight going. When in a rage, you gain 2d4 temp hit points. This increases by 1d4 for each subsequent perk taken in the subclass, besides the other third level perk.
Veangeful Might
Sixth Level Perk. When your allies are attacked, you take that personally. While raging, if an enemy successfully attacks one of your allies within a 30-foot radius of you, you can use your bonus action to lunge at the enemy who attacked, forcing them to roll a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your Proficiency Bonus. If the enemy passes the check, they deflect your attack. If they fail the check, they are knocked prone and take 1d6 bludgeoning damage. In either case, you are now within a 5-foot radius of the enemy you targeted. At level 10, the DC needed to pass the Dexterity saving throw equals 10 + your Strength modifier + your Proficiency Bonus, increasing to 12 + your Strength modifier + your Proficiency Bonus at level 16.
Terrifying Presence
Tenth Level Perk. Your rage knows no bounds, and your opponents will pay for what they did. While raging, you may add your intimidation modifier to your damage rolls. If you kill an enemy while raging, all other enemies who are able to see the slaughtered foe must roll a Wisdom saving throw with a DC equal to 8 + your Strength modifier. All enemies that fail this saving throw are now Frightened of you. At level 18 the DC increases to 10 + your Strength modifier.
Forced Interrogation
Fourteenth Level Perk. Forcing your opponents to divulge information is much easier in the heat of battle. If you hit another creature, you can force them into an interrogation, acquiring information regarding potential weak points or character backstory. Enemies of that type receive -2 AC and you deal an extra 1d6 damage against enemies of that type. At 18th level this increases to 2d6. As a bonus action you can share this information with any allies in a 20-foot radius. You may use this ability a number of times equal to your proficiency bonus, requiring a long rest to regain all uses, and one on short rests. This ability cannot stack with itself.
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Posted Mar 8, 2024Vengeful* and then Proficiency bonus already adds a substantial stat increase so you dont need to further add that with the 10+ and 12+. I would also add the proficiency bonus to the 10th level perk as well and make it flat just a 8 + str mod + pro bonus. For Forced Interrogation I would also implement that a creatures Intelligence has to be higher than a certain threshold value (you cant interrogate things that can't talk) and have it be an opposed grapple check that you can use as a bonus action (if you still want to keep the hit).
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Posted Feb 4, 2023some writer's cred to the GOATs upchuck517 and Pinskiiy