Barbarian
Base Class: Barbarian

Seal Clubbers come from a proud lineage of people from the frigid Northlands, which is a lot tougher than you’d think just by hearing the name. There’s not much to eat, not much to do, and you constantly get attacked by the vicious seals. Seals are vicious predators with a bite that can tear off limbs, both merciless and evil. Most Northland natives grow up learning the survival method of seal clubbing, making them formidable with anything that can be used to whack people with.

This is based on Kingdom of loathing, and uses descriptions directly from the game and/or wiki. It is not necessarily meant to be balanced with other sub classes.

Clubbing Maneuvers

Maneuvers. When you reach level 3, you learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Some maneuvers require a number of levels in seal clubber before you can gain the maneuver. You can learn a maneuver at the same time you meet its prerequisites.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Whenever you take damage, you gain 1 point of Rage, which can be used to fuel your maneuvers.

Batter Up!

Cost 1: The Seal Clubber takes a wind up and swings, on hit, make an Athletics check. The target is pushed back feet equal to your check.

Blubber Up!

Cost 1 when raging: For the duration of your rage you have advantage on all ability checks to escape grapples. Creatures that attempt to attack you must succeed on a Wisdom saving throw, on failure they must choose a new target for the attack or lose it.

Cavalcade of Fury

Consumes all rage on the attack action. Your movement increases by 10 and you gain an extra attack for each 3 rage spent.

Clobber

Cost 2 on hit: You double your strength modifier added to your damage roll.

Club Foot

Cost 1 on attack: If you hit, the targets movement is reduced to 0 until the start of your next turn. Counts as a Smack.

Double-Fisted Skull Smashing

Cost 3 when you rage: During your rage, you can wield duel wield two, two handed bludgeoning weapons as if they were one handed.

Lunge-Smack

Cost 1: The Seal Clubber lunges forward with a melee bludgeoning weapon, they gain reach for their next attack. Counts as a Smack

Lunging Thrust-Smack

Cost 2: The Seal Clubber lunges forward with a melee bludgeoning weapon, they gain reach for their next attack. Your speed increases by 10 for the rest of your turn and you don't provoke opportunity attacks. Counts as a Smack

Northern Explosion

Cost 1-5 on hit: deal an additional 1d8 cold damage for each rage used. Counts as a Smack

Seal Clubbing Frenzy

Cost 1-5 on rage: Your damage on all Smacks increases by 1d4 if you use 1 rage and the die increases by 1 size for each additional rage. 1d6 for 2 rage, etc.

Tongue of the Walrus

Cost 1-5 Action: recover 1d8 hp for each rage spent.

Favored Enemy (Seals)

Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to seals.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of the seals, although they're jerks and rarely talk back.

Super advanced club smithing

Beginning at level 6, you gain proficiency in smith's tools. If you were already proficient in smith's tools, you gain expertise on any checks made to craft bludgeoning weapons.
Additionally, you can smash magical items. This process requires a melee bludgeoning weapon and 1 minute, and renders the item into magical powers, nuggets, and wads that can be sold for 80% of the market price of the smashed item. They can also be used to craft magical items, as if they were the necessary material components required for crafting, worth the value that they could normally be sold for. Nonmagical items can be smashed, but the powders produced are useless.

Wrath of the Wolverine

Beginning at 10th level, While raging you add an additional 1d6 to any Smack you make.

Rage of the Reindeer

Starting at 14th level, you are always under the effects of Double-Fisted Skull Smashing.

Additionally you become resistant to cold damage.

Previous Versions

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4/27/2019 2:02:39 AM
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