Base Class: Barbarian
Path of the Gentlekin
“A cultured gentlekin need never raise their voice, nor their
fists... except as courtesy demands it.”
Domination Through
Civility
Some barbarians give new meaning to the word; those
who follow the Path of the Gentlekin prioritize honor
and etiquette, and employ their rage only as a means to
enforce those values and crush boorish bullies.
The word “barbarian” often evokes images of feral
warriors rampaging out of control. But those who follow
the Path of the Gentlekin are a different breed,
emanating an aura of calm and cool collectedness even
in the heat of battle. Though they carry great power and
martial expertise, these barbarians reserve their true
strength only for when they deem it necessary: namely
to crush the most vile opponents underfoot and to bring
an end deadly conflicts. They are honorable, ethical, and
adhere strongly to norms of social etiquette, and insist
that everyone who does business with them do the
same. Ironically, there is nothing the Gentlekin
Barbarian abhors more than barbarism.
Manners Maketh the
Man
Yours is a path that prizes honor, discipline, and civility,
and your aura of calm affects those around you. At 3rd
level when you adopt this path, you gain advantage on
Persuasion and Intimidation checks.
Improvised Ingenuity
Manners Maketh the Man
Manners Maketh the Man
Yours is a path that prizes honor, discipline, and civility,
and your aura of calm affects those around you. At 3rd
level when you adopt this path, you gain advantage on
Persuasion and Intimidation checks.
Improvised Ingenuity
Improvised Ingenuity
When you choose this path at 3rd level, you learn to
utilize your environment as a weapon against your
enemies. You gain proficiency in improvised weapons.
While raging, if you are using an improvised weapon,
the first creature you hit on each of your turns with a
weapon attack takes extra damage of the same type as
the weapon equal to 1d6 + half your Barbarian level.
Additionally, once per short rest as a bonus action you
can use an object or feature of your environment to
attack one creature. Roll a strength contest against the
target. On a success, the target takes 2d6 bludgeoning
damage and is knocked prone.
Improvised Ingenuity
Improvised Ingenuity
When you choose this path at 3rd level, you learn to
utilize your environment as a weapon against your
enemies. You gain proficiency in improvised weapons.
While raging, if you are using an improvised weapon,
the first creature you hit on each of your turns with a
weapon attack takes extra damage of the same type as
the weapon equal to 1d6 + half your Barbarian level.
Additionally, once per short rest as a bonus action you
can use an object or feature of your environment to
attack one creature. Roll a strength contest against the
target. On a success, the target takes 2d6 bludgeoning
damage and is knocked prone.
A Friend in Need
A Friend in Need
Your presence bolsters the confidence of your friends
and allies. Starting at 6th level, up to 10 allied creatures
within 60 feet who can see you are protected from being
frightened or charmed while you’re raging. If an allied
creature who can see you is charmed or frightened
when you enter your rage, the effect is suspended for
the duration of the rage.
Cunning Riposte
Cunning Riposte
Beginning at 10th level, your tactical skill allows you to
seize on opportunities afforded by your opponent’s
mistakes even in the thick of combat. As a reaction
while raging, when a creature misses you with a melee
attack you can make a melee weapon attack against the
creature.
You can take this action a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Ever Unbothered
Ever Unbothered
At 14th level, your perpetual cool headedness allows
you to proceed calmly through even the most perilous of
circumstances. You are immune to being charmed or
frightened. Additionally, if you maintain a rage for fewer
than three rounds of combat, it does not count against
your total number of rages per long rest.
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