Barbarian
Base Class: Barbarian

For some people fighting is a way of self defense, and for other people its a way to protect the innocence, for another people is to trample the weak and show who's in charge.

But for you... Having been in the fighting pit for as long as you remember, fighting is the only way to stay alive, equiped with just your barehand you have to be creative and deadly at the same time using your surounding to beat your opponent and also pleasing the crowd.

Fist fighter

Starting when you choose this path at 3rd level, your single attack action with unarmed attack turn into separate double punch that deals 2d4 damage on each hits.

Environmental fighter

If there are object or any unique terrain within 5ft around you, you can use your action to make a contested check againts a target that engaged with you to give status effect apropriate with that item or unique terrain,for example :

1.rope + DEX = incapacitated or prone

2.bucket + DEX or STR = blinded or stunned

3.Wall + STR or DEX = paralyzed

Ect

Enduring

Beginning at 6th level, you gain a new resources caled grit meter, if you taking damage while raging, half of the damage you take will be added to your grit meter (max 15 points).

After gaining a grit you can use haymaker or grit recovery to spent the grit points you have.

Haymaker

Spent all of your grit points to deal massive force damage (each 5 grit add extra 1d8 damage + leftover points) on a 15ft cone.

The cone separated into middle and side damage area.

a creature at the side area can make a DEX save to halved the damage they take.

a creature at the middle area (5ft straight) take a full damage and the damage can only halved with uncanny dodge or legendary action.

grit recovery

As an action spent half of your grit meter rounded down + proficiency + CON modifier to heal you.

This action can be used twice per short rest.

If your rage end and you still have a grit meter, that grit meter will gradualy reduced by 1 per second and heal you with the same amount + proficiency.

 

Signature moves

Beginning at 10th level, you learn showstopper and melon bang!!! as a signature moves.

Showstopper

Use your action to dash to a target 15ft from you, taking them up 20ft while moving 10ft forward in the air and do a heavy slam that deal 4d10 + proficency + STR + target size (tiny -10, small -5, medium +0, large +5, huge +10), bludgeoning and force damage (total damage split into 2 type of damage rounded up) and the target will knocked prone. the target can make a CON save againt 8 + proficiency + STR modifier, and halved the damage on success roll.

If there are creature 5ft around your landing area they must make DEX or STR saving throw or take the force damage and knocked prone.

You can use showstopper twice a day symbolizes as token and will be reset at long rest.

Melon bang!!!

As an action, use your force power to pull opponent that 10ft around you, folowed with knee strike to deal 1d4 bludgeoning damage.

If there are 2 target, pull both of them and smash their head againts each other to deal 2d12 + STR modifier as  bludgeoning damage, both of the target must success on CON save againts your proficency + STR modifier or suffer from stunned.

The show never end

Starting at 14th level, you gain extra 25 max grit meter, 2 extra showstopper token, and 2 extra grit recovery.

Previous Versions

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9/19/2023 12:03:33 PM
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