Barbarian
Base Class: Barbarian

Dragon Ball Barbarian Subcalss. This is very much a rough draft so any notes or ideas for like balance are welcome!

Kaioken

At level 3, when entering rage or as a bonus action while raging, you can enhance your power greatly, but at the cost of extreme body recoil. Depending on the level of Kaioken that is used, you gain more benefits, but at greater risk to your body. You can also spend a bonus action to change the level of Kaioken that you are in. While at higher levels of Kaioken, you still retain the bonuses granted from the lower levels

 

Kaioken: You get to add your Strength Modifier to attack and damage rolls twice; Exertion Level 1

Kaioken x3: You can make a melee attack as a bonus action and your walking speed increases by 50% (ex. 30ft increases to 45ft); Exertion Level 2

(Level 6 Required) Kaioken x4: Your armor class increases by 2; Exertion Level 3

(Level 10 Required) Kaioken x10: You get to add double your proficiency bonus to all Strength and Dexterity rolls; Exertion Level 4

(Level 14 Required) Kaioken x20: You gain advantage on all attacks you are proficient in, your movement speed bonus is now doubled (ex. 30ft to 60ft), your armor class bonus increases to 3 and you gain another attack as part of your standard attack action; Exertion Level 5

 

At the end of each of your turns while in Kaioken, roll a Constitution saving throw with a DC 10 + the Exertion Level of your current state. On success, you stay in Kaioken but the DC of the next constitution saving throw will start as the previous DC before (ex. You start in Kaioken x3 and pass the DC 12 Con save. The next turn, if you stay in Kaioken x3 will be DC 14 (12 + Exertion Level). If you pass that one and then change to Kaioken x4, the DC would be 17). On failure, when you exit the Kaioken form, either as a bonus action or if forced out according to the Degrees of Failure, you will sustain consequences. These all can stack and will apply at the same time when you exit the state

 

First Degree Failure (fail by 1-4): When you exit Kaioken, take an additional amount of damage equal to your Proficiency Bonus + your Exertion Level

Second Degree Failure (fail by 5-9): Your physical stats (STR, DEX, and CON) will have an additional negative modifier equal to your current Exertion Level for an addition hour (fail by 2 degrees twice at Kaioken x3, your physical stats will have a -4 modifier for 2 hours)

Third Degree Failure (fail by 10-14): You gain an additional level of exhaustion

Fourth Degree Failure (fail by 15+): Your Kaioken instantly ends (meaning all the other consequences you've built up apply) and you take damage equal to half your maximum HP

 

Your Kaioken can be ended as a bonus action

 

 

Unleashed Potential

At level 6, through greater mastery of your own body's energy and power, you have now unleashed some of your latent potential, which is represented through your Potential Dice.

When you reach certain levels in this class, the size of your Potential Dice increases: at 6th level (d8), 10th level (d10), and 14th level (d12). You also gain access to new abilities.

Through manipulation of your body's energy, you can now fire Omega Blasts as a replacement for any of your standard attacks. Omega Blasts are concentrated spheres of energy you are proficient in and scale based on Strength. These deal force damage equal to your Potential dice.

Your unarmed strikes now also deal damage equal to your Potential Dice and are considered magical for the purposes of overcoming resistances.

Primal Energy Wave

At level 10, as an action, you can expend one of your rage charges to expel a beam of primal energy in a direction of your choosing. This beam is 100ft long and 5ft wide (think Lightning Bolt). Each creature in the path of this beam when it is first fired must make a Dexterity saving throw with a DC of 10 + Proficiency Bonus + CON. On failure, they take 6 Potential Dice of force damage and have their movement reduced to zero until they are free from the energy wave. On success, they take only half damage and are not stuck in the beam. On your following action, you can choose to continue pouring energy into the beam, by spending another one of your rage charges. If you choose to do this, any creature that is in the beam while it is sustained takes damage equal to (1 + [Exertion Level divided by 2 rounded up]) additional potential dice of force damage. On success, they take half damage and are no longer stuck in the beam. Depending on the level of Kaioken you are potentially in while firing the beam, it's properties can change.

Depending on the level of Kaioken you are in, the continued blast can do more damage, and at Kaioken x10 and Kaioken x20 the size of the beam increases. At Kaioken x10 it triples in all dimensions, making it 15ft wide and 300ft long. At Kaioken x20 it quadruples in all dimensions, making it 20ft wide and 400ft long.

Warrior of Legend

At level 14, your fury has awakened a transformation within you. As an action, you can enter your Form of Wrath (think SSJ). For one hour, you gain the following benefits (they do stack with any benefits from your current Kaioken level)

  • You gain a flying speed equal to your walking speed
  • You emit bright light in a 15ft radius centered on yourself and dim light in a 15ft radius beyond that. You can turn this light on or off on your turn with no action required
  • As a reaction, you can force one creature that can see or sense you to make a Wisdom saving throw, failing makes them frightened of you while you are in this form.
  • You crit on attack rolls of 19 and 20

This form can be ended on your turn with no action required or if you are knocked unconscious. Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

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10/12/2023 2:24:44 PM
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