Base Class: Barbarian
Barbarians are typically known for favoring the wilds, putting primal ferocity over the comforts of more organized society. However, it isn't unusual to find those choosing to frequent large cities, well established villages, or other major locations of government and civilization. Some Barbarians even make their homes within these urban environments or have grown up within them for most of their lives. These individuals that have become accustomed to life amongst more orderly people are known as Streetwalkers, skilled in both the laws of nature and the laws of society.
Even in these cases, there is the undeniable spark of rage that sets the Streetwalker apart from others. While some might consider their brutish demeanor a disadvantage in polite society, it is undeniably an asset for the Streetwalker as they can use their experience with order, the law, and the ways that groups fight together as a tool to disrupt that order with their overwhelming strength. Streetwalkers understand that underneath all the rules, regulations, and beliefs that people hold onto, instinct is something that nobody can forget.
Actions Speak Louder Than Words
At 3rd level, your understanding of instincts can help you get the point across when colorful language cannot. When you make an Intimidation (Charisma) check, you may utilize your Strength modifier in place of your Charisma modifier, representing a display of your physical prowess or the threat you pose as the source of the intimidation. Additionally, you may make Animal Handling (Wisdom) checks in place of Insight (Wisdom) checks against Humanoid creatures or social situations involving one or more Humanoids.
Manhandling
Also at 3rd level, your experience with fights and the tells of when your opponent is going to maneuver themselves help you throw your weight around to catch them off guard. While you are raging, when a creature of your size or smaller would move out of your reach, ignoring the reach property of weapons you are holding, you may use a reaction to perform the Grapple or Shove special attack against them.
On a successful Grapple with this ability, you may stow an item or sheath weapon in either hand as a part of the reaction if you have no free hand to initiate the grapple. On a successful Shove with this ability, you may forcibly move the creature to any empty space adjacent to you before resolving the effects of the Shove.
Break the Ranks
At 6th level, you've honed your fighting skills to increase your effectiveness against multiple opponents, turning their strength in numbers against them. Once per round, when you successfully hit a creature with a melee attack and there is another creature within 5 feet of your first target, you may choose one of the following effects as long as the result of your attack roll would also successfully hit the second creature:
- The second creature takes damage equal to your Strength modifier + your rage damage bonus (if raging), as you batter them with the follow-through of your strike.
- The second creature gains disadvantage on their next attack roll or ability check, as you knock the first creature into them to disrupt their attempts.
Fight or Flight
At 10th level, your inner rage has grown powerful enough to break down the logic and common sense of your enemies, forcing them to recognize you as the dominant threat and either face you head on or flee in terror. While you are raging, you may use a bonus action to force a creature within 30 feet to make a Wisdom saving throw vs. a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the target is overwhelmed by your primal spirit and must choose one of the following options:
- The creature becomes frightened, and on each of their turns must use their action to Dash and move away from you by the safest available route, unless there is no safe route to take.
- The creature must fight, suffering disadvantage on all attack rolls and ability checks against creatures other than you. If they cast a spell or utilize an ability that targets another creature, they must choose you as the target. If their spell or ability specifies an area or multiple creatures, they must include you but may include other creatures in that area or as targets as usual.
This effect lasts for 1 minute, and creatures affected may attempt the saving throw again at the end of their turn, ending the effect early on a success. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Shock and Awe
At 14th level, your savagery can break down even the toughest defenses society can build up. You can use Break the Ranks on any number of attacks you make in a round instead of once per round.
Additionally, when you reduce another creature to 0 hit points with a melee attack or critically hit a creature with a melee attack, you may expend a usage of Fight or Flight as a part of that attack. When you do so, you begin raging if you were not raging already without spending a usage of Rage and use Fight or Flight against a number of creatures within 30 feet of you equal to your rage damage bonus that are allied with the creature you hit with the melee attack.
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