Barbarian
Base Class: Barbarian

Influential Figure Barbarians are few and far between, however they are real, despite the rumors and beliefs of some. Most royal figures, or those whom have been ordained, have usually found their way to their positions of power due to the labors of others. However, there are some who build their empires off of the blood, sweat, and tears of those that they have buried along the way.

Charismatic, and sharp tongued, these powerful individuals harness not only their might, but their wits as well to influence others around them. Though should someone, or something, stand between them and their goals, these individuals will not hesitate to substitute wits for rage.

Aggressive Political Influence

By 3rd Level, Barbarians adopt Aggressive Political Influence and have studied their opponents, and know their tells and weaknesses.

When rolling a Charisma (Persuasion or Intimidation) check, you may roll with Advantage. Additionally, you gain the ability to perceive any room of political or influential power and understand the state of how those in charge are handling their current situations. (Example; you walk into the main hall of a keep and can tell that the sitting head of power is uneasy due to the current conflicts in his outlying regions).

Authoritative Might

By 3rd Level, the Barbarian uses their stature to bolster their strength and forfeit their opponents wills to live.

The Barbarian gains Authoritative Might, encasing themselves in an outer layer of muscle that both increases their strength, and their sustainability. With Authoritative Might, you gain +2 to your Strength Modifier, up to a maximum of 20, and +2 AC.

Additionally, the bonus modifier increases by +1 at 6th, 10th, and 14th Level.

Forcing a Runoff

At 6th Level, the influence accrued by the Barbarian has reached a point that sets them above those without any platform to stand on, forcing them to shy away.

As a Bonus Action, the Barbarian can force any creature within 10 feet to roll a Wisdom saving throw against the Barbarian's Charisma (Intimidation) check. On a failed save, the creature becomes frightened. Additionally, should the creature move out of the Barbarian's melee attack range, the Barbarian can make an additional Attack of Opportunity against the creature.

Overwhelming Presence

At 6th Level, the Barbarian has realized that those with power can use that power to make them appear more powerful that they might be.

The Barbarian gains Expertise in Persuasion and Intimidation.

War for the sake of Peace

At 10th Level, the Barbarian has decided that sometimes the best way to achieve peace is to ensure there are no more enemies left standing to cause War.

As an Action, the Barbarian can choose a creature of Medium size or smaller and labels it as a priority threat. If the Barbarian's Attack hits the marked creature, the creature takes an additional 1d8 Bludgeoning damage, and must make a Strength Saving Throw DC 16, or be knocked Prone.

I am the Senate

At 14th Level, the Barbarian has discovered how to use their influence and power to sway those in positions of power to do their bidding, all while keeping their hands clean, for the most part.

As an Action, the Barbarian is able to roll their Charisma (Persuasion) check against a creature's Wisdom Saving Throw to force that creature to do their bidding for 1 minute. Under the influence of the Barbarian, the creature acts as though it is Charmed by the party, and will only listen to the commands of the Influential Figure.

Bottomless Defense Budget

At 14th Level, the Barbarian has decided that there is no such thing as too much power.

The Barbarian is granted a second Action to be used during their turn.

Comments

Posts Quoted:
Reply
Clear All Quotes