Base Class: Barbarian
Path of the Buffin Rover Features
Level 3: Rover’s Charm
At 3rd level, you gain proficiency in the Persuasion and Performance skills if you don't already have it. Additionally, you can use your charisma to influence others. You can add your Charisma modifier to any Strength (Athletics) checks and unarmed strike damage rolls.
Level 3: Fists of the Ancestors
Also at 3rd level, your unarmed strikes become more powerful, infused with the spirit of ancient warriors. Your unarmed strikes deal 1d6 + your Strength & Charisma modifier bludgeoning damage. This damage increases to 1d8 at 10th level and 1d10 at 14th level. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Level 6: Heroic Endurance
At 6th level, your connection to the ancient heroes grants you incredible resilience and a commanding presence. When you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can choose to gain advantage on the roll. You can use this ability a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Additionally, when you are reduced to below half your maximum hit points, you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of your turns while you are raging. These temporary hit points last until your rage ends.
Level 10: Heroic Presence
Starting at 10th level, your charismatic aura becomes so powerful that it can inspire allies and intimidate foes. As an action, you can unleash a wave of charismatic energy. Choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum of 1). Each creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed or frightened by you (your choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Level 14: Avatar of the Tuatha Dé Danann
At 14th level, you become a living embodiment of the ancient Celtic heroes. When you rage, you gain the following benefits:
- You have advantage on all Charisma checks and saving throws.
- Your unarmed strikes deal an additional 1d6 psychic damage.
- You have resistance to all damage except for psychic damage.
Your connection to the ancient spirits is so strong that when your hit points drop to 0 and you are not killed outright, you can make a Charisma saving throw (DC 10 + the damage taken). On a success, you drop to 1 hit point instead. You can use this feature once per long rest.
Flavour and Roleplaying Notes
Buffin Rovers are often seen as wandering champions, defenders of their people, and charismatic leaders. They are as comfortable in a battle as they are in a bustling village square. They draw power from their heritage and the legendary heroes of old, combining physical might with an irresistible charm that can turn foes into friends and rally allies to their side.
They often bear tattoos or marks symbolising their connection to the Tuatha Dé Danann and their heroic lineage. These barbarians are storytellers, musicians, and warriors, bringing joy, strength, and protection wherever they roam.
Rover’s Charm
At 3rd level, you gain proficiency in the Persuasion and Performance skills if you don't already have it. Additionally, you can use your charisma to influence others. You can add your Charisma modifier to any Strength (Athletics) checks and unarmed strike damage rolls.
Fists of the Ancestors
Also at 3rd level, your unarmed strikes become more powerful, infused with the spirit of ancient warriors. Your unarmed strikes deal 1d6 + your Strength & Charisma modifier bludgeoning damage. This damage increases to 1d8 at 10th level and 1d10 at 14th level. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Heroic Endurance
At 6th level, your connection to the ancient heroes grants you incredible resilience and a commanding presence. When you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can choose to gain advantage on the roll. You can use this ability a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Additionally, when you are reduced to below half your maximum hit points, you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of your turns while you are raging. These temporary hit points last until your rage ends.
Heroic Presence
Starting at 10th level, your charismatic aura becomes so powerful that it can inspire allies and intimidate foes. As an action, you can unleash a wave of charismatic energy. Choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum of 1). Each creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed or frightened by you (your choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Avatar of the Tuatha Dé Danann
At 14th level, you become a living embodiment of the ancient Celtic heroes. When you rage, you gain the following benefits:
- You have advantage on all Charisma checks and saving throws.
- Your unarmed strikes deal an additional 1d6 psychic damage.
- You have resistance to all damage except for psychic damage.
Your connection to the ancient spirits is so strong that when your hit points drop to 0 and you are not killed outright, you can make a Charisma saving throw (DC 10 + the damage taken). On a success, you drop to 1 hit point instead. You can use this feature once per long rest.
Previous Versions
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8/6/2024 12:42:14 PM
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8/6/2024 12:59:12 PM
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