Base Class: Barbarian
The Path of the Waaagh! aims to translate the headstrong, war-loving nature of Warhammer 40k’s Orks into the mechanics of fifth edition Dungeons and Dragons. Like the Ork’s mighty Waaagh!, you’ll have unmatched potential for wrath and carnage - but when the mighty war cry fades, however, you’ll be left vulnerable. Well; as vulnerable as the most durable class in 5e can be, anyway.
Orcish Colour Theory
Orks of your type have been grown up with a special theory about how colours work. In that theory, each colour represents a different kind of effect. Every Ork is more than a hundred percent sure, that these effects are real if you just believe hard enough.
The main effects are the following:
Red makes everything faster, increasing the movement speed of creatures and vehicles.
Green is the best colour, exponentially increasing the value of everything with this colour.
Yellow causes weapons to deal more damage, the more yellow the more damage!
Purple causes things to vanish, giving a bonus to stealthy activities.
Blue is the colour of luck, making it more likely to get the right odds.
White is deadly, causing things with this colour to die quickly.
Black is the colour of death itself, so black things are dead.
You can try to persuade someone to briefly believe in your theory. Attempt a Charisma (Persuasion) check. Whoever you want to persuade has to take Charisma Saving Throw with a DC of your Charisma (Persuasion) check. If the Saving Throw is successful, nothing happens. If the Saving Throw fails, whoever you wanted to persuade believes your colour theory for one minute.
Brutally Cunning
3rd-Level Primal Path feature
Starting at 3rd level, you gain proficiency with Improvised Weapons. While wielding an improvised weapon, you can replace its damage die with 1d6 if it’s not already higher. This damage die increases to 1d8 once you reach 6th level in this class. you can also add Great Weapon Master to improvised weapons.
WAAAGH!
3rd-Level primal Path Feature
Starting at 3rd level, your rage is elevated with a burst of adrenaline and a fearsome cry of war. When you enter a rage, you gain a number of WAAAGH!, equal to 2+ your Proficiency Bonus. These dice are d6’s, and can be expended in several ways on your turn, as detailed
below:
You can increase your movement speed by a number of feet equal to the number rolled on your WAAAGH! Dice x 5 until the end of your turn. You may only use this option once per turn.
After landing a successful melee attack, you can increase your damage dealt by one roll of your WAAAGH! Dice.
Before rolling an attack roll, you can choose to increase your roll by half the number rolled on your WAAAGH! dice, rounded up.
Before making a strength or constitution check or saving throw, you can increase your roll by the number rolled on your WAAAGH! Dice.
When targeted by an attack roll, you can increase your armour class against that attack by one roll of the WAAAGH! Dice.
When you stop raging, you lose any unspent WAAAGH! Dice.
Crude firearms proficiency
3rd-level primal path feature
When you choose this subclass at 3rd level, you gain proficiency in firearms and use your strength modifier for hit rolls when using them. Also, you ignore the disadvantage when firing firearms within 5 feet.
Hard! As! Nails!
6th Level Primal Path feature
Starting at 6th level, if you take damage while raging you can expend one of your WAAAGH! Dice to gain resistance to that instance of the damage, if you are not already resistant to it.
Butt! Some! Heads!
6th Level Primal Path feature
Starting at 6th level, you can use your allies to bolster your attacks. While raging, you can use a bonus action (or the bonus action you use to enter a rage) to allow an allied creature within 30ft of you to target you with a weapon or spell attack, expending a WAAAGH! Dice to do so. This creature can use their reaction to make a weapon or spell attack against you with advantage. If the attack requires a saving throw, you can choose to pass or fail the save automatically.
You have resistance to the damage of this attack, and your next successful melee weapon attack deals additional damage equal to the damage taken by you from this feature. This bonus damage is the same damage type as your weapon, and you can deal this bonus damage until the start of your next turn.
Cunningly Brutal!
6th Level Primal Path feature
Starting at 6th level, when you use a War Dice to increase a damage roll on a successful melee attack, you can roll the WAAAGH! Dice twice, expending only one use of your WAAAHG! Dice as normal.
RAHHHHHHH!
10th Level Primal Path feature
Starting at 10th level, when you use a WAAAGH! Dice to increase a damage roll on a successful melee attack, you can roll the war dice three times, expending only one use of your WAAAGH! Dice as normal.
Fungal Physiology
10th Level Primal Path feature
Starting at 10th level, your body’s resilience increases, granting you the following benefits:
When expending hit die to regain hit points, any roll below half the hit die’s maximum automatically becomes half the hit die’s maximum.
You have advantage on saving throws against poison and disease.
Any lost limbs can be reattached to your body provided you have access to the limb. To do this, you must have Cure Wounds cast on you, consume a healing potion or finish a short rest while touching the lost limb. In addition, spells that can bring dead creatures back to life can bring you back to life even if you’ve been beheaded, provided the spellcaster has access to both your head and your body while casting the spell.
DAKKA DAKKA DAKKA
10th-level primal path feature
You now Crit on a 19-20 when making a weapon attack with a firearm. but the misfire chance also is now increased by +1 to all firearms you use.
I AM UNDIYING!
14th Level Primal Path feature
You can use your Relentless Rage feature even if the effect triggering it would kill you outright. Alternatively, you can use your Relentless Rage feature even if the effect triggering it would kill you outright without reducing you to 0 hit points. In this instance, you would still drop to 1 hit point if you succeed on your constitution saving throw.
In addition, you can use your Relentless Rage feature when an attack or other damaging effect would increase your failed death saves to 3 or more, or if you roll a third death saving throw failure. When you make a successful roll in this way, your failed death saving throws resets to 2 rather than resetting you to 1 hit point. Making a successful roll in this way still increases the DC of your next use of Relentless Rage as normal.
I, Uh, Meant To Do That
14th Level Primal Path feature
When you’re forced to use your Relentless Rage feature due to an instance of damage that is self-inflicted or a result of your own actions within the last round, you have advantage on the roll.
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