Base Class: Barbarian
Homebrew for sure.
Level 3: Bonus Proficiency and Masteries
At level 3, you get proficiency with intimidation and can use the master properties on all two-handed weapons.
Level 3: Wild Swing
At level 3, you gain the ability to make a wild swing.
When you make an attack, you can choose to make it a wild swing. A wild swing scores a critical hit on an 18, 19, or 20, but scores a critical failure on a 1, 2, or 3. Additionally, if you scores a critical failure this way, you take damage equal to your weapon's damage die (the damage type is the same as your weapon's). The amount of damage you take increases by one die at the levels that you get Brutal Critical: 9 (two dice), 13 (three dice), and 17 (four dice)
If you make a wild swing, you cannot also make a reckless attack this turn.
Level 6: Improved Wild Swing
At level 6, your wild swing scores a critical hit on a 17, 18, 19, or 20, and a critical failure on a 1, 2, 3, or 4.
Level 6: Improved Intimidation
At level 6, you can use your strength modifier rather than your charisma modifier for intimidation checks.
Level 10: Bonus Expertise
At level 10, you get expertise with intimidation.
Level 10: Push Through
At level 10, nothing will get in your way. If you are subjected to a condition other than grappled, prone, restrained, unconscious, or incapacitated, you can hold its effects off for one round. If the condition's duration is one round, you delay the condition for a round, otherwise, just ignore the condition for one round.
Level 14: Improved Wild Swing
At level 14, your wild swing scores a critical hit on a 16, 17, 18, 19, or 20, and a critical failure on a 1, 2, 3, 4, or 5.
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