Barbarian
Base Class: Barbarian

A subclass designed specifically for my character called Richard the Civilised this subclass is designed to be the opposite of a berserker making Richard use a calm, focused mind to defeat foes and be able to negotiate out of having to fight at all

Perfect Calmness

starting when you choose this path at 3rd level your rages transform into that of states of calmness and concentration allowing you to weave and fight with precision and strategy instead of reckless abandon. When going into a perfect calm one  instead of what a rage use to do you instead;

  • have advantage of both charisma AND dexterity checks and saving throws 
  • you can now attack with dexterity allowing you to perform an extra hit in the timeframe of one attack. Only the second hit includes rage but you have an advantage on the first hit
  • Instead of resistance your armour class increases by that of your rage damage and if an enemy misses an attack you can perform a counter attack that doesn’t include rage damage but you do gain an advantage on the attack
  • Length of time of calmness is double that of a rage
  • you can also perform both an attack and movement in one turn

True Negotiator

beginning at 6th level you can’t be or frightened while in a state of calmness but you can’t enter a state of calm if you already are. Also you can now negotiate like a pro allowing you to add your rage damage to any charisma check that will help to negotiate towards a peaceful none violent end. While negotiating you also gain an increase to your armour class like that of your calm and you are focused so you cannot be caught ne surprise of an attack meaning the enemy cannot gain an advantage if they surprise attack you.

Water stillness

Beginning at 10th level you gain a variety of new abilities while in a state of calm. 
You now can walk on water and physically stand on it. This counts for water that is currently in the air as long as it is enough water to fill a tea cup if feet are submerged in water then I can float to the top at a rising speed of 100ft

also you can hit small projectiles at your enemies making anything into a deadly bullet. You can fire up to how many projectiles you have available or a max of 20. Each or projectile does 1d4 piercing damage plus rage damage

Attacks in the air now also do more damage giving you an advantage and allowing you to roll double the dice for the attack and adding your rage damage to it but you myst be at least 20ft in the air and must do an acrobatics saving throw or become prone

Truly fighting like a gentleman

Beginning at 14th level you can coarse a creature to stop fighting. They must be able to see and hear you and be within 30ft. They must make a saving throw (DC equal to 8 + your rage damage +charisma modifier) or be convinced to cease fighting 

also gain an extra attack and while in a state if calm critical attacks will make a creature prone and your movement speed doubles

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