Barbarian
Base Class: Barbarian

 Level 3 – Echo of the Spotlight

Your rage is not a roar—it’s a ritual. When you rage, you become a living performance.

  • Initiative Flair: You gain a +1 bonus to initiative and may use Charisma instead of Dexterity for initiative rolls.
  • Uncatchable Presence: You cannot be surprised, even while unconscious.
  • Disorienting Entrance: When you rage, choose one creature within 30 feet. It must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or suffer disadvantage on its next attack roll or saving throw.
  • Your rage is accompanied by dramatic flair—scented steam, minor chords, or a mustache twitch audible only to those who deserve it.

 

Level 3 – Velvet Defense

You replace the standard Unarmored Defense feature. While not wearing armor, your AC equals:

10 + your Constitution modifier + your Charisma modifier

You may still use a shield and benefit from this feature.

 

 Level 3 – Versatile Performer

You gain half proficiency in all skills you are not already proficient in.
You also gain proficiency in Performance and Acrobatics. If you already have them, your proficiency bonus is doubled.

 

 Level 3 – Flair Over Finesse

You may use Charisma instead of Dexterity for any Dexterity-based ability checks.
This includes Acrobatics, Stealth, Sleight of Hand, and other non-combat Dexterity checks. You still use Dexterity for saving throws and attack rolls unless otherwise specified.

 

 Level 6 – Acrobat of Grief

You’ve trained your body through sorrow and spectacle. While raging:

  • You gain resistance to falling damage and nonmagical bludgeoning damage from objects (furniture, carts, chandeliers, bureaucrats).
  • You can use your reaction to reduce forced movement by 10 feet and land in a dramatic pose.
  • When you succeed on a Charisma (Performance) check during combat, you may regain 1d4 hit points as the crowd (or pigeons) cheer.

 

Level 10 – Steam-Powered Saboteur

Your rage fuels sabotage and confusion. Once per rage, you may use a bonus action to unleash a burst of absurdity:

  • All creatures of your choice within 10 feet must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone, drop held items, or involuntarily monologue for one round.
  • You may replace one attack with a slap, spoon deflection, or interpretive gesture. If it hits, it deals psychic damage equal to your Rage Damage bonus and forces a Wisdom saving throw or the target becomes emotionally vulnerable (disadvantage on Insight and Deception checks for 1 minute).

 

 Level 14 – Legend of the Velvet Vow

Your rage becomes mythic—a ritual of vengeance and velvet absurdity. While raging:

  • You gain temporary hit points equal to your barbarian level at the start of your turn if you are below half health.
  • You may cast Misty Step once per rage, flavored as a puff of scented steam and a dramatic exit.
  • When you reduce a creature to 0 hit points, you may deliver a one-liner or monologue. All enemies within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of your next turn.

 

Velvet Defense

You replace the standard Unarmored Defense feature. While not wearing armor, your AC equals:

10 + your Constitution modifier + your Charisma modifier

You may still use a shield and benefit from this feature

 

Versatile Performer

You gain half proficiency in all skills you are not already proficient in.
You also gain proficiency in Performance and Acrobatics. If you already have them, your proficiency bonus is doubled

Additionally you gain expertise in two known skills

 

Flair over Finesse

You may use Charisma instead of Dexterity for any Dexterity-based ability checks and attack rolls.
This includes Acrobatics, Stealth, Sleight of Hand, and other Dexterity checks. 

 

Acrobat Of Grief

You’ve trained your body through sorrow and spectacle. While raging:

  • You gain resistance to falling damage and nonmagical bludgeoning damage from objects (furniture, carts, chandeliers, bureaucrats).
  • You can use your reaction to reduce forced movement by 10 feet and land in a dramatic pose.
  • When you succeed on a Charisma (Performance) check during combat, you may regain 1d4 hit points as the crowd (or pigeons) cheer.

 

Echo of the Spotlight

Your rage is not a roar—it’s a ritual. When you rage, you become a living performance.

  • Initiative Flair: You gain a +1 bonus to initiative and may use Charisma instead of Dexterity for initiative rolls.
  • Uncatchable Presence: You cannot be surprised, even while unconscious.
  • Disorienting Entrance: When you rage, choose one creature within 30 feet. It must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or suffer disadvantage on its next attack roll or saving throw.
  • Your rage is accompanied by dramatic flair—scented steam, minor chords, or a mustache twitch audible only to those who deserve it.

 

Steam-Powered Saboteur

Your rage fuels sabotage and confusion. Once per rage, you may use a bonus action to unleash a burst of absurdity:

  • All creatures of your choice within 10 feet must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone, drop held items, or involuntarily monologue for one round.
  • You may replace one attack with a slap, spoon deflection, or interpretive gesture. If it hits, it deals psychic damage equal to your Rage Damage bonus and forces a Wisdom saving throw or the target becomes emotionally vulnerable (disadvantage on Insight and Deception checks for 1 minute).

 

Legend of the Velvet Vow

Your rage becomes mythic—a ritual of vengeance and velvet absurdity. While raging:

  • You gain temporary hit points equal to your barbarian level at the start of your turn if you are below half health.
  • You may cast Misty Step once per rage, flavored as a puff of scented steam and a dramatic exit.
  • When you reduce a creature to 0 hit points, you may deliver a one-liner or monologue. All enemies within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of your next turn.

 

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