Barbarian
Base Class: Barbarian

Path of the Living Weapon Barbarians are people who refuse to fight with anything but their fists, because no weapon is stronger than the body they have honed to be the ultimate killing machine.  

NOTE SOME CLASS FEATURES ARE GAINED AT LEVELS CONTRARY TO WHAT IT SAYS. THIS IS BECAUSE OF CREATION LIMITATIONS. PLEASE GO OFF OF WHAT THE DESCRIPTIONS SAY!!!

Living weapon

At level 3 your unarmed strikes do 1 d8 + str mod bludgeoning damage. This damage is increased to 1 d10 at level 6 and then to 1 d12 at level 12. At level 14 you gain access to 1 brutal critical die that only adds to your base unarmed strike (does not add to elemental affinity) making your base damage 2 d12 + 1 d4 elemental affinity + str + rage.

Natural Armor

You have honed your body to be better than almost all armors. When not wearing armor, you have an AC equal to 10 + con mod + str mod. This cannot exceed 18.

Iron Defiance

At level 4 you gain resistance to one damage type of your choice, and again at 12. At level four you also gain the ability to, twice per long rest use a reaction try to negate all damage from an attack made against you. When you do this roll 1 d20, if you roll a 16 or higher the damage is completely negated, if you roll a 10 or lower the damage you receive is doubled. This ability resets on long rests, and at level 12 you gain one more use per long rest.

Dropkick

At level 6 you gain the option to make a dropkick attack as an unarmed strike. When attacking this way roll the same damage you would for an unarmed strike. This attack forces the opponent to make a strength saving throw with a DC equal to 10 + half your barbarian level + your str mod. On a successful save the enemy can choose to make an opportunity attack against you, on a failure the enemy is knocked prone.

Elemental Affinity

At level 6 choose one element out of these; fire, ice, lightning, poison, necrotic, radiant. When making an unarmed attack add 1 d4 damage of whatever element you choose, the damage type must be chosen during a long rest and cannot be changed until the next long rest.

At level 10 you gain the evolved version of this feature called "Skill or Luck". This allows you to switch the normal bludgeoning damage of your unarmed strikes to elemental damage, that has a special ability, at the cost of total damage. When rolling damage roll unarmed strike damage and half it rounded up. When using skill or luck roll 1 d12 and the number you roll is the type of elemental damage you do, look below for corresponding numbers and damage types. 

Roll 1 d20 along with the d12, if you roll a 14 or higher on the d20 the special ability of the elemental damage activates.

1. life (heal the target for 1 d8 whether friend or foe, this healing rids the target of any other effect caused by this ability)

2. fire (give the burn effect causing the enemy to take an extra 1d8 fire damage at the start of its turn, and continuing until the enemy uses an action or bonus action to stop the burn)

3. water (give the enemy disadvantage on their next melee attack)

4. earth (knock enemy prone)

5. air (push enemy 5ft in any direction)

6. ice (reduce enemy movement speed to 0 until the end of its next turn)

7. lightning (shock the enemy until the end of their next turn, allowing them to make either an action or bonus action and move up to halve their movement)

8. necrotic (apply anti-heal not allowing the target to regain hit points until the start of your next turn)

9. radiant (blind the enemy for 1 d4 rounds)

10. poison (poison the enemy doing 1 d8 poison damage at the start of their turn until they use an action or bonus action to heal)

11. curse (hex the enemy causing it to have disadvantage on ability checks made with the ability score of your choice)

12.void (the damage done in the attack is doubled)

 This ability can be used once per turn, with a one turn cooldown before being able to be used again.

Guardian Interception

At level 8 you gain the ability to use a reaction to jump in front of an ally within a distance equal to half your movement speed and take the damage of an attack for them. When doing this you get placed in the position of the person you are protecting and they are placed directly behind you.

Master Grappler

At level 10 you gain expertise on grapple checks and enemies grappled by you have disadvantage on escaping. 

At level 12 you gain the ability to do a crushing grapple. When this happens the player and the enemy being grappled roll a str check, if the player wins the enemy take 6 d10 bludgeoning damage, if the enemy wins, they take half damage and they are freed from the grapple.

At level 14 you have become so proficient in grappling that any enemy who is grappled by you is left defenseless. All attacks made against this enemy automatically hit, and the creature making the attack has advantage on the damage roll, meaning they roll the damage twice and the higher number is the damage done. This effect applies not only to the enemy being grappled but also the player as well.

Finale Defiance

At level 18 you gain the ability to once per long rest, when reduced to 0 HP, you instead regain hit points equal to your maximum HP and remain standing for 1d4 rounds. When the effect ends, you immediately fall unconscious, suffer two failed death saves, and cannot benefit from this feature again until you complete a long rest.

If during the d4 rounds you again are reduced to 0 HP, you have two options; 1) you get one final turn at that moment in which you have all uses of every ability you have. This turn is comprised of any 1 bonus action, main action, reaction, and object interaction you can do. After this turn is over you immediately fall unconscious and have 2 failed death saves and must roll a death save. 2) you immediately fall unconscious, suffer one failed death saves, and you don't make a death save until the start of your next turn, which you get advantage on.

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