Base Class: Barbarian
A barbarian subclass that gives in dexterity and intelligence based barbarians rather than strength. Dexterity and constitution are the most favored stats here, to either dodge blows or sacrifice health to deal devastating attacks.
Level 3: Overdrive
On your turn, you can enter Overdrive as a bonus action.
While in Overdrive, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Dexterity saving throws and checks.
- When you make a melee weapon attack using a weapon with a finesse, versatile, or light property, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- Due to blocking with the most efficient parts of your body, you have resistance to bludgeoning, piercing, and slashing damage.
You are able to cast basic spells such as cantrips during Overdrive, but not level 1 or above spells.
Overdrive lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end Overdrive on your turn as a bonus action.
The number of uses of Overdrive equals the number of times shown for your barbarian level in the Rages column of the Barbarian table; you must finish a long rest before you use Overdrive again.
Level 3: Murdermath
Murdermath: Upon taking a hit from an enemies melee attack, you may expend your reaction and declare taking the highest number of the roll on their dmg dice in exchange for dealing dmg equal to a roll of your own attack. The dmg roll must be of your own melee weapon of a finesse, versatile, or light weapon property, or a cantrip with the range of (Touch).
For example: Enemy A succeeds on a roll to hit the Cold Blooded Barbarian with his battle axe (one handed 1d8 dmg). Cold Blooded Barbarian declares Murdermath as a reaction, meaning he will take the maximum damage of 8, in exchange for doing damage to his enemy. Cold Blooded barbarian is holding a rapier, and rolls 1d8 plus his dmg modifier.
This ability is subject to the Overdrive rules; Overdrive resistance limits the maximum damage dealt to your barbarian to half of its max. Enemy resistance or immunity to dmg types also applies, Murdermath attack rolls do not surpass immunity.
Level 6: Object of Interest
Object of Interest: At 6th level you can choose to analyze a creature’s weaknesses and defenses in and outside of combat. You can expend an action and a bonus action to observe a creature for a turn, under these conditions:
- They don’t leave your eyesight until your next turn.
- Nothing obscures your eyesight such as a spell or effect.
Upon succeeding in observing your target, the AC of the creature is lowered by -2 in regards to attacks made by your character. This check is made separately from a normal INT/WIS checks to determine health, AC, and such.
Level 10: Terrify
Terrify: By the 10th level, enemies will start to be frightened of your madness. After two rounds of combat, you can choose to Terrify your enemies, forcing a wisdom save (10 + prof bonus) with a fail resulting in the frightened condition until the end of their next turn. All enemies that have already been previously subject to Murdermath take a -5 to their Wisdom save roll. This Feature can be used once per long rest.
Level 14: The Logic of Madness
The Logic of Madness: At the 14th level, your efficiency for murder is unparalleled.
Once per long rest, you may double the dmg dice dealt to a frightened enemy upon a successful attack roll. However, the enemy must be frightened by the Terrify feature.
In addition, each enemy personally killed through a melee or touch based spell adds a ‘logic point’ up to 10. Logic points can be used as additional damage when using the feature Murdermath, or as a bonus applied after rolling an Intelligence check.
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