Barbarian
Base Class: Barbarian

Boogie Woogie

At 3rd level, you learn to channel your cursed energy into your innate technique: BOOGIE WOOGIE

As a bonus action, you clap your hands to swap places with any living creature you can see within 60 feet. Alternatively you may swap the places of two other creatures instead of yourself. You must be unarmed to use this ability. 

You can use this ability an amount of times equal to your proficiency bonus. At levels 7, 11, and 15 of the Barbarian class you can choose ONE of the following upgrades per level. 

  • You don't need to see the target of Boogie Woogie as long as you know where the creature is.
  • Whenever you enter a rage, all uses of your Boogie Woogie are refreshed.
  • As an action you may imbue an object with cursed energy. You may treat this object as if it were a creature for your Boogie Woogie. You may only have one object imbued at any given time. Weapons imbued with this cursed energy deal an additional 1d8 force damage. 

Built Different

Starting at 6th level, your raw strength and speed allow you to keep up in even the highest levels of combat. You gain the following traits: 

  • When you use the attack action, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuimg you haven't already taken a bonus action this turn. 
  • You may roll a d4 damage die for your unarmed strikes. This increases to a D6 at level 10, a d8 at level 14, and a d10 at level 18.

Unbreakable

At 10th level, your endurance allows you to push through what most never could. You ignore levels of exhaustion equal to your constituition modifier. For example, if you have a CON score of 17 with a modifier of +3, you ignore the first three levels of exhaustion.

Boogie Woogie Mastery

At 14th level, you can use your reaction to Boogie Woogie. If this is used in wake of an incoming attack, roll a competing initiave check to determine what comes first- the attack or the swap. If the wap came first, the attack targets the newly swapped creature. 

If the attacker was swapped to a new location, you may choose a new target to recieve the incoming melee attack if within the attackers range (assuming you beat their initiave check).

This reaction can be used at anytime, meaning you can prevent allies from being attacked given your initiative roll is higher than the enemies. 

 

Level 3: BOOGIE WOOGIE

At 3rd level, you learn to channel your cursed energy into your innate technique: BOOGIE WOOGIE

As a bonus action, you clap your hands to swap places with any living creature you can see within 60 feet. Alternatively you may swap the places of two other creatures instead of yourself. You must be unarmed to use this ability. 

You can use this ability an amount of times equal to your proficiency bonus. At levels 7, 11, and 15 of the Barbarian class you can choose ONE of the following upgrades per level. 

  • You don't need to see the target of Boogie Woogie as long as you know where the creature is.
  • Whenever you enter a rage, all uses of your Boogie Woogie are refreshed.
  • As an action you may imbue an object with cursed energy. You may treat this object as if it were a creature for your Boogie Woogie. You may only have one object imbued at any given time. Weapons imbued with this cursed energy deal an additional 1d8 force damage. 

Level 6: BUILT DIFFERENT

Starting at 6th level, your raw strength and speed allow you to keep up in even the highest levels of combat. You gain the following traits: 

  • When you use the attack action, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuimg you haven't already taken a bonus action this turn. 
  • You may roll a d4 damage die for your unarmed strikes. This increases to a D6 at level 10, a d8 at level 14, and a d10 at level 18.

Level 10: UNBREAKABLE

At 10th level, your endurance allows you to push through what most never could. You ignore levels of exhaustion equal to your constituition modifier. For example, if you have a CON score of 17 with a modifier of +3, you ignore the first three levels of exhaustion.

Level 14: BOOGIE WOOGIE MASTERY

At 14th level, you can use your reaction to Boogie Woogie. If this is used in wake of an incoming attack, roll a competing initiave check to determine what comes first- the attack or the swap. If the wap came first, the attack targets the newly swapped creature. 

If the attacker was swapped to a new location, you may choose a new target to recieve the incoming melee attack if within the attackers range (assuming you beat their initiave check).

This reaction can be used at anytime, meaning you can prevent allies from being attacked given your initiative roll is higher than the enemies. 

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