Base Class: Barbarian
Three thousand years ago, when the war between the divine armies and the demon clans had reached its peak, the races of Medastalla sought a weapon they could use to turn the tides against their malicious foes. And so, the Orc Tribes of a distant world were brought through a magical portal to fight in a war that was never theirs. After the war, the orcs faced hardships and discrimination that would leave them a tattered shell of their former glory. Somewhere along the way they had forgotten the power that had made them so great. Now it is time to call upon the power of the Orc Tribes forgotten ancestors. For when the tides of battle must be waged again their power could very well be the difference in righteous glory, and hideous defeat.
Wisdom of the Ages
Beginning at 3rd level, the knowledge and tactics learned through countless battles begins to flow within your mind. You begin to learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you gain a level in this class, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 10th level and one more at 14th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength modifier
Maneuvers
The maneuvers are presented in alphabetical order.
Bull Rush
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to push back your enemy. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is pushed 5 feet away from you and you may immediately move into its previously occupied space.
Chieftain's Call
When you hit a creature with a melee weapon attack, you can use your bonus action to direct an ally to make a ranged weapon attack against your target as a reaction. You expend one superiority die and the ally can add that superiority die to the attack's damage roll.
Command Through Death
As an action, you can expend one superiority die to command your troops back from the edge of death. Choose up to three allies within 30 feet of you who are incapacitated. Until the end of your next turn these allies add your superiority die to their death saving throws, and on a roll of 20 or greater, they immediately stabilize with 1 hit point.
Critical Roll
Before you make a melee weapon attack, you can expend one superiority die to steel your resolve and make a critical strike. Until the end of your next turn, your weapon attacks score a critical hit on a roll of 19 or 20.
Forgotten Roar
On your turn, you can use your action to expend one superiority die to unleash an almighty roar. Choose up to three creatures within 30 feet who can hear you. Those creatures must succeed on a Wisdom saving throw or be struck with fear. The targets are frightened and cannot willingly move more than 30 feet away from you until the end of your next turn. You may add your superiority die to any attack roll, or Charisma Intimidation check against an affected target for the duration of the effect.
Go For the Throat!
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to silence the target. You add the superiority die to the attack's damage roll, and if the target is large or smaller, it must make a Constitution saving throw. On a failed save, the target is unable to speak until the end of your next turn.
Goading Howl
On your turn, you can use your action to expend one superiority die to unleash an jeering taunt. Choose up to three creatures within 30 feet who can hear you. Those creatures must succeed on a Wisdom saving throw or be forced to recognize you as an immediate threat. While under the effects of this taunt, a creature has disadvantage on all attacks against anyone other than you. This effect lasts until the end of your next turn.
Great Cleave
When you hit a creature with a melee weapon attack, you can expend one superiority dice to cleave your attack through them and onto another. You add the superiority die to the attack's damage roll. In addition, target another creature within 5 feet of both you and your initial target. That creature immediately takes damage equal to the superiority die plus your Strength modifier.
Hold the Line
As an action, you expend one superiority die and draw a line on the ground between you and up to 6 targets. Each of those targets makes a Charisma saving throw. On a failed save, a target cannot willingly move through an invisible line stretching 15 feet to the left and 15 feet to the right of your line. In addition, the squares up to 20 feet behind the lines are difficult terrain for any creature affected be this maneuver.
Lost Ferocity
When you hit a creature with a melee weapon attack, you can expend one or more superiority dice to bolster your strength. You add the combined total of the superiority dice you use to the attack's damage roll.
Rip 'em To Shreds
When you hit with a melee weapon attack, you can expend a superiority dice to attempt to bleed the target. You add the superiority die to the attack’s damage roll, and the creature must make a Constitution saving throw. On a failure, the creature begins to take damage equal to your superiority dice at the end of each of its turns. This effect automatically ends if the creature regains any of its hit points, or if it is targeted by a DC 10 Medicine check. Creatures that do not bleed are immune to this effect.
Soul Extrication
When you hit a creature with a melee weapon attack, you can expend one superiority die to learn the weaknesses or strengths of your foe. You add the superiority die to the attack's damage roll. Choose one of the following aspects of your foe and the DM will tell you whether or not you foe has any of them.
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
Sound Mind
When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
Spirit's Endurance
When you reduce an opponent to 0 hp with a weapon attack, you may expend a superiority die to gain a number of temporary hit points equal to the number rolled plus your Constitution modifier.
Thunderous Shout
On your turn, you can use your action to expend one superiority die to unleash a Thunderous Shout. Choose up to three creatures within 30 feet who can hear you. Those creatures must succeed on a Wisdom saving throw or they will be deafened until the end of your next turn. A target who is holding an object immediately drops it as its hands instinctively fly to its ears.
Never Fight Alone
Beginning at level 6, your commitment to the old ways allows you to call forth a Warrior Spirit from the great beyond. As an action, you summon a Warrior Spirit in a space within 30 ft of you. You can do this once per rage. Your Warrior Spirit is friendly to you and your companions. The Warrior Spirit takes its actions on your turn. The Warrior Spirit obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands to it, it will defend itself and you from hostile creatures. The Warrior Spirit disappears when it drops to 0 hit points or after 1 hour.
Improved Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Ancestral Habitation
Starting at 14th level, you have uncovered the secrets to drawing on the strength of your ancestors. During your rage you can allow the spirits of your ancestors to dwell within you during battle. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. Drawing on this strength is taxing to the body. When your rage ends, you suffer one level of exhaustion.
Previous Versions
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12/9/2019 6:32:45 PM
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