Base Class: Barbarian
The Magic Academy is a harsh place, especially for those born without talent. But one new comer will prove that hard work is more than enough to face every challange that they encounter. Using only guts and the power of friendship, this hero is the one who will change the Academy and the whole world.
Summon: Weapon
After completing your hard training over and over again, you tap into your inner power. When you choose this path at 3rd level, you can bind one weapon to yourself, being able to store it inside a small dimension. To bind a weapon, you must spend 1 hour performing a ritual. You can only have one weapon binded to you. To bind another weapon, you must perform the ritual again after a long rest. No matter what weapon you choose, it becomes a large version of it (gains the Two-Handed and Heavy properties).
As a bonus action, you can summon the weapon into your hands. If the weapon falls from your hands or is thrown, it dissapeares and can be summoned again as a bonus action.
As a bonus action, you can summon the weapon into your hands. If the weapon falls from your hands or is thrown, it dissapeares and can be summoned again as a bonus action.
Protector
Further honing not only your skills, but also forging bonds, you can now use your powers in order to save your friends.
At 6th level, whenever an enemy creature deals damage to an ally, you have avantage on attack rolls against them until your next turn. Moreover, while raging, you can use your reaction to redirect an attack that would hit an ally that is within 5 ft of you, making yourself the target. The damaged is reduced by a number equal to your Constitution modifier (minimum of 1).
Great Impact
You fell power surging through you, giving you super human abilities. At 10th level, while raging, you can use your movement to jump high and fall down, hitting the ground as hard as you can. When you hit the ground, anyone in 15 ft of you must make a Dexterity saving throw. On a failed saving throw, they take 5d10 force damage and are knocked prone, or take half the damage anr are not knocked prone upon succeding. Creatures that are flying cannot be knocked prone and recieve half the damage on a failed saving throw or no damage on a success. You can use this feature once per long rest.
DC equals to 8 + your proficiency bonus + your Strength modifier
Will of the Hero
After many trials, you are finally recognised as a hero of the Academy. Once only a dream, you are now part of the prestigious Student Council. Your hard work and your will to never give up, along all the frindships you have bonded are finally paying off.
After reaching 14th level, when an allied creature within 30 ft of you is injured, you can rage as a free action. More over, when you rage, you gain temporary hit points equal to your barbarian level + your Constitution modifier + the number of allied creatures within 30 ft of you.
Once per long rest, you can use Hero's Speech as an action, granting one of these effects:
- You try to turn a hostile creature into a friend. They must succeed a Wisdom saving throw or be charmed.
- You empower your friends, granting them strength in battle. All friendly creatures within 30 ft of you that can hear you gain temporary hit points equal to half your barbarian level + your Constitution modifier.
Comments