Barbarian
Base Class: Barbarian

The Crank is sick and tired of everything that isn't their way. They're a veteran to anger, and have a habit of wildly jumping into a fit of rage. Lazy, grumpy and perhaps lethargic - they just want to put an end to it.

Impatient

Starting when you choose this path at 3rd level, your lack of patience is ever more obvious. Whenever your turn begins in combat, roll a d20. If the result is less than or equal to your proficiency bonus, you automatically begin to rage without using a bonus action.

Rambling

Starting at 6th level, whilst raging, you can use a bonus action to ramble on about the good old days. All creatures within 20 feet that can hear you ramble have disadvantage on attack rolls on their next turn.

Additionally, as an elder, you are oblivious to the world and others around you. Whenever a creature attempts to charm or frighten you, roll a D20. If you roll 7 or higher, the attempt automatically fails. While raging, you only need to roll a 2 or higher.

Wild Frailty

Your elderly, frail body and waning mind make you unpredictable. Whenever you begin raging, roll a D20, causing you to perform a random act as the table shows below:

  • 1-2 - Your back or posture gives out, and you fall prone, taking 1 bludgeoning damage.
  • 3-4 - You feel severely disrespected by your opponent, only making you angrier. Roll an additional damage die for any attacks you make during this rage.
  • 5-6 - You feel youthful again for a moment, and full of energy. During this rage, you can take Dash or Dodge as a bonus action on each of your turns.
  • 7-8 - Your memories become foggy, and you can't remember any names, facts about people, or facts about the area during this rage.
  • 9-10 - Your hearing seems faultier than usual. You become deafened until the end of your next turn.
  • 11-12 - Your body, even at your age, fills with regenerative adrenaline. You recover a quarter of your hit points, rounded down.
  • 13-14 - An old story pops into your mind. You automatically ramble this turn without using a bonus action.
  • 15-16 - You have a wild mood swing. Your rage immediately ends.
  • 17-18 - An area of your memory suddenly reveals itself to you. For 24 hours, you have proficiency in whichever skill you attempt to check next.
  • 19-20 - You feel nauseous and out of it. You become stunned for this turn.

Veteran

At 14th level, you finally remember what it means to have a youthful spirit.

Choose one weapon type, one armor type, one tool, and one skill. You have proficiency in all of those you choose.

In addition, while you are raging, your proficiency bonus is doubled.

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