Barbarian
Base Class: Barbarian

Pantheon barbarians cannot use conventional weapon and use the environment to wreak havoc on their foes. Trees, wagons, bricks, table and chair, everything is an instrument for death as part of the Pantheon.

Brawler

Starting when you choose this path at 3rd level, you can no longer use conventional weapons. You must perform a perception check upon rolling initiative to find an object to beat people with. the object must be within the barbarians movement speed. Usable items are tied to your strength modifier and damage increases based on the weight of the item. You are proficient with any found weapon and it is treated as a Strength weapon. Weapons are throw-able and have a range of 300ft divided by the Strength modifier required. You may use a bonus action on any turn to make another perception check and find another "weapon". At the end of a battle you will relinquish your weapon.

 Strength Score

 Weight Allowed

Extra Effects 

Damage 

 <=1

 1-29kg

 

D4 

 2

 30-79kg

 

D6 

 3

 80-119kg

 

D8 

 4

120-199kg 

 

D10

 5

200-499kg 

 

D12

 6+

500-2000kg 

Crit on 17+ Rolls 

D12

 

Damage of your attacks with your improvised weapon is based as Rage damage bonus x Weighted damage dice via the table. So with a damage bonus of 2, an 80kg weapon will do 2d8 damage plus strength modifier and rage bonus if raging.

Special Attacks

Starting at 6th level, you become an expert in improvised mayhem. You may choose one of the five special attacks in the below list. These attacks may be used a number times equal to your strength modifier per long rest (minimum 1).

Cleave

You can cleave your opponents hitting everyone within 5ft of you. You will roll to hit on targets individually and damage will be split between the targets. You will roll damage once and that damage will be split evenly between the targets. Weapon bonus damage and rage bonus damage will be applied to each target hit in full. Any additional damage from magic effects will also be split.

Living Weapon

As a reaction, when you are attacked by an enemy you can attempt to make the enemy the weapon. Upon winning a contested strength check you can pick up your opponent and use them as a weapon. The target must weight less than your max weapon weight in the weapon table. The "weapon" and the future target of your attacks will both take the full damage of attacks. Damage is based on the targets weight. If you lose the strength check, you retain you current weapon. The "weapon" must make a strength saving throw on their turn to struggle free or continue to be the "weapon". (DC 12 + Strength Modifier).

Paralyzing Strike

After connecting with an enemy that is flanked by an ally, you can activate paralyzing strike to paralyze the target until your next turn. The target must make a Con save (DC 12 + Strength Modifier) or be paralyzed until the players next turn.

Sweep

Upon landing a hit with an improvised weapon, you can choose to knock the target prone. The target must succeed a dexterity saving throw (DC = 12 + players strength modifier) or be knocked prone.

Yeet

When you succeed with a ranged attack with an improvised weapon you can choose to YEET! it. The target will be pushed back 5ft x the strength requirement of the weapon. If the target is pushed into an object they will take falling damage equal to the distance traveled to the object.

Flesh Tearer

From 6th level, your attacks made with improvised weapons now count as magical.

More Special Attacks

Starting at 10th level, you may choose another special attack from the list. You also gain advantage on perception checks to find weapons in the field.

Most Special Attacks

Starting at 14th level, you may choose another special attack from the list

Comments

Posts Quoted:
Reply
Clear All Quotes