Barbarian
Base Class: Barbarian

A class of barbarian born from the rage of personal and physical trauma. Skills involve a heavy basis on force and crowd control, allowing for masterful domination to mow down their enemies with a fury born within. Barbarians of this subclass must of course have this event noted, as well as a wound or symbol denoting the event that will be exposed when raging but hidden before. (Such as a golden shimmering eye that is covered with an eyepatch when not raging) This class has AoEs, physical blows as well as ranged attacks that make them a tank through the sheer prevention of their enemies to act.

Barbarians of this class grow their power as they learn to focus their anger into something less collater and more directed, learning to not hurt themselves or their allies in the process.

Reprisal

Starting when you choose this path at 3rd level, Reprisal activates when you rage and can be used as a bonus action each second turn afterwards. Any creature within 15 feet must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save the creature must be pulled into your weapon attack range or be pushed 10 feet and take 1d6 force damage at your choice. This does not affect mounts or any creature you are touching.

At Higher Levels: When you use this ability at the 6th, 10th and 14th level the damage increases by 1d6

 

Overwhelming Strike

The enemy takes 1d8 force damage on top of a made attack and must succeed on a Strength saving throw against you or be knocked down with the force of gravity. It is then prone and incapacitated for 3 turns and must succeed on a Strength saving throw against the original at the start of each of its turn or remain so. It can be used twice per long rest.

Against a huge or giant enemy, you must target a specific body part or a separable object such as a sword or shield. Objects cannot make saving throws outside of their initial hit. And if the body targeted being immovable isn’t affecting an attack the creature can still make it (for example. Stopping a merrow’s tail still allows it to make a bite attack to an enemy in range)

Flying or otherwise airborne creatures double the roll of fall damage die at the speed and force that they hit the ground.

At Higher Levels: At 10th and 14th level the damage increases by 1d8

Force Driver

This can only be used while raging. Feeling the power of vengeance bursting from your body, you drag you weapon back and lurch forward with a powerful blast of concentrated pressure. The weapon used affects the attack. The target must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save it takes 8d8 force damage. On a successful save it takes half as much damage and does not suffer the weapons additional affect.

Sword-Adjacent weapon: You fire a sweeping 15 feet wide line of force from your weapon that runs for 40 feet dealing damage to anything in its path. On a failed save, any creature hit is knocked back 30 feet.

Polearm-Adjacent weapon: You strike forward with your weapon and send out a blast of force in a 70-foot line. On a failed safe, the attack penetrates, dealing an additional 1d8 piercing damage and continuing to hit any other creatures in. the line.

Axe/Hammer-Adjacent weapon: You slam the ground with your weapon and a 15-foot  diameter sphere of force bounces out and slams into a target of your choice within 60 feet. Every creature in the sphere when it strikes is knocked prone on a failed save.

Thrown weapon/Bow-Adjacent: You throw or shoot your weapon with extended force. (This version is made as a ranged weapon attack) The attack is made with double the max distance and explodes on impact, destroying the arrow, bolt or weapon and pushing the enemy 15 feet back on a failed save (If the item used is magical it is not destroyed. Instead it is bounced back by force and delivered to you after 10 seconds.)

Unarmed Strike: You attack with overwhelming force, pushing an enemy 40 feet on a failed save. If they hit a wall, creature or another object they and the creature suffer 2d6 bludgeoning damage.

Flail/Whip: Your weapons range increases to 40 feet with a chain of force and you strike one enemy. On a failed save, the chain wraps and the creature pulled to 5 feet from you. It does not provoke an opportunity attack.

Well of Vengeance

Once per day as an action. You invoke a small globule of a colour of your choice with a 40 foot sphere of influence, within 120 feet. Every creature within the sphere makes a STR saving throw as immense pressure builds in the gravity well. On a failed save it is pulled towards the epicentre and sucked into a demiplane. On a success, only its movement is halved. On your next turn, creatures in the demiplane are exposed to your deepest fears and trauma personified into an array of weapons and blasts. A shrill scream sounds as the demiplane is destroyed and creatures take 16d6 force Damage and are stunned for 1 turn, returned to the plane. Any creatures still in the sphere are hit by the blast and take 6d6 force damage, thrown 30 feet.

As the Barbarians vengeance is now well trained and focused, this attack only affects the creatures the user wants. It can also affect objects/structures the user decides but no others.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2021 5:53:02 AM
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5/15/2021 2:30:37 PM
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5/23/2021 10:26:48 AM
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5/23/2021 10:30:04 AM
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