Base Class: Barbarian
So you want to be a Barbarian, but the normal classes have gotten stale and overused? Let me introduce you to the wonderful world of the ranged Barbarian The Path of the scorpion opens up a new never explored territory for those players that love to rage. Forget waiting for that Dragon to land, Knock it out of the sky by launching a greatsword at it. Every rock and tree branch becomes a ranged weapon for your class, Never let flight stop you again. Through many hours of strength training and primal rage, you will gain the ability to launch any weapon to great distances that make rangers jealous. You will learn to shatter objects on impact or to give your target a concussion. Don't let a little thing like distance or speed make your Barbarian nothing more than a track star. Learn to throw like an Olympian and take your Targets out from a distance.
Raging Throw
Starting at 3rd level any object with the Thrown property has its range doubled while raging and all weapons have the 30/60 thrown property unless they already have the thrown property. In addition all ranged attacks that use strength gain the bonus damage from rage.
Artillery Dice
Also at 3rd level you gain access to Artillery dice. The number of these dice you gain = 1 +half of your barbarian level rounded down. These dice can be spent to use the following abilities once per turn and recharge on a long rest.
The value of the die increases to 1d8 at 5th lvl, 1d10 at 9th lvl, and 1d12 at 17th lvl.
Aimed Throw
Spend 1 artillery dice to roll it and add the value to your attack roll, you must do this before rolling your attack.
Power Throw
Spend 1 artillery dice to roll it and add the value to your damage roll. This must be declared before rolling for the attack
Quick Throw
Spend 1 artillery dice to make a ranged weapon attack as a bonus action. This attack deals damage equal to your artillary dice roll plus rage damage when raging.
Shattering Throw
At 6th level all improvised weapons shatter on impact. The target must make a Dexterity saving throw (DC 8+proficiency bonus+strength modifier) or take 2d6 piercing damage. On a successful save they take half damage. This can only be used once per turn.
Heavy Throw
Beginning at 10th level, you can spend 1 artillery dice to deal an additional 2d10 damage when throwing an object with the heavy property or an improvised weapon weighing 10lbs or more. In addition you can now throw weapons up to their long range without incurring disadvantage.
Concussive Impact
Starting at 14th level, any creature Large or smaller that takes damage from a ranged attack from you must make a Constitution saving throw (DC 8+Proficiency bonus+Strength modifier) to prevent from being concussed, if a creature that fails their save they are stunned until the end of their next turn.
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