Barbarian
Base Class: Barbarian

"Cantrip" Options

Choose from these optional "Cantrip".

"Mage Fist" - Well, you're a mage...and that is your hand...so hence a fist.  As a bonus action on your turn, you can make an unarmed melee attack against a target creature that does 1d4+STR mod bludgeoning damage on hit. At higher levels, the damage increases to 2d4 (5th level), 3d4 (11th level), and 4d4 (17th level).

"Dancing Lights" - As an action, light two torches and start juggling the lit torches to distract a target creature within 30 feet of you. The creature must succeed on a WIS saving throw or be distracted by the pretty display dancing before their eyes. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

"Create Bonfire" - As an action, you pour oil and light it, potentially to a target creature within 5 feet of you for 1d6 fire damage. At higher levels, this damage increases to 2d6 (5th level), 3d6 (11th), and 4d6 (17th). You must extinguish the flames on your hands before the end of your next turn or also take the same damage.

"Shaking Grasp" - As an action, you reach out and gently grasp a target creature's head and shake violently. The target creature must succeed on a WIS saving throw, or be frightened of you until the end of its next turn. 

"Stone Message" - Sometimes, you need to convey a message to an ally or a threat to an enemy. As an action, you write a message on a stone and throw it at the target. 


"Spell" Options"

These are your optional "Spells" to choose from.

"Harm Person" - Your "magic" (and huge bulging muscles) enables you to influence righten anger.  You attack with your wand with pointy sticks (great axe), dealing a magical 1d12 damage.

"Make Say Truth" - You're sure that you can glean the truth from someone. You stare intently at a target within the spell's range, the target creature rolls a WIS saving throw; a failed save terrifies the target into giving you correct information.  

"Fly" - Channel magic to leg muscles so that I can jump. 

"Hold Person" - Immediately after you hit a creature with a melee weapon attack on your turn, and use a bonus action to grapple ("Hold Persson) the target and hold that person in place Upon a successful Grapple / Hold Person "Spell" the target is also restrained while grappled in this way.

"Person Shield" - You're sure that you're casting magic. Everyone else sees you using your magic.  You cast this to protect yourself - you pick up a creature and use it as a shield, use their armor class if they are still alive and if they are dead, add +2 to your armour class. 

"Guidance" -  A placebo effect because your teammates truly believe because you are a great wizard. Add a 1d4 to their skill roll.

"Re-Locate Person" - When you hit a creature with an attack, you can use a bonus action to try and shove them back 5 ft, not evoking attack of opportunity.  

"Go to Sleep" - When you hit a creature with a weapon attack as hard as possible.  Mele Attack DC 16: and if the target is Large or smaller, it must make a Strength saving throw 16. On a failed save, you knock the target prone. Nighty-night! 


3rd Level Astute Magic Student 

Starting when you choose this path at 3rd level, Change all past and future traits and abilities that say "melee weapon attack or melee attack" to "ranged thrown weapon attack". All Thrown weapons use strength and all non heavy and non 2 handed weapons gain the thrown quality.

 

6th Level Expanded Spell Casting

By 6th level, your "magic" is powerful enough to cast every "spell" that exists and no book can say otherwise. 

 

10th  Level Magic Resistance 

By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.

 

14th Level Face Explosion

Starting at 14th level, you can crush your enemies with your ultimate "spell," Fist. While you are Raging, you can use your action and bonus action to punch your foe really, really, ridiculously hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 8d8.    

Once you use this ability, you can't use it again until a long rest.

Magic Resistance

By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.

 

Expanded Spell Casting

By 6th level, your "magic" is powerful enough to cast every "spell" that exists and no book can say otherwise. 

 

Face Explosion

Starting at 14th level, you can crush your enemies with your ultimate "spell," Fist. While you are Raging, you can use your action and bonus action to punch your foe really, really, ridiculously hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 8d8.    

Once you use this ability, you can't use it again until a long rest.

 

Spellcasting

You're a wizard!  And a darn tooting good one. 

Starting when you choose this path at 3rd level, Change all past and future traits and abilities that say "melee weapon attack or melee attack" to "ranged thrown weapon attack". All Thrown weapons use strength and all non heavy and non 2 handed weapons gain the thrown quality.

 

Previous Versions

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