Still sorting out how to make everything work on dndbeyond, but thought I'd post this here for a little review. I'm a fan of more pure "tanks" in 5e and wanted to support Barbarian TWF, so tried to do both at once. Yes, some of this is "borrowed" from other classes, but I don't think it's necessarily inappropriate.
If barbarous tribes were not able to rally under a single leader, they would have disappeared ages ago. Some are called to lead the war band, through birthright, savvy or a particular hunger for power and prestige. These barbarians rise to become Bandit Lords. Bandit Lords are often loud and brash, commanding not only their followers but the battlefield as a whole. They struggle to share power, and often challenge others to lead any group they are a part of, yielding only to a stronger leader.
A Bandit Lord is recognizable by their preference towards fighting with two weapons in the heart of the fray. Often these two weapons bear significance to the Bandit Lord, usually one is a family heirloom and the other a keepsake from a particularly noteworthy moment in their ascension.
They are also called War Leaders, Battlecallers or Wild Princes.
Savage Arrogance - Starting at 3rd level, your confidence and swagger allow you to command social situations. Whenever you make a Charisma check, you gain a bonus to the check equal to your Strength or Constitution modifier (your choice).
Additionally, at 6th level your force of will causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Brazen Assault - Starting at 3rd level, when you attack recklessly while raging and are wielding a weapon in each hand your attacks mount in ferocity. Each attack after the first gains a bonus to damage. Your second attack deals your rage bonus damage twice instead of once. Your third attack deals your rage bonus damage three times instead of once.
Brutish Provocation - At 6th level, you become difficult to ignore during combat. Through jeers, insults and mockery you command others to focus their ire on you. While raging you have an aura with a 10 ft radius. Hostile creature's that start their turn within your aura have disadvantage on attacks made on anyone other than you until the end of their turn.
Raise the War Band - Starting at 10th level you can spend 1 minute bolstering those around you. Choose up to five creatures within 30 feet that can hear you. For one hour, each affected creature gains 15 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this feature, they no longer gain the other benefits of this feature. You must take a short or long rest before using this feature again.
Overwhelming Assault - Beginning at 14th level, when you attack recklessly and successfully land three melee weapon attacks with at least two different weapons in a turn on the same target, your third attack attempts to stun the target and knock them prone if it is huge or smaller. The target makes a Constitution save or they are stunned and knocked prone until the end of their next turn. Strength is your ability modifier used to calculate the save DC.
Overwhelming assault is broken. no-save stun will utterly destroy BBEG combats.
I wasn't sure if the prerequisites of three attacks with two different weapons amounted to a high enough "cost" for this feature. A Con save vs your strength spell DC makes sense.
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Still sorting out how to make everything work on dndbeyond, but thought I'd post this here for a little review. I'm a fan of more pure "tanks" in 5e and wanted to support Barbarian TWF, so tried to do both at once. Yes, some of this is "borrowed" from other classes, but I don't think it's necessarily inappropriate.
https://www.dndbeyond.com/subclasses/1661549-path-of-the-bandit-lord
Path of the Bandit Lord
If barbarous tribes were not able to rally under a single leader, they would have disappeared ages ago. Some are called to lead the war band, through birthright, savvy or a particular hunger for power and prestige. These barbarians rise to become Bandit Lords. Bandit Lords are often loud and brash, commanding not only their followers but the battlefield as a whole. They struggle to share power, and often challenge others to lead any group they are a part of, yielding only to a stronger leader.
A Bandit Lord is recognizable by their preference towards fighting with two weapons in the heart of the fray. Often these two weapons bear significance to the Bandit Lord, usually one is a family heirloom and the other a keepsake from a particularly noteworthy moment in their ascension.
They are also called War Leaders, Battlecallers or Wild Princes.
Savage Arrogance - Starting at 3rd level, your confidence and swagger allow you to command social situations. Whenever you make a Charisma check, you gain a bonus to the check equal to your Strength or Constitution modifier (your choice).
Additionally, at 6th level your force of will causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Brazen Assault - Starting at 3rd level, when you attack recklessly while raging and are wielding a weapon in each hand your attacks mount in ferocity. Each attack after the first gains a bonus to damage. Your second attack deals your rage bonus damage twice instead of once. Your third attack deals your rage bonus damage three times instead of once.
Brutish Provocation - At 6th level, you become difficult to ignore during combat. Through jeers, insults and mockery you command others to focus their ire on you. While raging you have an aura with a 10 ft radius. Hostile creature's that start their turn within your aura have disadvantage on attacks made on anyone other than you until the end of their turn.
Raise the War Band - Starting at 10th level you can spend 1 minute bolstering those around you. Choose up to five creatures within 30 feet that can hear you. For one hour, each affected creature gains 15 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this feature, they no longer gain the other benefits of this feature. You must take a short or long rest before using this feature again.
Overwhelming Assault - Beginning at 14th level, when you attack recklessly and successfully land three melee weapon attacks with at least two different weapons in a turn on the same target, your third attack attempts to stun the target and knock them prone if it is huge or smaller. The target makes a Constitution save or they are stunned and knocked prone until the end of their next turn. Strength is your ability modifier used to calculate the save DC.
(Edit 1: Added save DC to Overwhelming Assault)
Overwhelming assault is broken. no-save stun will utterly destroy BBEG combats.
I wasn't sure if the prerequisites of three attacks with two different weapons amounted to a high enough "cost" for this feature. A Con save vs your strength spell DC makes sense.