Barbarian
Base Class: Barbarian

A monster of a man, the Thrall can take a beating and deliver one twice as strong in return. The Thrall shines best in the thick of combat, where he can deliver devastating blows and punish any who try to defy him. Should the opponent be too far to engage in close combat, the Thrall can take a moment to hype himself up and charge back into the fray, trampling all who stand in his way.

While the Thrall's body is unbreakable, his mind is fragile. Should the Thrall feel he is threatened, he'll quickly become Ferocious, entering a frenzy where friend and foe blur into one mass and the only priority is self preservation.

All credits for this class goes to Marvin Seo, all im doing is porting and tweaking it to dnd

Heavy Handed

Starting at 3rd level, you master hand-to-hand combat and using whatever weapons happen to be at hand. As long as you are not wearing a shield, you gain the following benefits.

  • You are proficient with improvised weapons.
  • Your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier instead of the normal damage for an unarmed strike. The damage of your unarmed strikes and improvised weapons increases to 1d10 at 7th level, and 1d12 at 15th level.
  • You can treat your fists as two light weapons for all appropriate abilities, actions, feats, and fighting styles. This allows you to make an extra unarmed strike with your bonus action when you take the attack action.

Indomitable

Beginning at 5th level, you can use your bonus action to regain 2d4 + (con modifier), the amount of time you can use this ability is your proficiency score + constitution modifier, you regain all charges after a long rest

Ferocious

Starting at 3rd level whenever your health reaches 0 hit points you dont fall unconcious, but you do make death saving throws. regardless of the result, it the death saves don't take into effect until your rage ends. any attack action that you take will hit a random target in a 5 ft radius around you and deal an extra 1d6 + str modifier

 
 

Trample

Beginning at 5th level, you can use your bonus action to charge and trample equal to your movement, each creature affected by this takes 1d12 bludgeoning damage and must succeed a constitution saving throw DC 10+(con modifier) or be knocked prone, this only affects a creature of large or smaller.

 

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a unarmed weapon attack against that creature.

Previous Versions

Name Date Modified Views Adds Version Actions
10/9/2021 2:40:48 PM
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