Barbarian
Base Class: Barbarian

My left fist is for the nice, it always holds candy and my right fist is for the naughty, which is ready to give them coal”

 

ALL IMPROVISED.

Beginning at 3rd level, there is nothing you cannot use as a weapon, and you gain proficiency in up to four different tool kits of your choice which you always carry with you too. You acquire proficiency with every improvised weapon. What damage you make with the improvised weapons depends on your Strength check + modifier and proficiency. Might as well not take a weapon with you at all.

 

Naughty or Nice

At 6th level, you can use an action to show a creature your two fists, and they have to choose by rolling a 1d2 which fist holds something nice for them. Naughty creatures will always choose the wrong one. Upon opening your fist to the naughty creature, a cloud of coal dust obscures their sight and makes them blinded while inside and for 1 round after emerging. This hemispherical cloud has a radius in feet equal to 20 feet * proficiency modifier. It lasts for 1d4 rounds. Ifa flame is nearby or the fog gets lit, then the creatures within take 248 + your charisma modifier + your proficiency bonus.

When a nice creature chooses the right side, then it will see a small snow globe which shows them what they desire most, or a toy of their choice if they wished for one. If they choose the wrong side, the spell Dancing Lights emerges.

 

Open Up Your PRESENT.

Starting at 10th level, you can hurl a random gift from your sack up to 90 feet once per short rest, It explodes in a 20-foot- radius sphere if it is hurled at naughty creatures. Creatures in the area must make a Consitution saving throw equal to your Strength or Constitution. Creatures who fail take 21 (6d6+5) cold or radiant damage of your choice. Creatures who succeed take half. Also, creatures who fail the save, suffer a random effect rolled on a d4,

d4 effect

1 blinded

2 deafened

3 frightened of you
4 poisoned

The random effect lasts one minute.

A creature can repeat the saving throw at the end of its turn, ending the effect early on. success. The number of dices for damage rolls increases by one every fourth level after 10th level

If you use the present "against" nice creatures, then it will explode and do one of the following:

d4 effect
1 charm the targets
2 make the targets protect you

3 explode in a cloud of glitter and lights -> everyone is calm

4 fill the room with the smell of a Christmas feast -> everybody is happy and hungry

The random effect lasts one minute,

 

NAUGHTY CONSEQUENCES.

A veteran of a 100 Christmas nights, you know how to punish the naughty creatures that destroy Christmas. Now your fists really need to speak. Starting at 14th level, you gain the following benefits at 14th, 16th and 17th level:

* 14th: If you are already grappling a character at the start of your turn, you can use your bonus action to choke your opponent with both of your hands. If you do this, the target must make a Constitution saving throw with the DC equal to 8 + proficiency bonus + Strength modifier, As you choke the target, all of the unarmed attacks you perform against the target automatically hit. If the victim successfully saved against the choke, the target takes half damage. If you make additional actions outside of your first one, the target repeats the saving throw. Once you use this feature, you must use a short or long rest before you use this feature again.

16th: When you rage, you become a nightmare to every naughty creature who can see you, which then becomes frightened.

17th: You suffer no hindrance to movement with grappled targets, and at the end of your move action, you can move a grappled creature to a different location adjacent to you. Also, while you are grappling a creature and you are damaged by any creature other than the target of your grapple, you can use your reaction to take half damage and
have one target of your grapple to take the other half of the damage. This only twice every short rest.

 

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