Base Class: Barbarian
Vicious brutes residing in the wild places beyond the reach of civilisation may be what individuals think of when conjuring mental images of a barbarian, but you stand as the antithesis of this stereotype.
Instead, you have coveted the limelight for much of your life, inspired by the tales and exploits of the legendary warriors that have forged their place in history within colosseums, stadiums and arenas across the continent. Most famed amongst these are those that find glory at the Kroan Games, an annual event taking place upon the isle of Midalios in the city of Rydoon, named in reference to the Ahlusian deity Kroai, the Goddess of Glory, Honour, Triumph and Victory.
Perhaps you have already found your fame, and now set forth into the wider world to share your knowledge with others, seeking to share accounts of your greatest victories with those not yet blessed to have heard them firsthand. Conversely, you may find yourself just starting on your path towards stardom and so look for opportunities to further refine your skills and talents before travelling to the Kroan Games to place your names amongst those of the greats.
Competitive Combatant
Your dedication to honing your physical prowess through countless hours of drills and tutelage have refined your athletic prowess far beyond that attainable for most. When you choose this Primal Path at 3rd level, you gain the following benefits:
- You gain a climbing and swimming speed equal to your base movement speed.
In addition, while you are raging, you gain the following additional properties:
- When attacking with a ranged attack using a thrown weapon, attacking from long range doesn't impose disadvantage on your ranged weapon attack rolls.
- When you reduce a creature to 0 hit points with a melee attack on your turn, you can use your bonus action to move up to half your speed and make another melee attack.
Reputation in the Making
Tales of the exploits attained through your fearsome brawn spread through the lands that you traverse, making it easier for you to impress and persuade others into aiding you in your efforts. In exchange for a suitably stirring display of your prowess, you find you can often find favour with those that you entreat.
At 3rd level, you gain proficiency in the Persuasion and Performance skills. Whenever you make a Charisma (Persuasion) check, you gain a bonus to your roll equal to your Strength modifier (minimum of 1).
Discombobulate
Starting at 6th level, the force with which your attacks are delivered leaves lesser foes in a stupefied daze. When you hit a creature with a melee strike, you can force it to make a Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Strength modifier. On a failed save, it is stunned until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Stranglehold
Woe be unto any that you fall prey of your unyielding grasp. At 10th level, you gain the following benefits:
- You can grapple creatures of any size. If you grapple a creature that is more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to the creature.
- If a creature attempts to escape your grapple and falls, you may use your reaction to deal bludgeoning damage to the creature equal to your Proficiency Bonus + Strength modifier (minimum of 2).
- You can move a willing or grappled creature up to one size larger than you without suffering from a reduction in your movement speed.
Blood Rush
In moments of dire need, the cheers and cries of an adoring crowd rings true within your mind, causing your heart to beat ever faster and stronger to grant you the resolve to succeed.
Starting at 14th level, when you are forced to make a saving throw, you roll a d6 and it to your roll. This bonus applies to death saving throws. If you roll above a 20 on a death saving throw with this feature, you immediately regain consciousness and can stand up with 1 hit point.
In addition, at the start of each of your turns while you are raging, you gain temporary hit points equal to 5 + your Constitution modifier (minimum of 5).
Comments