Base Class: Barbarian
Cow Punchers solve their problems with their fists, whether it's shaking them at a disagreeable feller in a disreputable saloon or using them to punch a slightly more disagreeable feller in a slightly less reputable saloon.
Cow Punchers are in demand out West since The Cows Came Home, which stands to reason. The Cows aren't gonna punch themselves, after all.
Beef Up
You can tap into your inner wellspring of beefiness, temporarily increasing your Strength and Constitution.
Starting when you choose this path at 3rd level, when you take the rage action, you can decide to beef up. For the duration of the rage, your Strength and Constitution scores increase by 2. You must then finish a long rest to use this feature again.
First Aid
In the West, doctors are few, far between, expensive and poorly trained. You've decided to take matters into your own hands.
Starting when you choose this path at 3rd level, you can expend one use of your rage as a bonus action to restore 15 hit points.
Haymaker
A Haymaker is when you punch someone while the sun shines. There's a different name for when you punch somebody where the sun doesn't shine.
Beginning at 6th level, when you perform an unarmed strike and hit a target, you can decide to make it a Haymaker. This expends one use of your rage, and the target cannot move and is incapacitated until the end of your next turn.
Bull Stomp
Sometimes, you just hate the ground.
Beginning at 6th level, as an action you can expend one use of rage and stomp the ground in front of you. Each creature in a 15-foot cube originating your stomp must make a Constitution saving throw, the DC of which is determined by 8 + your strength modifier + your proficiency bonus. On a failed save, a creature takes a number of bludgeoning damage equal to your strength modifier + your barbarian level. On a successful save, the creature takes half as much damage.
The Ol' One Two Three
You've learned that the only thing better than hitting an enemy once is hitting an enemy several times.
Beginning at 10th level, in place of one attack on your turn, you can make three unarmed strikes against a single target.
Gore
You've spent enough time in the triangular area where two trails merge to know how to most efficiently hurt a whole row of things.
Beginning at 10th level, as an action you can charge forward in a 20 foot line, expending no additional movement speed. You can pass through a creatures space with this movement, as long as the space at the end of your charge is unoccupied. Each creature you pass through with this feature must make a Dexterity saving throw with a DC of 8 + your strength modifier + your proficiency bonus, taking 1d12 + your Strength modifier + your rage damage (if you are raging) bludgeoning damage on a failure, or half as much on a success.
Menacing Moo
Moo at your foes, weakening their resolve and their muscles.
Starting at 14th level, as an action you can expend one of your rages and choose a point of origin within range. Each creature in a 15 foot cube originating from the point of origin that can hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or have a penalty to all ability checks and attack rolls made using Strength equal to your proficiency bonus. Additionally, affected creatures will take extra damage from attacks made using Strength, also equal to your proficiency bonus. These effects last until the affected creatures finish a long rest. Multiple uses of this feature on a creature will cause the damage penalty/bonus to stack.
Previous Versions
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1/8/2022 9:30:57 PM
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Coming Soon
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