Barbarian
Base Class: Barbarian

Barbarians who follow this path often seek the thrill of battle, making use of their surroundings and utilising the humanoid form as a weapon, as well as recognizing the right ways to make your foes submit out of sheer pain. You follow this path out of a yearning for fame and glory in battle, using stylish and crowd-pleasing maneuvres to dispatch your opponents in the most elaborate way possible. You have warped the barbaric path paved with blood and anger, now paved with gold and cheers. 

The Power of Hype

At 3rd level, when you choose to go down this path, your rage enhances your physical capabilities and allows you to use additional features. While raging, you gain an additional 5 feet to your jump heights, your walking speed increases by 10 feet, and you add your proficiency bonus to Strength (Athletics) checks made to grapple a creature. Additionally, while raging you gain the use of signature moves which are fuelled by hype dice - both of which are explained below.

Signature Moves. You learn two signature moves of your choice, listed below. Many signature moves are their own attacks or can be made from other attacks. You may only use one signature move on your action. You learn two other signature moves at 6th, 11th, and 14th level. Each time you learn a new signature move, you may choose to replace one move you know with a different one.

Hype Dice. You have four hype dice, which are d8s. A hype die is expended when you use it. You regain all of your expended hype dice when you finish a short or long rest. You gain another hype die at 6th level, 10th level, and 14th level. 

Saving Throws. Some of your signature moves require your target to make a saving throw to resist the move's effects. The saving throw DC is calculated as follows: 

Signature Move Save DC = 8 + your proficiency bonus + your Strength modifier.

Signature Moves

The signature moves are presented in alphabetical order.

Chokeslam

When you attempt to grapple a creature, you can expend a hype die to raise the creature into the air by their throat, slamming them down to the ground after. If you succeed to grapple the creature you must roll a Strength check, adding the hype die to the Strength roll. On a success, the creature is hoisted up into the air and is slammed down, suffering 2d8 + your STR modifier and the creature is knocked prone.

Foreign Object

When you make an improvised weapon attack, you can expend a hype die to improve the damage done to clatter the life out of your enemies. You may add the roll to either your attack or damage roll. An attack made with this signature move scores a critical on an 18-20.

Lariat

When you move at least 10 ft. you can expend one hype die to hit the creature with a lariat, requiring an athletics check + your hype die contested against the creature's acrobatics roll. If the creature fails the roll, they are knocked prone. 

Low Blow

When you attack a creature with a weapon attack, you can expend one hype die to stun the creature after taking a cheap shot at their unmentionables. You add the hype die to the attack's damage roll. If this attack hits, the creature must succeed a Constitution saving throw or be stunned until the start of your next turn. After the condition wears off, the creature's movement speed is reduced by 10 until the start of their next turn.

Out of Nowhere

When you are prone and a creature attempts to attack you, you can expend a hype die to turn the tides of battle with an attack from out of nowhere. As a reaction, you can make an athletics check contested against the creature's acrobatics check, your hype die is added to your athletics roll. If the creature fails, they suffer 1d8 + your STR modifier bludgeoning damage and is knocked prone.

People's Elbow

When you move 10 feet toward a creature that is knocked prone to make a weapon attack, you can expend a hype die, rolling the die and adding the number rolled to your attack and damage roll.

Piledriver

When you successfully grapple a creature, you can expend a hype die to life the creature up and drop them on their head. When you do so, you must make a Strength check. Your hype die is added to the Strength roll. On a successful roll, you hoist them up and drop them straight on their head. The creature suffers 2d6 bludgeoning damage, and they must roll a d100. On a roll of 1-10, the creature is paralyzed until the start of their next turn.

Spear

When you move 10 ft. you can expend a hype die as you barrel straight into whatever creature is unfortunate enough to be in your path. When you do so, the creature must succeed a Dexterity saving throw or be carried the rest of your movement speed forward unless you are in the path of another creature, object, or a wall. When you stop, the creature takes 1d8 + hype die's roll bludgeoning damage and is knocked prone.

Superkick

When you make an unarmed strike against a creature, you can expend a hype die, rolling the die and adding the number to the attack and damage roll.

Tag-Team Cross-up

When you make a weapon attack within 10 feet of another creature friendly to you, you can choose to expend a hype die to allow another creature to attack directly after you as a reaction. When you roll the hype die, you can add the roll to the attack and damage roll. 

Taunt

When you make a weapon attack against a creature, you can expend a hype die to demoralise them by mocking them while attacking. You can add the rolled number to the attack roll, and the creature must succeed a Charisma saving throw or have disadvantage on attack rolls against all creatures other than you until it hits you.

Championship Aura

Starting at 6th level, your rage influences those around you to embrace the power of hype. When you rage, you manifest a spectral belt around your waist that grants you and up to 4 creatures within 30 feet of you advantage on Strength and Dexterity saving throws, and increases your walking speed by 15 feet. This effect lasts for 1 minute before as long as your rage does.

Promo Delivery

Starting at 10th level, you are able to talk absolute trash to your opponent, giving you a slight advantage in the field of combat. When you roll initiative, you can discern whether three of the following properties from a creature are superior or inferior to you within 60 feet. When you use this feature, you cannot use it again until you finish a short or long rest.

  • Armor Class
  • Hit Points
  • Strength Score
  • Movement Speed
  • Resistances, Immunities, and Vulnerabilities.

Finishing Move

Starting at 14th level, you learn how to use your signature moves to truly finish your opponents. When you expend a hype die to use a signature move, you can make the move a finishing move. The affected creature must succeed a Constitution saving throw or suffer vulnerability to a random damage type of your choice for up to 1 minute. The creature can choose to repeat the saving throw at the end of their turns, losing the vulnerability of their choice on a successful saving throw.

Previous Versions

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