Base Class: Barbarian
Most do not follow the path of the Caterwauler by choice, but are instead born onto it, able to channel their rage into screams of such extreme fury that few can withstand them. Their voice is a weapon, and their shouts are like thunder.
Primal Scream
3rd-level Path of the Caterwauler feature
While raging your shouts are like an unstoppable force. You have a number of Primal Rage points equal to 2 + half your level in this class (3 at 3rd level, 4 at 4th, 5 at 6th, 6 at 8th etc.), and while Raging you may spend these to use the abilities detailed below. You regain all spent Primal Rage points when you complete a short or long rest.
Some abilities enable you to cast spells even while Raging, in which case the only required component is vocal, and casting the spell is considered an attack for the purposes of maintaining your Rage. If you spend more than the minimum number of Primal Rage points to cast these, then you may increase the casting level of the spell by 1 for each additional point spent. The maximum number of Primal Rage points that you may spend on a spell is equal to 1 + your level in this class divided by 3 (2 at 3rd level, 3 at 6th level, 4 at 9th etc.). If a spell requires concentration then you may concentrate upon it while Raging, but are unable to speak while doing so, and if your Rage ends then so will your concentration.
Primal Scream save DC: 8 + your proficiency bonus + your Charisma modifier.
Level | Ability | Cost | Effect |
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3 | Bawl | 1 | As a bonus action you may triple the volume of your voice, to gain advantage on Intimidation checks until the end of your next turn. You do not need to be Raging to use this Scream. |
3 | Bellow | 2+ | As an action you cast Catapult at 1st level. |
3 | Rallying Cry | 2+ | As an action you cast Heroism at 1st level. |
3 | Shout | 2+ | As an action you cast Thunderwave at 1st level. |
7 | Overwhelm | 3+ | As an action you cast Blindness/Deafness at 2nd level. |
7 | Scream | 3+ | As an action you cast Gust of Wind at 2nd level. |
7 | Yell | 3+ | As an action you cast Shatter at 2nd level. |
7 | Wording Bond | 3 | As an action you cast Warding Bond. |
13 | Confront | 4 | As a bonus action you cast Misty Step and Thunderclap immediately one after the other in any order. |
13 | Terrify | 4 | As an action you cast Fear. |
13 | Wall of Noise | 4 | As an action you cast Wind Wall at 3rd level. |
Thunder Slap
3rd-level Path of the Caterwauler feature
Your unarmed strikes deal thunder damage equal to d6 plus your Strength modifier instead of the normal bludgeoning damage. In addition, if you miss with a melee attack while Raging you may use your bonus action to immediately make a Thunder Slap attack against the same target.
Defensive Shriek
6th-level Path of the Caterwauler feature
When threatened you can shriek at unholy volume to protect yourself. When an enemy hits you with a melee attack you may use your reaction to shriek, increasing your AC against the attack by an amount equal to your Charisma modifier (minimum of 1), potentially turning the hit into a miss. There is no effect if you cannot speak, or if the enemy cannot hear you.
This ability can be used a number of times equal to your proficiency bonus, and you regain all uses after completing a long rest.
Bellow of the Blessed
10th-level Path of the Caterwauler feature
With great rage, comes EVEN GREATER VOLUME!
While Raging you may use your action to unleash the full fury of your voice in a tremendous bellow, forcing all creatures within a 15 foot cone in front of you to take a Constitution saving throw against your Primal Scream save DC. On a failed save a creature takes 3d10 thunder damage and is stunned until the end of your next turn. On a successful save a creature takes half as much damage and is not stunned. All creatures caught in the cone, whether they passed or failed, may take no reactions until the start of their next turn.
Once you have used this ability you are unable to speak for d4 turns and your concentration is broken. You must complete a long rest before you can use this feature again.
Voice of Unreason
14th-level Path of the Caterwauler feature
Your lung capacity is near infinite, and your voice never gets tired! You can hold your breath for a number of minutes equal to 2 + double your Constitution modifier (minimum of 2 minutes), and your abilities are unaffected by magic that prevents sound such as the Silence spell.
In addition, when you roll for Initiative and have fewer than 2 Primal Rage points remaining, you will instead have 2 points.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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2/28/2022 8:24:56 PM
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33
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0
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1.0
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Coming Soon
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This sub-class was created as a sort of request from one of the players in our group who wanted something to represent his newborn son's sheer volume in a form of Skyrim-esque "shout" abilities. Since he also tends to hate literally any character that isn't a Barbarian, my brother and I opted for an unusual Barbarian/spellcasting mix.
The sub-class is balanced around Way of the Four Elements style "casting", except that in the case of the Caterwauler you get all of your available powers at each level, and you can only use your Primal Screams while Raging, with the exception of the Bawl ability (advantage on Intimidation). You also get built in unarmed strikes in the form of the "Thunder Slap" which deals moderate thunder damage, and can be used as a bonus action if you miss with one of your main attacks (something which the player in question gets inordinately angry about).
Later levels give a shield-like defensive reaction, ideal for once you've suckered in an enemy with some Reckless Attacks. Bellow of the (Brian) Blessed gives you a solid damaging cone attack that has a chance to also leave them stunned for a round, but it also blocks reactions even when a target only takes half damage, so it should never be wasted. Lastly, Voice of Unreason gives a mix of minor benefits including doubled breath holding, can't be silenced, and always start combat with at least 2 Primal Rage points.
Overall, despite coming from a silly concept, I think the sub-class should be reasonably balanced; the damaging screams don't vastly increase the sub-class' damage output unless you can get a lot of targets in an area effect, so in most cases the party buffing or enemy debuffing powers are the more powerful ones making this somewhat more of a support Barbarian with crowd control. While expensive, Confront is a favourite feature of mine as a budget thunder step with full control over when the thunderclap happens (before for an escape, after for a charge), and the full ability to get your usual attacks in.