Barbarian
Base Class: Barbarian

The Ruska Romas are an organization of criminals who excel in many combat styles, training their recruits at young ages making very efficient killers. They learn to hold their anger inside themselves, using their emotions to think of quick and efficient ways on how to kill their targets. While they may present a calm demeanor, they are always angry. When they hold too much anger in, they explode in a fantastic display of death and destruction.

Roma Training

Starting at 3rd level, you gain proficiency in simple and martial firearms, and you can use your Strength modifier instead of your Dexterity modifier on firearm attack rolls. While raging, you can add your Rage damage bonus to firearm damage rolls, and you have blindsight for 10ft. 

Close Quarters Combat

Starting at 6th level, you learn to mix your firearms and melee combat. Melee attacks you make with firearms use the weapons damage die and stats except the damage type will be bludgeoning, they will count as magical for firearms that are magical, and you have advantage on all Grapple checks.

Additionally, when you are Raging, you can make ranged attacks without disadvantage while enemies are within 5ft. 

Grappling Master

At 10th level, you can use your superior reflexes and quickness to not only grapple a creature, but inflict additional damage to them. Once per turn when you take the attack action and if you have successfully grappled your targets or are currently in a grapple, you may make one of the following special attacks replacing one of your attacks.

  • Arm Strike - You choose an arm on the creature. You then make a Dexterity (Acrobatics) or Strength (Athletics) check, contested by the target's Dexterity (Acrobatics) or Strength (Athletics). If you succeed, you chop down on the target's arm doing 1d4 damage + your rage damage, and they drop any item held in that arm.
  • Head Butt - You make an unarmed melee attack roll versus the target. On a successful hit, the target takes damage equal to your unarmed strike damage. The creature must also succeed on a DC 15 Constitution saving throw or be blinded till the end of their next round.
  • Kneecapping - You make an unarmed melee attack roll versus the target. On a successful hit, the target takes damage equal to your unarmed strike damage and the creature's speed is reduced to zero until the end of their next turn.
  • Leg Sweep - You make a Dexterity (Acrobatics) or Strength (Athletics) check, contested by the target's Dexterity (Acrobatics) or Strength (Athletics). If you succeed, the target is pushed 5 ft. back and is knocked prone.
  • Takedown - You then make a Dexterity (Acrobatics) or Strength (Athletics) check contested by the target's Dexterity (Acrobatics) or Strength (Athletics). If you succeed, both you and the target are knocked prone, with the target landing on top of you, providing 1/2 cover. Both you and the target are under the restrained condition for the length of the grapple.

Efficient Tactics

Starting at 14th level, you have advantage on attack rolls against creatures that have fewer than half their maximum hit points left.

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