Base Class: Barbarian
"Really, Man it's just a f*****g dancing tube...thing! Why are you so obsessed with it!?!?!?!" "You wouldn't Understand..."
Many who hear of the almighty power of the Wacky Waving Inflatable-Arm Flailing Tubeman laugh, as if it were a mere joke. But you have learned the true power of it's fearsome dance of war, and now that you have had a taste of it's power. You wish to harness it. Those who have tried before you have failed, but who knows. Maybe you will be the lucky one.
Arm Flail
When you choose this path at 3rd level you gain proficiency in Unarmed Attacks, and your unarmed attacks deal 1d8+STR Bludgeoning damage. Additionally when you are raging, your unarmed attacks gain the "Reach" Property.
Starting at 6th level, your Unarmed Attacks counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Wacky N' Wild Wave
At 3rd level, when you take the attack action, you can use a bonus action to attack again.
You can use this feature a number of times equal to your Strength modifier (minimum of once) and you regain all expended uses when you finish a Short or Long Rest
Wacky Instincts
Starting at 6th level you can harness the wacky nature of the Wacky Waving Inflatable-Arm Flailing Tubeman. You can take the dodge action as a bonus action on your turn. When you use the dodge action in this way. If an enemy within 5ft of you makes an attack against you, and misses. you can use your reaction to make an unarmed attack against them. (If you are raging, the range increases to 10ft)
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
Essence of Tubeman:
You are one step away from becoming one with the Wacky Waving Inflatable-Arm Flailing Tubeman. Starting at 10th level. Whenever you are unwillingly knocked prone. You immediately stand back up, and you flail your entire body wildly. Each creature within 10ft of you must make a DC15 Dexterity saving throw. On a fail, they take 2d8 Bludgeoning Damage, or half as much on a save. For the purpose of overcoming resistances and immunities. This damage counts as magical. (If you are raging add an additional 1d8 Bludgeoning damage)
Warlord's Flail
You have finally become one with the Wacky Waving Inflatable-Arm Flailing Tubeman. Starting at 14th Level. When you take the Disengage or Dash action on your turn. Before you move, You can make an unarmed attack against every creature of your choice, within 10ft of you.
Previous Versions
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5/18/2022 4:35:48 AM
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0.5
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5/20/2022 11:57:42 PM
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24
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1.0
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Coming Soon
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