Barbarian
Base Class: Barbarian

“So I get that the gnome is a good leader, the tiefling’s a good sniper and tactician, and the girl on the broom has all the magic. What exactly do you bring to the table?”

- Moden, a human investigator.

”… Well, if you need someone to be sent through the wall, I can arrange that for you…”

- Melarodin, a dragonborn gladiator.

”That’s freakin’ cool.”

- Dirt, a drow investigator.

”… professionally.”

- Melarodin. 

 

The Path of the Roughhouser is a road seldom walked by those of a more high fantasy origin. But for those among a more civilized era, this path may be a favorite. Roughhousers specialize in pushing others around and becoming the center of a battle’s attention, whether that be to defend their allies, buy time for their leaders, or for their own sense of glory.

Troublemaker

Starting when you choose this path at 3rd level, you can push around others with your imposing presence in battle. When entering a rage, and as a bonus action on subsequent turns, you can deal 1d6 damage to a creature within 5 feet of you, and make an attempt to either grapple or shove that creature.

Additionally, when taking the shove action, you can move a creature up to 15 feet rather than 5 feet.

Lastly, the damage dealt with this feature scales to 1d8 at level 6, 1d10 at level 10, and 1d12 at level 14.

Stalwart

At 3rd level, you have become incredibly resilient to being pushed around by others. You have advantage on checks and saving throws against being knocked prone. Additionally while raging, you are moved half as much (rounded down) when subjected to knockback effects.

Reckless Taunt

Once you reach 6th level, you have developed a captivating personality, and can use it to take your foes’ attention. When using your reckless attack feature, you can force a creature of your choice within 30 feet of you to make a Wisdom Saving Throw (DC 8 + Your Proficiency Bonus + Your Strength Modifier). On a failure, that creature cannot target creatures other than you with attacks until the start of your next turn.

Superb Athleticism

Once you reach 10th level, you have become a supreme athlete, and can perform physical feats of remarkable nature. When you roll a Strength (Athletics) check of 9 or lower, you can treat the roll as a 10.

Strongarm Assault

Starting at 14th level, when you grapple or shove a creature, you can force that creature to make a Constitution Saving Throw (DC 8 + Your Proficiency Bonus + Your Strength Modifier). On a failure, that creature is stunned until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus per long rest.

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