Base Class: Barbarian
The Path of the Oaf is not an easy one, but you are none the wiser. What you can't solve with your mind, you tackle with brute force.
Barbarians of this path can become blinded by their emotions such that they lose control of themselves in battle. At your discretion, you can determine what puts you into a blind rage by rolling on the Blind Rage Trigger table or by choosing an option from it.
Blind Rage Trigger
| d6 | Trigger |
|---|---|
| 1 | I get frustrated if I think too hard. |
| 2 | I lose control whenever I remember a traumatic moment from my past. |
| 3 | Nothing makes me angrier than seeing my friends hurt. |
| 4 | I am terrified of the sight of my own blood. |
| 5 | Don't yell at me! STOP YELLING AT ME! |
| 6 | Me hate it when little men call me stoopid. ME! NOT! STOOPID! |
Blind Rage
Starting at 3rd level, you can let your emotions overwhelm your senses when you rage. If you do so, you have disadvantage on attack rolls and ability checks for the duration of the rage.
While in a blind rage, your Rage Damage deals an additional 1d6 damage. The bonus damage increases when you reach certain levels in this class, increasing to 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.
You also modify the first melee weapon attack you make on each of your turns by rolling on the Blind Attack table. The DC of a saving throw for an attack in the table is equal to 8 + your proficiency bonus + your Strength modifier.
Blind Attack
| d4 | Attack |
|---|---|
| 1 | Concussive Blow |
| 2 | Flailing Grasp |
| 3 | Terrifying Strike |
| 4 | Wild Rampage |
Concussive Blow
On a hit, the target must succeed on a Constitution saving throw or be stunned until the start of your next turn.
Flailing Grasp
The target must make a Strength saving throw if you can grapple it. On a failed save, it is grappled by you.
Terrifying Strike
The target must make a Wisdom saving throw if it can see or hear you. On a failed save, it is frightened of you until the start of your next turn.
Wild Rampage
Instead of making an attack roll, each creature within your reach must make a Dexterity saving throw. On a failed save, a target takes damage as if you hit it with a melee weapon attack and gets knocked prone if it is no more than one size larger than you.
Oblivious
Beginning at 6th level, you often miss the meaning of the words and actions of others. You gain advantage on saving throws against being charmed or frightened.
Gentle Giant
At 10th level, you and beasts instinctually understand each other.
Nonhostile beasts are friendly to you. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
Dumb Luck
At 14th level, you gain a knack for succeeding despite your best efforts. When you make an attack roll, ability check, or saving throw, you can treat a d20 roll of 1 as a 20.
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Posted Aug 31, 2022Thank you! I was making something similar, but this saves me time!