Base Class: Barbarian
Strong. Stupid. Compassionate.
Barbarians that follow the Path of the Thembo wield their power with a purpose. The purpose is respecting women.
Truly the essence of a thembo.
Shirt-Shredding Flex
Starting at 3rd level, your raw muscles cannot be contained by mere clothing. As an action, you can destroy an article of clothing that you are wearing, forcing all creatures within 60 feet that can see you to make a Wisdom save with DC = (8 + your proficiency modifier + your Constitution modifier). Creatures that fail this save are charmed by you for one minute or until the creature takes damage.
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. In addition, you may activate this feature as part of the action used to enter your rage, without expending any uses.
At your own discretion, you may decide that the clothing in question is only torn, and not destroyed entirely.
Distracting Eye Candy
Also at 3rd level, you find that your charms make for the perfect distraction. When a creature fails a saving throw to avoid being charmed by you, you can use your reaction to command an ally to attack the charmed creature. Choose a friendly creature within 30 feet that can see or hear you. That creature can immediately use its reaction to make one weapon attack against the charmed creature.
If the attacker was also charmed by you, it has advantage on this attack.
Musculoquacity
You don’t need to speak eloquently when your muscles do the talking. At 6th level, you gain proficiency in the Persuasion skill, and your proficiency bonus is doubled for any ability check you make that uses Persuasion.
In addition, you add a bonus equal to your Constitution modifier (min: 1) to ability checks that use Charisma.
Radiant Swole
Also starting at 6rd level, your muscles shine with unearthly light. When you take radiant damage, you can use your reaction to reflect light off of your muscles, shining light in a 15 foot cone centered on yourself. Creatures within this area that can see you are forced to make a Constitution saving throw (DC = 8 + your proficiency modifier + your Constitution modifier) or be blinded until the end of their next turn. Creatures that are charmed by you have disadvantage on this save.
Oblivious Charm
Beginning at 10th level, you become simply too oblivious for charms to work. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency modifier + your Constitution modifier) or be charmed by you for 1 minute or until the creature takes any damage.
Muscled Confidence
At 14th level, your confidence brings solace to those around you. While you are raging, you can take on a showy pose as a bonus action, granting temporary hit points equal to your Constitution modifier (min: 1) to creatures of your choice within 30 feet. Creatures that are charmed by you gain temporary hit points equal to twice your Constitution modifier (min: 2) instead.
Previous Versions
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10/28/2022 8:51:58 PM
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11/6/2022 2:39:08 PM
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2.0
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Coming Soon
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Posted Nov 6, 2022Fixed a wording issue.
This subclass is still available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/GSVKqAl5fAZb