Barbarian
Base Class: Barbarian

Batt Rushers are Barbarians who resemble raging bulls in battle. They charge enemies and throw them around with astounding ease. 

Bonus Proficiency

Starting when you choose this path at 3rd level, you gain proficiency with the Athletics skill.

Bull Rush

Starting when you choose this path at 3rd level, you have mastered the ability to rush an enemy in battle. While you are raging, if you move up to 20 feet in a straight line towards a creature, and then hit that creature with a melee weapon attack, you deal one additional damage die of the weapon’s damage type. Additionally, the creature must succeed in a DC 15 Strength saving throw or be knocked prone.

Sprint

Starting at 6th level, your speed on the battlefield becomes nearly unmatched. When you move on your turn, you make double for movement speed until the end of your turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) and regain all expenses uses when you finish a long rest. 

Swing for the Fences

Starting at 10th level, your weapon attacks can fling your enemies around. When you hit a creature with a melee weapon attack while raging, you may force that creature to make a DC 12 Strength saving throw. On a failure, the creature is pushed up to 10 feet in a direction of your choice. On a success, the creature is pushed up to 5 feet directly away from you. You can use this feature a number of times equal to your Strength modifier (minimum of 1) and you regain all expenses uses when you finish a short or long rest.

 

Knock the Wind Out

Starting at 14th level, your blows are capable of briefly incapacitating your enemies. When you knock a creature prone while raging or deal 25 or more damage to a creature with a single attack, that must make a DC 15 Constitution saving throw or be Stunned until the end of its next turn.

Knock the Wind Out

Starting at 14th level, your blows are capable of briefly incapacitating your enemies. When you knock a creature prone while raging or deal 25 or more damage to a creature with a single attack, that must make a DC 15 Constitution saving throw or be Stunned until the end of its next turn.

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