Base Class: Barbarian
Many a barbarian, while usually more fond of fisticuffs and over-the-top violence, strives for impressive muscle structure. Barbarians of the Path of Shredded Abs believe in their own physicality above all else. Their discipline in getting ripped is unrivaled, usually pushing themselves and the like-minded to greater heights while frequently adressing each other as 'brahs', in a show of kindness and respect.
Body Maintenance
Starting when you choose this path at 3rd level, you frequently add new ways to hone your body to your workout regimen.
Once per Long Rest, you may spend an hour working on one of your known workout routines to gain benefits until your next Long Rest.
You may choose two options at 3rd level, then another one at 6th level and a further option at 10th level.
The routines grow in strength at 6th and 10th level, respectively.
Bicep Curls
After working out your chest, when hitting a target with a melee attack, you may add 1d4 of non-magical bludgeoning damage to the damage roll.
At level 6, you may add 1d8 of magical bludgeoning damage to the damage roll.
At level 10, you may add 1d12 of magical bludgeoning damage to the damage roll.
Core Strength
After working out your core, you may stand up after being knocked prone as a bonus action.
At level 6, you may stand up as a free action.
At level 10, you cannot be knocked prone.
Increase Runs
After working out your stamina, you may add +2 to your Athletics ability checks.
At level 6, you may add +3 to your Athletics ability checks and +1 to your Constitution saving throws.
At level 10, you may add +4 to your Athletics ability checks and +2 to your Constitution saving throws.
Joint Stretching
After working out your shoulders and neck, you may add +2 to your Deception ability checks.
At level 6, you may add +3 to your Performance ability checks and +1 to your Dexterity saving throws.
At level 10, you may add +4 to your Deception ability checks and +2 to your Dexterity saving throws.
Leg Day
After working out your legs, you gain 10ft additional movement speed.
At level 6, the movement speed bonus is increased to 20ft.
At level 10, the movement speed bonus is increased to 30ft.
Pec Pump
After working out your chest, when hitting a target of medium size or smaller with a melee weapon attack, you may shove the target to an unoccupied space within 5ft of it.
At level 6, you may shove the target up to 10ft.
At level 10, you may shove the target up to 15ft.
Physique Studies
After working out your brain cells, you may add +2 to your Medicine ability checks.
At level 6, you may add +3 to your Medicine and Survival ability checks.
At level 10, you may add +3 to your Medicine and Survival ability checks and +1 to your Intelligence saving throws.
Shoulder Press
After working out your shoulders and neck, you may add +2 to your Deception ability checks.
At level 6, you may add +3 to your Deception and Acrobatics ability checks.
At level 10, you may add +3 to your Deception and Acrobatics ability checks aswell as +1 to your Strength saving throws.
Hype-Man
Beginning at 6th level, while raging, whenever you hit a creature with a melee attack, you may expand one Hype slot to grant an allied creature within 10ft of you (other than yourself) advantage on their next attack roll, ability check or saving throw (except death saving throws).
This feature can only be used once per round.
You have two multiplied by your Charisma modifier Hype slots, which refresh upon finishing a Long Rest.
Duality of Gains
Beginning at 10th level, after one of your melee attacks has caused a creature to fall unconscious or die, you may immediately move to an unoccupied space within 10ft as a free action.
If this puts you within 5ft of another creature, you may choose to either...
...immediately make a melee attack roll against the creature or
...protect it (if it is a willing creature), increasing its AC by your Constitution modifier until the start of your next turn or until leaving its melee range, whichever happens first.
Neverending Repetition
Starting at 14th level, after hitting a target with a melee attack, every subsequent melee attack against the same target adds 1d4 force damage to the damage roll.
As long as the same target is being attacked, this bonus stacks indefinitely.
If you attack another target or miss an attack on the same target, all stacks previously gathered are lost.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/7/2023 7:28:51 PM
|
10
|
1
|
--
|
Coming Soon
|
Comments