Barbarian
Base Class: Barbarian

This subclass is from a document on dmsguild.com made by user BoogerQueenDraws. I do not take credit for the content. I only recreated it in DnD beyond and fixed some minor grammatical errors. There was a homebrew option available on DnD beyond for this subclass previously, but it had overwhelming technical issues and writing mistakes that could have been easily avoidable. It also had a major typo in the name of the subclass. 

Some barbarians give new meaning to the word; those who follow the Path of the Gentlekin prioritize honor and etiquette, and employ their rage only as a means to enforce those values and crush boorish bullies. The word “barbarian” often evokes images of feral warriors rampaging out of control. But those who follow the Path of the Gentlekin are a different breed, emanating an aura of calm and cool collectedness even in the heat of battle. Though they carry great power and martial expertise, these barbarians reserve their true strength only for when they deem it necessary: namely to crush the most vile opponents underfoot and to bring an end deadly conflicts. They are honorable, ethical, and adhere strongly to norms of social etiquette, and insist that everyone who does business with them do the same. Ironically, there is nothing the Gentlekin Barbarian abhors more than barbarism.

Manners Maketh the Man

Yours is a path that prizes honor, discipline, and civility, and your aura of calm affects those around you. At 3rd level when you adopt this path, you gain advantage on Persuasion and Intimidation checks.

Improvised Ingenuity

When you choose this path at 3rd level, you learn to utilize your environment as a weapon against your enemies. You gain the following benefits.

  • You gain proficiency with improvised weapons.
  • While raging the first creature you hit on each of your turns with an improvised weapon attack takes extra damage equal to 1d6 + half your Barbarian level (rounded down). The extra damage is the same type as the weapon damage.
  • As a bonus action, you can attack with a clever and disorienting strike against one creature. Make a Strength (Athletics) check contested by the target's Strength (Athletics) check. If you succeed, the target takes 2d6 bludgeoning damage and is knocked prone. Once you use this feature, it can't be used again until you finish a short or long rest.

A Friend in Need

Your presence bolsters the confidence of your friends and allies. Starting at 6th level, up to 10 allied creatures within 60 feet who can see you are immune to the charmed and frightened conditions while you are raging. If an allied creature who can see you is charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Cunning Riposte

Beginning at 10th level, your tactical skill allows you to seize on opportunities afforded by your opponent’s mistakes even in the thick of combat.

As a reaction you take while raging, when a creature misses you with a melee attack, you can make one melee weapon attack against the creature.

You can take this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ever Unbothered

At 14th level, your perpetual cool headedness allows you to proceed calmly through even the most perilous of circumstances. You are immune to being charmed or frightened. Additionally, if you maintain a rage for fewer than three rounds of combat, it does not count against your total number of rages per long rest.

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