Barbarian
Base Class: Barbarian

Logan was captured by Striker, and given an adamantine skeleton. Wolverine since escaped and joined the X-Men. Wolverine is the most ferocious character in the Marvel universe. He is an unstoppable force of nature feared by everyone. The nigh immortal and functionally unkillable killing machine is a choice for only the most violent of barbarians.

Regeneration

Starting when you choose this path at 3rd level, your mutant power shows itself.  As a bonus action you gain 1d4 + you Constitution Modifier HP. This cannot make your HP exceed your HP maximum, however they are not temporary. While under the effect of antimagic field or similar conditions, you are unable to use this ability.

Adamantine Skeleton

Beginning at 3rd level, your adamantine skeleton allows claws to shoot from in between your knuckles. When making an unarmed strike against an opponent, your attacks deal 1d8 + Strength Modifier slashing damage. These attacks count as magical for the purpose of overcoming resistance to non-magical attacks. These unarmed attacks count as light melee weapons. You cannot use your claws while holding a weapon in both hands, you must have at least one hand free to make one attack with your claws.

Additionally, you gain a +1 to your Armor Class.

Wild Animal

Beginning at 6th level, you can effectively speak with any Beast that has an intelligence of 2 or higher. The monster does not need to speak any language, as the 'speaking' consists mostly of grunts and body language. If the information that wants to be shared requires more than simple movements (e.g. point, shrug, nod etc.) the time needed to communicate takes your barbarian level - Beast's intelligence score longer to communicate than normal (minimum of 1x longer).

Unstoppable force

Beginning at 10th level, you are resistant to all damage types when in a rage. This includes damage from magical attacks.

Also when you drop to 0 HP, you can choose to drop to 1 HP instead. You can only do this once per long rest.

Also you can choose to re-roll a saving throw. You must choose to re-roll before you know whether or not the roll succeeds or fails. You must also use the new roll. You can only do this once per long rest.

Ferocious

Starting at 14th level, when you score a critical hit, you can roll a damage die another time and add it to the damage. Additionally, when you attack a creature with an unarmed strike who is at 10 HP or lower, the attack is an auto-crit.

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