Barbarian
Base Class: Barbarian

Large imposing figures dressed with little armor except for their signature oversized iron helmet, 'Ardknocker barbarians are towering figures on the battlefield, their massive unarmored forms a testament to their unwavering resilience and unmatched physical might. 'Ardknockers specialize in bullying enemies on the battlefield, propelling combatants away to the ground and breaking them with their massive weighted weapons. They rely on brute force to push enemies over, forcibly move adversaries, and disrupt the battlefield with their overwhelming presence. 'Ardknockers are utilized by adventuring parties to break through enemy lines, creating chaos and disarray as they pave the way for their allies to advance.

The Path of the 'Ardknocker is followed by barbarians who revel in the chaos of battle, using their sheer strength and unyielding determination to smash through enemy lines and sow discord among their foes. 'Ardknockers are often seen as chaotic followers of violence and intimidation utilizing their sheer girth and might to get what they want. However, most 'Ardknockers maintain an intense plan and focus to do their duty steadfast and efficiently for their party. The plan is simple, overwhelm the enemy.

Wild Wrecker

3rd-level 'Ardknocker Barbarian feature

Your rage turns you into a wrathful wrecking ball, pushing and pulverizing enemies in your path. You gain access to the following benefits.

  • Once per turn while raging when you hit a creature with a melee weapon attack that is wielded two-handed and deals bludgeoning damage, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.
  • You can use the Shove action when you activate your rage or as a bonus action while raging. 
  • When you successfully shove another creature while raging you deal 1d6 + your strength modifier in bludgeoning damage to the target and the distance they can be shoved is increased to 10 feet. Additionally you can add your Rage Damage Bonus when making any skill check to move another creature.
  • While raging you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

 

Monumental Presence

6th-level 'Ardknocker Barbarian feature
At 6th level, your fervor becomes so great that lesser enemies can be simply pushed aside. You may sacrifice 10ft of your total movement speed until the start of your next turn. If you do, all Large or smaller creatures of your choice within 5 feet of you must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save the creature must move into an unoccupied space of their choice up to 5 feet away, so long as the space is further away from you. On a successful save the target is not moved. A creature cannot be affected by this ability more than once per turn.

Veracious Advance

6th-level 'Ardknocker Barbarian feature

At 6th-level your destructive momentum becomes fueled by your rage. At the start of your turn you can let out a boisterous warcry (no action required) giving you the following benefits until the start of your next turn.

  • You gain 20 feet of movement speed.
  • You cause all creatures of your choice within 60 feet of you to have disadvantage on opportunity attacks.
  • Choose one creature within 60 feet of you and gain advantage on attack rolls against that creature.
  • Utilizing your Monumental Presence ability only uses 5ft of your movement speed.

Once you use this ability you cannot do so again until you finish a short or long rest.

Concussive Torrent

10th-level 'Ardknocker Barbarian feature

You wildly swing your weapon with such tenacity that it literally sends foes flying. As an action, make a melee weapon attack against all creatures within 10 ft of you, dealing 3d12 bludgeoning damage on a hit. A creature that is Large or smaller that is hit by the attack must succeed a Strength saving throw with a DC of 8 + your proficiency bonus + Your strength modifier or be knocked away from you 15 feet and be knocked prone. A creature that succeeds it saving throw is pushed away 5 feet and is not knocked prone. Once you use this feature you can't do so again until you finish a short or long rest.

The Best Defense...

14th-level 'Ardknocker Barbarian feature

At 14th-level you carry the momentum of your titanic blows to fortify your defensive might. At the end of each of your turns, roll a number of D6s equal to the amount of times you have moved creatures against their will. You gain a number of temporary hit points that last until the end of your next turn equal to the total rolled.

Previous Versions

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