Barbarian
Base Class: Barbarian

Some barbarians aspire to become like the kimon-oni, creatures of pure fury, hatred, and physical prowess. Such barbarians might make a deal with a kimon-oni to take on some of their power, while others might discover ancient rituals and rites to assume some of the might of the kimon-oni. Regardless of their methods of obtaining their powers, these barbarians are terrifying to behold in battle, and are often surrounded by crackling bursts of electricity. These barbarians are usually reckless and savage, some taking after their namesake, drinking profusely, inflicting torment wherever they go, or even devouring humanoid meat (perhaps as part of a deal made to obtain their powers). Other barbarians might use this power for good, despite the negative connotations surrounding their path.

FRIGHTFUL PRESENCE

When you enter your rage you appear as though you have taken on the form of a horrifying demon. When you enter your rage, each creature of your choice within 60 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can make additional saving throws at the end of each of its turns, ending the effect on a success. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.

STUNNING STRIKE

  1. Your rage is accompanied by horrid bursts of lightning. After a creature takes damage from your Lightning Strike feature you can use a bonus action to stun that creature. The creature must make a Constitution saving throw. On a failure, the creature takes an additional 1d6 + half your barbarian level of lightning damage and is stunned until the end of its next turn. On a success, the creature takes half damage and is not stunned. Once a creature has been stunned by your Lightning Strike, it cannot be stunned by this feature again for the next 1 minute. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.

VISAGE OF THE ONI

  1. Your body changes, you grow a pair of horns, and your skin turns a deep shade of red or blue. You gain proficiency in the Charisma (Intimidation) skill. If you are proficient in a skill you have expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it.

THUNDEROUS ROAR

  1. Whenever you enter a rage, you let out a thunderous roar. All creatures of your choice within 20 feet of you that can hear you must make a Constitution saving throw. On a failure, a creature takes 4d6 thunder damage and is deafened for the next 1 minute. On a success, a creature takes half damage and is not deafened. A deafened creature can make a new saving throw at the end of each of its turns. The DC for the saving throw equals 8 + your proficiency bonus + you Constitution modifier.

LIGHTNING QUICK

  1. You take on a supernatural quickness. While raging, your speed is increased by 10 feet.

LIGHTNING STRIKE

Lightning surges around you when you enter your rage. While raging, the first melee weapon attack or unarmed strike you hit with each turn deals lightning damage equal to 1d6 + half your barbarian level.

Previous Versions

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1/30/2024 8:07:18 AM
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