Barbarian
Base Class: Barbarian

For some Barbarians, violence is a way of life. For others it's simply the easiest path to take. For those following the Path of the Brawler, violence is a game they are exceptional at. Basking in their violence and finding joy in terrorizing their enemies, Brawler Barbarians use whatever means available to break anyone and everyone that crosses them. Compared to monks, brawlers use their rage to understand the best and most painful methods of defeating foes. Dealing increased damage with their fists, toughened from endless fights and brawls, they can unleash special movies that can cripple and terrorize enemies further. 

 

Bloody Knuckles

Starting at level 3, your unarmed strikes deal 1d4 bludgeoning damage, and while you are raging they instead deal 1d8 bludgeoning damage. You are also able to use your bonus action to attack with an unarmed strike, so long as you made a melee attack with your action.

Black and Blue

Starting at 3rd level, you are have learned how to harness your rage into special moves that inflict further damage onto foes. The amount of rage points you have access to us equivalent to your current level (3rd level would have access to 3 rage points). You can select 3 moves from the moves list at level 3, and an additional 2 moves at levels 6 and 10.  You recover all spent rage points at the end of a long rest.

In order to use a feature with Rage Points, the player must first be raging. If a feature does not mention rage points or the rage feature, they can be used whenever as stated in their description.

The DC for any saves is 8 + Proficiency bonus + STR modifier. 

Bigger the Better

You can treat two-handed weapons as one-handed weapons. If you are wielding a two-handed weapon in each hand, all attacks with these weapons are at disadvantage.

Blood and Steel

Once per turn while raging, if you make a weapon attack followed by an unarmed attack on the same target, you can force them into a STR saving throw or be pushed 10 feet.

Chicken

When you move at least 10 feet towards an enemy, you can spend 1 rage point to force the target into a game of chicken. Both the target and player will roll CHA saving throws, and the the one with the lower roll jumps out of the way, causing one of the following to happen:

  1. The target takes 2d8 psychic damage
  2. The target has disadvantage on all CHA saving throws for the remainder of combat
  3. The Target has disadvantage on attacks next round.
  4. The target is now frightened until the end of your next turn

If the player wins the contest, they get to choose the affect. If the player loses, they roll a d4 and the respective affect is inflicted onto them.

Ok, this is more to have stupid and funny moments, but feel free to remove the part of the player being inflicted on a failure.

Dislocate

Once per turn, whenever an enemy misses a melee attack on you you can spend 2 rage points to dislocate one of their limbs. The target will have to make a CON saving throw or have the specific limb be dislocated. The target takes 2d8 bludgeoning damage, and suffers one of the two

  • If the leg is dislocated, their movement speed is halved and Attacks of Opportunity on them have advantage
  • If the arm is dislocated, that arm is disarmed and any later attacks with it are at disadvantage

As an action, the target can attempt to pop their limb back in. They can attempt a DC 13 CON save, or an ally can attempt a DC 13 medicine check. On a success, the target is no longer afflicted with one of the mentioned debuffs. On a fail, the target takes another 1d8 bludgeoning damage.

Get Help!

For 2 rage points, as an action you pick up a target currently being grappled and throw them in a 15 foot line, dealing 3d8 bludgeoning damage to all enemies in the line. The grappled target must be of the same size as the player or smaller, unless the player has Incredible Pin. If the target fails a DEX saving throw, they are thrown 15 feet, taking the damage, falling prone, and forcing all characters in a line to attempt a DEX saving throw or also take damage and fall prone. If they succeed, they take half damage, do not fall prone, and no other targets in the line take damage.

 

Headbutt

While grappling, you can use an action or bonus action to Headbutt a grappled foe for 1 rage point. These are treated as a standard unarmed attack for roles. On a successful attack, the foe rolls a CON saving throw and on failure becomes stunned. 

Hold This!

Whenever you make a thrown weapon attack with a weapon that does not have the light property, you can spend 2 Rage Point to force the target to make a DEX saving throw. On a failure, they take an additional 1d8 weapon damage and are restrained until the end of your next turn.

Incredible Pin

Starting at level 6, while you are raging you can attempt to grapple creatures up to 2 sizes larger than you and must be within reach. Creature 2 sizes larger than you receive advantage on their Athletics or Acrobatics rolls for either contesting or escaping.

Pocket Sand

As a bonus action, you can spend 1 rage point to throw sand into a targets eyes. They will need to make a DEX saving throw or be blinded until the end of their next turn.

Punching Bag

Whenever you can use your reaction to attack, you can spend 1 rage point to use two unarmed strikes. This is not restricted if you also used The One-Two ability in this round.

Sidestep

You can spend 1 Rage Point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

The One-Two

Immediately after you take the Attack action on your turn, you can use 1 rage point to make two-unarmed strikes as a bonus action

You Dropped This

Whenever you are hit by a ranged or thrown weapon attack, so long as you have 1 free hand you can use your reaction to catch it and reduce the damage by 1d10 + STR + Barbarian Level. 

If the damage is reduced to zero, you can spend 1 Rage Point to throw it so long as it is something you can wield with one hand. You are considered proficient with this attack, and the range is 20/60.

Captivating Intimidation

You gain proficiency with Intimidation and are able to use it in place of Persuasion checks.

In addition, you gain proficiency with CHA saving throws, and while you are raging your CHA checks are with advantage.

You're Dead

Once per long rest, you can choose one target that is within 60ft. of you and threaten them with immeasurable violence. For one minute, whenever you deal unarmed or weapon damage on the target they take additional Psychic damage equal to your CHA modifier. In addition, at the start of the targets turn they must succeed a DC 16 WIS saving throw or be frightened until the start of their next turn.

Once the target has been killed, any individuals within 60ft. of you must succeed the WIS saving through or be frightened until the end of your next turn.

If anyone else attacks your target, you must succeed a DC 16 WIS saving throw against yourself or use your reaction to attack the creature attacking your target.

The Finisher

You have spent so much time inflicting pain on others that you have found the moves you're particularly found of to make a symbol of your dominance. Select up to two moves that you wish to refine even further and make into your signature moves.

A Flesh Wound

Whenever you restrain a target with Hold This, you can use a bonus action and spend 2 rage points to rip the weapon out of them, dealing the weapons damage plus 1d8 weapon damage. The target also begins bleeding profusely, taking 1d8 damage at the start of their turn for the next minute.

Bee Sting

Whenever you are able to throw a ranged or thrown weapon back at a target, you can choose to not reduce the damage and instead add the damage to your own attack, 1d10 + STR + Barbarian Level.

Chicken Dinner

When you move at least 10 feet towards an enemy, you can spend 2 rage point to force the target into a game of chicken. Both the target and player will roll CHA saving throws, and the the one with the lower roll jumps out of the way, causing two of the following to happen:

  1. The target takes 3d8 psychic damage
  2. The target has disadvantage on all CHA,WIS and INT saving throws for the remainder of combat
  3. The target has disadvantage on all attacks next for one minute.
  4. The target is now frightened for one minute

If the player wins the contest, they get to choose the affect. If the player loses, they roll a d4 and the respective affect is inflicted onto them.

Ok, this is more to have stupid and funny moments, but feel free to remove the part of the player being inflicted on a failure.

Combat Endurance

Whenever you use The One-Two, if both unarmed attacks hit you regain 2 rage points.

Dance Like a Butterfly

When you use a rage point to Disengage or Dash, you can do 1 as a free action instead of bonus action.

Flying Fists

Whenever you are able to make an opportunity attack, you can make one unarmed attack without using your reaction.

Friends Are My Strength

You can now target an ally with Get Help for 3 rage points. When you throw an ally, they will deal additional damage equal to their melee weapon or melee cantrip of their choice to any targets that fail a DEX save, and half the amount on a success. In addition, you may choose one condition from the following list that any failed targets will have until the end of your next turn;

  • Blinded
  • Frightened
  • Restrained
  • Poisoned

Hefty Blades

You no longer have disadvantage on weapon attacks when wielding a two-handed weapon in each hand. In addition, when you make a critical attack roll, you can roll for damage with both weapons.

See No Evil

If an enemy is currently blinded, you can spend 3 rage points to destroy the targets eyes in their sockets. The target must succeed a CON saving throw or become blinded. 

This blindness can only be cured by a lesser restoration spell or similar/stronger spell. If left untreated for 1 week the blindness becomes permanent, and only a Wish spell can cure it.

Shatter

If a target affected by Dislocate misses a melee attack against you, you can use your reaction to spend 3 rage points and attempt to shatter the affected limb. The target will have to make a CON saving throw or have the specific limb be crippled. The target takes 3d8 bludgeoning damage and suffers from one of the two

  • If a leg is shattered, their movement speed is reduced to 5, attacks of opportunity have advantage against them, and they must make a CON save at the start of every turn or fall prone
  • If an arm is shattered, they are no longer able to make weapon attacks with that arm, and any missed attacks cause them to take 1d8 bludgeoning damage.

This effect can be cured if the affected individual recovers 50 health in a single turn or is affected by a Greater Restoration spell. If this effect is not cured within 7 days, the effect becomes permanent and can only be cured from a Wish spell.

Skull Crusher

After successfully stunning a target with Headbutt, then next unarmed or weapon attack will be considered a Critical Hit.

Street Smarts

You can use your opponents lack of balance to your advantage. When you move a target with Blood and Steel, you can cause one of the following effects:

  • You disarm the target of one weapon, shield or other held item/object.
  • If the target would collide with another enemy, you can spin the target in a way that forces them to roll a melee attack against the other enemy with whatever weapon(s) are equipped.
  • If the target would collide with terrain, you can push them with enough force that they take an additional 1d8 bludgeoning damage upon collision.
  • You throat punch your opponent, preventing them from casting verbal spells until the end of their turn.

Unstoppable Pin

While you are raging you can attempt to grapple creatures up to 3 sizes larger than you and must be within reach. Creature 3 sizes larger than you receive advantage on their Athletics or Acrobatics rolls for either contesting or escaping.

In addition, whenever you are grappling a creature larger than you, you can use double the damage dice for unarmed attacks against that creature.

Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2021 7:59:26 PM
6
1
1
Coming Soon
3/21/2024 8:31:18 PM
72
5
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes