Barbarian
Base Class: Barbarian

Path of the Rabblerouser:

The Path of the Rabblerouser is a path for the strong and the charismatic, they can whip a crowd into a whirlwind of activity whilst making use of improvised missiles and repurposed equipment to tear down their enemies. Such a person is a champion of the people, whom stands for their liberation above themselves, they will if necessary resort to violence and manipulation to achieve a goal that benefits the downtrodden masses and crestfallen. They can turn a disorganised riot into a terrifyingly efficient force for change, and as such are often maligned by those with power and wealth whom gained it by the very same exploitation the Rabblerouser riles against.

Will of the masses:

Such a peoples champion will only arise in places of great disparity and injustice. A Rabblerouser then can be famed across their city and can quickly spread their sentiment across entire kingdoms and empires if they mistreat their common people. At the same time, such a figure lives in a precarious manner wherein the privileged of society see them as a criminal and will report them to the guard, and those wishing to become as such may well do the same. To be a Rabblerouser is to understand that those whom have found a place in the imbalance of society will view you as anathema to their way of living, the life of a individual with such sway is just as likely to end in glory as it is to end in a ditch.

Jury-Rigged Weapons

You are adept as making do with whatever weapon you can get your hands on, as such you can use them to devastating effectiveness. At 3rd level with this path you gain proficiency with Improvised Weapons, furthermore when you make an attack with an Improvised weapon whilst raging for the first time in a turn it deals an additional 2d4 bludgeoning damage, this scales at higher levels increasing to 3d4 at 5th level, 4d4 at 12th level, and 6d4 at 17th level. in addition any thrown improvised weapon increases to a range of 60 feet at medium distance and 120 feet at long distance.

Spirit Of The People

At 3rd level, when you adopt this path, you become naturally attuned to moving people to action, gain proficiency in the Intimidation and Persuasion skills, additionally when you roll intimidation or Persuasion checks targeting a humanoid add your proficiency and additional time.

Agitate

At 6th level, you have mastered the ability to undermine authority to those around you. As an action you rile creatures in a 10 feat radius up, they must may a Charisma saving throw equal to 8+ your proficiency + your charisma modifier or be considered charmed by you for 1 minute, or until they take damage. As a bonus action you may designate a creature within 30ft as foolish or nasty, all of the creatures charmed by this ability within 30ft must turn to the creature and mock them instead of taking an action wherein afterwards the Charmed effect ceases. You may use this ability once per long rest.

Resident Malcontent

At 10th level, you learn how to work even the least sympathetic crowd into action. As an Bonus action you make a charmed creature within 30 feet of you make one melee weapon attack against a target, it rolls using your proficiency bonus on the attack. You can use this ability an amount of times per long rest equal to your charisma modifier divided by 2, rounded up.

Figurehead of the Rebellion

At 14th level you are inured to mental assaults that would turn you against those you seek to protect. When you roll a Wisdom or Charisma saving throw caused by a source you can see within 60 feet you do so at advantage.

Previous Versions

Name Date Modified Views Adds Version Actions
6/27/2019 11:45:16 PM
37
1
--
Coming Soon
6/27/2019 11:52:35 PM
29
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes