Base Class: Barbarian
Barbarians who walk the Path of the Kaiju draw their rage from a primordial spark burning within their souls. That Kaiju bursts forth in the throes of rage, physically enlarging the barbarian. (This subclass is my first so I'm sorry if its unbalanced and UP/OP. I tried.)
Natural Weapons
At 3rd level, when you take this subclass, you can choose to forsake all weaponry and only use your natural abilities. (YOU CANNOT USE ANY WEAPONS EXCEPT FIST WEAPONS IF YOU USE THIS FEATURE)
At 3rd level, you can add your proficiency bonus to all your natural attacks(Breathe weapons are included). Also, your unarmed strikes now do 1d6+STR Bludgeoning damage and increase by 1d6 at levels 6, 10, and 14, and will increase by 2d6 at level 20.
Enlarging Fury
At 3rd level, when you enter your rage, you can transform, revealing the primordial power within you. Until the rage ends, you enlarge* one size and deal an extra 1d6 damage on melee attacks. You can enlarge* an additional size and deal an additional 1d6 damage at level 14.
*Enlarge: Your weight and mass double, and you increase one size category. Example: Small --> Medium, Medium --> Large, Large --> Huge, Huge --> Gargantuan, etc.
Trained Fighter
At 6th level you can learn 2 fighting moves from the list provided. You will learn additional moves at levels 10, 14, and 20.
1, 2, Punch
As a bonus action, you can melee attack again but you must half the damage.
Drop Kick
As an attack action, you can use 5ft of your movement to run at a target and drop kick them. If you fail to hit, you are left prone and your turn ends. If you succeed, the target takes 1d12 force damage(plus 1d12 for every size category above medium) and is pushed back 10ft. Both you and the target are left prone. As a bonus action, you can use half your maximum movement, if you have it, to immediately get up.
Kick to the Jewels
As an attack action, you can perform an unarmed strike to the crotch of a target(if it has one). If the target has sensitive organs there, the target takes double max damage, and becomes prone, paralyzed, and frightened for 5 turns. If they do not, they take the standard damage.
Suplex
As an action, you can roll to grapple a foe and if they fail the save, you flip them over your head. Dealing 1d8 bludgeoning damage and leaving you and the target prone. As a bonus action, you may use half your maximum movement, if you have it remaining, to immediately get up.
Tackle
As an attack action, you can tackle a target in melee range. You must make a grapple roll and on a success, the target is grappled and you both become prone. You may then perform an attack bonus action if you have one.
Intimidating Presence
At 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Star-eater's Mercy
At 14th level, you are powerful enough to attract the attention of a colossal Kaiju known as the Star-eater. When you reach 0HP, roll 1d100. On a 95 or above, he will fire a beam of energy at you, granting you half your maximum HP as Temporary HP and you roll double the damage dice on attack actions for 2 turns. When those turns are over, you lose the Temporary HP and automatically fail a death save. If you take enough damage to reach 0HP while you have the Temporary HP, you automatically fail a second death save.
The Star-eater will not protect you more than once a week.
Previous Versions
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4/23/2024 5:54:53 AM
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1
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1.0
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Coming Soon
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