Barbarian
Base Class: Barbarian

Fueled by rage, with the absolute determination that can rival a mountain's resolve, very few can stand up to these mighty combatants, famed for their gifts in combat, some even going as far as to call them by the very names of the gods to whom they serve themselves. They are brutal beings, savages of mastered rage, and possessed by the spirits of violence and have become thralls to the euphoric passion of slaughter.


Role : A Warmonger excels in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, Warmongers charge furiously into battle and ruin all who would stand in their way. defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match a Warmonger for sheer battle prowess

Heavy Armor Proficiency

You have Proficiency with Heavy Armor

Strength From Pain

This is the creed of all warmongers and you know it well. Starting at 3rd level, when a creature deals damage to you, you can use that pain to fuel your combat
prowess. On your next turn, you can deal additional damage on your next successful melee attack equal to 1d6, (This increases to 2d6 at 6th, 3d8 at 10th, and 4d8 at 14th) additional Force damage. This damage can only apply to the target that dealt that damage to you. You can use this feature a number of times equal to your ​Constitution ​ modifier and you regain all expanded uses once you finish a long rest.

Breath of War

Starting at 6th level, you roll with Advantage,​ on your Initiative, and Death Saving Throw rolls.

Rip and Tear

The more and more you are outnumbered the more dangerous you are, lashing out like a wild animal. For each enemy that is in your Threat Radius you deal an additional damage. Example; if you are fighting 1x1 you get no bonus, but if you are fighting 1x2 you have a +2 to all damage until one of the enemies are dead.

Intimidating Presence

You gain Expertise and Advantage on Intimidation Rolls. Enemies that come within 30ft must make a DC18 Wisdom Saving throw, or roll with disadvantage against your terrifying presence. 

Unyielding

You are immune to Critical Attacks. In addition, anytime you come under the effect of ​exhaustion​ you can treat it as one level less than it actually is.

Unbreakable

Whenever you Rage, you may select to have resistance to Acid, Cold, Fire, Force, Lightening, Poison, Psychic, or Thunder Damage

Previous Versions

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7/11/2024 2:00:50 AM
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