Barbarian
Base Class: Barbarian

*Please note that this subclass is still just a rough idea and requires refinement, constructive criticism is welcome and appreciated*

Some barbarians revel in the carnage caused by their reckless actions, Sohei  aim to be better than that. These warrior-monks overcome their instincts through the strength of an unbreakable will, striving to master themselves through grueling martial discipline. They are often seen as weak by their undisciplined kin, but those who have crossed blades with a Sohei knows what hides behind their calm demeanor. 

Sohei Techniques

Starting at 3rd level your training as a Sohei warrior-monk has made you a master martial artist. your unarmed strikes deal an extra1d6 damage. Additionally you can make an unarmed strike on your turn as a bonus action.

Body, Mind and Spirit

Starting at 3rd level you have learned to overcome your rage through strength of will, becoming one with your body, mind and spirit. instead of mindlessly raging, you enter a state of mindful focus. When you start raging, you focus on a certain technique, gaining one of the following effects:

  • Lightning Technique: On your turn you gain a +1 bonus to attack rolls for each attack you make. for example: your first attack gains a +1 bonus, your second attack gains a +2 bonus and a third attack grants you a +3 bonus.
  • Wind Technique: On your turn you can Dash, dodge or disengage as a bonus action.
  • Iron Technique: When you attack an enemy with an unarmed attack they must succeed on a strength saving throw or be knocked prone or knocked back 10 feet. You choose the effect. Save DC = 8 + your proficiency bonus + your strength modifier.
  • River Technique: When you attack on your, you can forgo your normal attacks to move up to your movement speed, dealing damage to all enemies within range once, making a separate attack roll for each.
  • Mountain Technique: You gain resistance to 3 damage types of your choice.

Once per turn, you can forgo one of your attacks to focus on a different technique. Additionally, your rage doesn't end if you haven't attacked or taken damage by the end of your turn.

Expedient strike

At 6th level you have learned to spot exploitable weaknesses on your opponent. When a creature in melee range takes an action, you can use your reaction to force them to make a dexterity saving throw. On a failed save you make a unarmed attack against them, ending their turn and stopping their attack. You can use this feature a number of times equal to your proficiency  bonus, regaining all uses after a short or long rest and regaining 1 use when you roll initiative.

Save DC = 8 + your proficiency bonus + your Strength modifier.

Strength from within

Starting at 10th level you have become a master of your mind. when you are subjected to an effect that requires a charisma, wisdom or intelligence saving throw, you gain one of the following effects based on the effect you are subjected to:

  • If the effect you are subjected to allows you to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • If the effect you are subjected to does not deal damage, you have advantage on the saving throw.

Perfect focus

Starting at level 14 you have learned to harness your inner strength without having to focus. You gain one of the techniques from you Body, Mind and Spirit feature permanently. You can change the technique when you take a short rest, provided you spend 30 minutes meditating.

Iron Technique

When you attack an enemy with an unarmed attack they must succeed on a strength saving throw or be knocked prone or knocked back 10 feet. You choose the effect. Save DC = 8 + your proficiency bonus + your strength modifier.

Lightning Technique

On your turn you gain a +1 bonus to attack rolls for each attack you make. for example: your first attack gains a +1 bonus, your second attack gains a +2 bonus and a third attack grants you a +3 bonus.

Mountain Technique

You gain resistance to 3 damage types of your choice. You can change the resistances when you take a short rest, provided you spend at least 30 minutes meditating

River Technique

When you attack on your, you can forgo your normal attacks to move up to your movement speed, dealing damage to all enemies within range once, making a separate attack roll for each.

Wind Technique

On your turn you can Dash, dodge or disengage as a bonus action.

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