Base Class: Barbarian
Barbarians who follow this path often seek the thrill of battle, making use of their surroundings and utilising the humanoid form as a weapon, as well as recognizing the right ways to make your foes submit out of sheer pain. You follow this path out of a yearning for fame and glory in battle, using stylish and crowd-pleasing maneuvres to dispatch your opponents in the most elaborate way possible. You have warped the barbaric path paved with blood and anger, now paved with gold and cheers.
Fisticuffs!
Starting at 3rd level, your time fighting in the pits has hardened muscle and bone to the point where every part of your body is a lethal weapon. While you are raging your unarmed strikes deal 1d6 bludgeoning damage + your strength modifier in place of its normal damage. Beginning at level 6 these attacks count as magical for the purpose of overcoming resistances.
Art Of The Ring
Techniques: You learn three techniques of your choice. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn two additional techniques of your choice at 6th, 10th, and 14th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Submission Dice. You have four submission dice, which are d8s. A submission die is expended when you use it. You regain all of your expended submission dice when you finish a short or long rest. You gain another superiority die at 10th level and one more at 14th level.
Saving Throws: Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Constitution modifier
You can only use these techniques while raging
Clothesline!
When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to knock the target down. You add the submission die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Correct Course
When you make an attack of opportunity, on a successful hit you may force the target to make a strength save otherwise they are pushed 10ft in a direction of your choice. Roll a submission die, and add the result to the damage dealt by the attack.
Dropkick!
When you hit a creature with an unarmed strike, you can expend one submission die to attempt to drive the target back. You add the submission die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. You then immediately fall prone
Peptalk!
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the submission die roll + your Charisma modifier.
Powerslam
Whenever you hit a creature with an attack you choose to attempt to suplex it. The target rolls a strength save against your Submission DC, on a failure you may choose to slam your target down in a space within 5 feet of you. They take damage equal to a roll of your submission die.
Rouse!
As a bonus action you may choose a creature that is friendly to you and hype them up, on their next turn when they make a successful attack they deal additional damage equal to a roll of your superiority die. A creature can only be roused once. You are considered as concentrating for this technique and must make constitution saves against your submission DC as if you were concentrating on a spell, on failure the friendly creature is no longer roused.
Showoff!
Whenever you hit an enemy with a melee attack, you may spend a submission die to attempt to showboat and taunt your enemy, add the roll of the die to the attacks damage. The target must make a save against your Submission DC and on failure they have disadvantage on all attack rolls against targets that aren’t you until the start of their next turn.
Throw!
As an action, you may select a creature and move it to a space within 15 feet of you, if the creature is unwilling they must make a strength save against your Submission DC. On failure you may throw the creature up to 15 feet, and they take damage equal to a roll of your submission die. If the space you chose is occupied by another creature, it takes damage equal to half the result.
WHERE DID THAT CHAIR COME FROM?
Whenever you make an attack with an improvised weapon you may roll a submission die and add it to the damage roll.
Unshakeable!
Beginning at 6th level, your many victories against a variety of opponents have toughened you up not just physically but mentally. Whenever you make a saving throw to avoid being charmed or frightened, you may add your rage damage bonus to the roll. This may only be done while raging.
Heart of the Ring!
Beginning at 10th level, the size of your Submission Dice increases to d10’s and at 18th level they become d12’s
Soul Of The Ring!
Beginning at 14th level when you roll for initiative and you have no more submission die remaining, you gain one submission die
Previous Versions
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8/15/2024 9:06:33 PM
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Coming Soon
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