Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Twirler channel their rage into an unstoppable whirlwind. Reveling in the glory of their power, they smash all those unlucky enough to be near them. Like a huge chopper.

You can only walk this path if you wield a weapon with the heavy property.

Level 3: Whirlwind

When you chose this path at 3rd level, you can chose to perform a Spinning Attack. You spin violently, using up 10 feet of movement speed and dealing damage equal to your weapon damage die + your proficiency bonus + your Strength modifier to any creature within range of your weapon, in a circle around you. You do not need to beat that creature's AC. Each creature must make a Dexterity saving throw equal to 8 + your Strength modifier + your Proficiency Bonus. On a success, it takes half damage.

You can only use this attack if you are not wearing heavy armor.

At 8th level you can rotate twice instead of once, dealing twice the amount of damage.

At 14th level you can move while twirling, using up your movement speed. This lets you hit all enemies in the path of your spinning weapon.

Level 3: War Dance

You gain proficiency in the performance, intimidation and acrobatics skills

Level 6: Harnessed Inertia

Dancing with your weapon has taught you how to use its inertia to your advantage. Starting at 6th level, you can wield a heavy melee weapon without the reach property with one hand, when you enter rage. You can equip an off-hand melee weapon without using an action or a bonus action when enraged.

If you use your Spinning Attack with two weapons, deal extra damage equal to your off-hand weapon's damage die + your Strength modifier to creatures you hit.

Level 6: Failed Song

In your raging bliss, you forget yourself and start to sing. But Barbarians can't sing, can they?

Beginning at 6th level, twice per short rest, you can burst out singing in a horrendously broken and un-melodious way. Every enemy within 30 feet of you is Stunned and has to make a DC 16 Wisdom saving throw or take 1d4 psychic damage. This requires a bonus action to use.

This damage increases to 2d4 at 10th level and 3d4 at 16th level.

Level 10: Yeet

At 10th level, you can use a bonus action to grab a creature within 5 feet of you and yeet it 30 feet. The creature needs to make a DC 20 Strength saving throw of get thrown 30 feet away in a direction of your choice. If it succeeds the save, it gets pushed back 5 feet. You can use this ability as many times equal to your proficiency modifier and you gain all expended uses back after a long rest.

If the target hits a solid object while in the air, it comes to a stop and takes 1d4 bludgeoning damage for each 10 feet traveled and lands prone. If a creature is hit, both take half damage and both fall prone.

Your yeet damage increases by 1d4 at 16th and 20th level.

Level 14: Thunder Kata

Beginning at 14th level you share the gift of your adrenaline rush with your allies.The Thunder Kata energizes them and makes them ready for combat.

Once per long rest you can perform the Thunder Kata with your allies. This takes 5 minutes. All your allies gain advantage on all Strength, Dexterity and Constitution saves and checks for 1 hour. The duration increases to 2 hours at level 18

You can only use one Kata per long rest, either the Thunder or the Wave.

Level 14: Wave Kata

Beginning at 14th level you share the gift of your serene meditation with your allies.The Wave Kata focuses them and makes them ready for combat.

Once per long rest you can perform the Wave Kata with your allies. This takes 5 minutes. All your allies gain advantage on all Wisdom, Intelligence and Charisma saves and checks for 1 hour. This increases to 2 hours at level 18.

You can only use one Kata per long rest, either the Thunder or the Wave.

Previous Versions

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10/8/2024 4:40:41 AM
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