Barbarian
Base Class: Barbarian

When Celestials and Fiends find themselves with irreconcilable differences, they find mortals to do their fighting for them in the Assek Colosseum. These champions don't don masks for the purpose of anonyntity- quite the opposite in fact.

Champions of the Divine seek to inspire their fellow mortals to heavenly aspiration, while Champions of Desecration choose to strike fear into the hearts of the weak.

Due to the constant escalation of blessed and cursed weapons, an agreement was met that battles would be waged with fists, or the occasional piece of furniture tossed into the ring by zealous members of the audience.

Mask Of The Champion

You gain disguise kit proficiency and can spend an hour of down time creating a Champion's Mask. Your mask can take two different forms, the Hero or the Scoundrel, and provide different benefits as a result.

Hero. You gain proficiency with the performance and persuasion skill as long as you wear the Mask of the Champion, and make those checks using your strength modifier in place of charisma.

Scoundrel. You gain proficiency with the deception and intimidation skill as long as you wear the Mask of the Champion and make those checks using your strength modifier in place of charisma.

Pit Fighter

You are exceptionally gifted at fighting for the entertainment of others. If you have allies within 60 feet of you, you have proficiency with improvised weapons and your unarmed strikes deal 1d6 plus your strength modifier in bludgeoning damage.

This damage increases to 1d8 at level 6, 1d10 at level 10 and 1d12 at level 14.

Pain And Gain

When you make an unarmed or improvised weapon attack while raging, you can choose to critically hit on a 18 or a 19, but take double your rage bonus damage in bludgeoning damage (no resistances apply to this damage).

When you hit 10th level in this class you can choose to critically hit on a 17 as well, and when you hit 14th level in this class you can choose to critically hit on a 16.

You decide to make this risk after you roll your attack, but before you roll for damage.

Off The Ropes

While raging, you gain a climbing speed equal to your walking speed and you can ignore falling damage from heights of 50 feet or less.

If you make a melee attack with an improvised weapon or unarmed attack immediately after falling from a height of 10 feet or more, you can add a do of bludgeoning damage for every 10 feet you've fallen, capping at 5d6.

Belt Of The Champion

You can spend the same hour of downtime you use to create your Champions Mask to create a Champions Belt.

While wearing the belt, you gain a +1 bonus to your attack and damage rolls with improvised weapons and unarmed strikes, and a +1 bonus to your AC and saving throws if you're not carrying a simple or martial weapon.

You also provide bonuses to your allies because of your legendary fighting ability, and provide different benefits depending on your mask.

Hero. Your presence is so inspiring, allies within 60 feet of you can add half your proficiency bonus to their AC and saving throws.

Scoundrel. Your allies understand you'll do anything to win, allies within 60 feet of you can add half your proficiency bonus to their attack and damage rolls.

Comments

Posts Quoted:
Reply
Clear All Quotes