Barbarian
Base Class: Barbarian

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

 

Smiling in the midst of chaos

At 3rd level, you gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You can also ignore the loading property of firearms.

The Demon's Smile: Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls, you can use your strength modifier in place of your dexterity modifier when attacking with firearms. When you make a successful ranged attack with a Firearm using Strength, you can add your Rage Damage bonus to the attack’s damage roll.

Primal Roar: As a bonus action on your turn, roll 1d6 and each friendly creature within 30ft of you, including yourself, gains temporary hit points equal to that amount in addition to your constitution modifier. You may use this ability as many times per long rest equal to your constitution modifier.

Overrun

At 6th level you learn to revel in battle frenzy and charge head first into battle. When you use half of your movement on your turn, you may use your reaction as you stop, causing all creatures within 5ft of you to make a strength saving throw (DC = 8 + proficiency + Str modifier) or be knocked prone. You can only make one attack when you take the attack action on the turn you use this feature. You can use this feature as many times as your Strength modifier per long rest.

Regeneration in Revelry

At 10th level, your enjoyment of battle fuels your ability to stay alive. While you're raging, having 0 hit points doesn’t knock you unconscious and you can stay on your feet. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If combat ends and you haven't died, you return to 1 hit point.

Keep the battle going! (Cage Fight)

At 14th level, you gain the ability to keep the fight close to you, as an action on your turn, you may create a cylindrical magical barrier around you, 60 feet from you in every direction. Creatures that are hostile to you cannot pass in or out of this barrier once it is created. The Cage Fight Barrier lasts for one minute or until you are knocked unconscious. You may use this feature a number of times equal to your Constitution modifier, regaining all uses at a long rest.

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