Barbarian
Base Class: Barbarian

Your tribe has learned the fundamentals of projectiles through observation of warring armies, basic teachings of inventors or through trial and error iterations. However the clan came about the knowledge, the Path of Ballista Barbarian takes advantage of their mighty strength via large amounts of tension through simple machines to launch an offensive. Demolish structures and devastate enemies from afar while they scramble to overcome your barrage!

Ballistic Warrior

Starting at level 3, you have crafted the equipment needed to throw ballista using your launcher while in combat. This applies to the following weapons: daggers, handaxes, and light hammers. You can also use objects and debris, called ballista, found in most environments, as well. These weapons' normal and maximum ranges are 40 feet and 120 feet, respectively, while you use your launcher to make an attack roll and you roll a d10 for damage (instead of the weapon's normal damage die). The damage type for the ballista is bludgeoning.

In addition, when you make ranged weapon attacks using your launcher, you can draw the weapon or ballista as part of the attack action and you can benefit from the effects of Reckless Attack as if you made a melee weapon attack.

Siege Conduit

Beginning at 3rd level, when you make weapon attack rolls against objects and structures with your launcher, you double the damage to attacks that hit.

Defensive Framework

The equipment you made to attack with your launcher provides you some protection from enemy attacks. Starting at 3rd level, you are considered to have half cover when an enemy makes a ranged attack against you while you carry your launcher.

Penetrating Projectiles

You can channel the innate power your tribe draws on through your launcher. Starting at 6th level, your ranged weapon attacks made with the launcher are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

While you Rage, your ability to attack with the launcher has improved. As part of the bonus action to rage, you can select a +2 bonus to either the attack rolls or damage rolls with attacks made with your launcher. In addition, you can reduce your movement by half (rounded down to the nearest 5-foot increment) to add your Constitution modifier to damage rolls to attacks made with your launcher until the start of your next turn.

Missile Master

Beginning at 10th level, you have become more proficient in attacking with your launcher. When you make a ranged weapon attack with your launcher, the normal and maximum ranges are now 80 feet and 320 feet, respectively and the damage die is now a d12. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with your launcher, Finally, your launcher has the reach property of 5 feet and you can use a reaction to make an opportunity attack with your launcher.

Draw Their Fire!

Starting at 10th level, your flurry of attacks draw the fire of lesser archers and ranged combatants you fight. While an ally is within 5 feet of you, all ranged attacks have disadvantage against that ally.

Death from Afar

Beginning at level 14, you have mastered the ability to catch an enemy off-guard in a fight. Once per rage, when you hit with a ranged weapon attack using your launcher, you can add your Barbarian level to the damage roll. In addition, you make an enemy vulnerable to that instance of damage, ignoring any resistances or immunities.

Take Cover!

Starting at 14th level, as a reaction, you can step-in for an ally within 5 feet of you when they're hit with a ranged attack. As long as they stay within 5 feet of you, you take that instance of damage and all other damage from ranged attacks that would target that ally until the start of your next turn.

Previous Versions

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1/29/2025 8:46:27 PM
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