Base Class: Barbarian
Domination Through Civility
Some barbarians give new meaning to the word; those who follow the Path of the Gentlekin prioritize honor and etiquette, and employ their rage only as a means to enforce those values and crush boorish bullies. The word “barbarian” often evokes images of feral warriors rampaging out of control. But those who follow the Path of the Gentlekin are a different breed, emanating an aura of calm and cool collectedness even in the heat of battle. Though they carry great power and martial expertise, these barbarians reserve their true strength only for when they deem it necessary: namely to crush the most vile opponents underfoot and to bring an end deadly conflicts. They are honorable, ethical, and adhere strongly to norms of social etiquette, and insist that everyone who does business with them do the same. Ironically, there is nothing the Gentlekin Barbarian abhors more than barbarism
Level 3: Manners Maketh the Man
Yours is a path that prizes honor, discipline, and civility, and your aura of calm affects those around you. At 3rd level when you adopt this path, you can use a rage charge to gain advantage on Persuasion and Intimidation checks for one hour.
Level 3: Improvised Ingenuity
When you choose this path at 3rd level, you learn to utilize your environment as a weapon against your enemies. You gain proficiency in improvised weapons. While raging, if you are using an improvised weapon, the first creature you hit on each of your turns with a weapon attack takes extra damage of the same type as the weapon equal to 1d6 + half your Barbarian level. Additionally, once per short rest as a bonus action you can use an object or feature of your environment to attack one creature. Roll a strength contest against the target. On a success, the target takes 2d6 bludgeoning damage and is knocked prone.
Level 6: A Friend in Need
Your presence bolsters the confidence of your friends and allies. Starting at 6th level, up to 1d10 allied creatures within 60 feet who can see you are protected from being frightened or charmed while you’re raging. If an allied creature who can see you is charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Level 10: Cunning Riposte
Beginning at 10th level, your tactical skill allows you to seize on opportunities afforded by your opponent’s mistakes even in the thick of combat. As a reaction while raging, when a creature misses you with a melee attack you can make a melee weapon attack against the creature. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 14: Ever Unbothered
At 14th level, your perpetual cool headedness allows you to proceed calmly through even the most perilous of circumstances. You are immune to being charmed or frightened. Additionally, if you maintain a rage for fewer than three rounds of combat, it does not count against your total number of rages per long rest.
Previous Versions
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