Base Class: Barbarian
Only true punks can achieve the level of extasy needed to stick it to the man and only you can crush him under your feet. You've seen shit and there's no holding you back when you need to put on the beatdown. Whether or not there's music, your heart beats to the breakdown of the double bass drum and you won't let shit get in your way. Armed with a metal bass guitar and a leather jacket, it's you against the world.
Mosh Moves
At 3rd level you've learned to let loose in the pit. Your armor is a simple weapon that deals 1d4 + STR. When you rage, roll [roll]1d8[/roll], you gain access to the corresponding move on the mosh moves table below. Your save DC = 8 + your proficiency bonus + your Constitution modifier
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. At level 10, the armor increases to 1d6 piercing damage
Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your proficiency bonus if your grapple check succeeds.
Mosh moves:
| 1 |
Stage dive: as a bonus action OR as part of the dash action you can jump on a cluster of creatures in a 5 foot radius, on a failed dexterity save they take 2d4+proficiency or half as much on a failed save.
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| 2 |
Backswing: as part of the attack action you can make additional attack on an adjacent creature within reach for 1d4+strength.
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| 3 |
Backoff: When a creature enters your reach, you may use your reaction to make a shove attack against them.
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| 4 |
Fireman’s carry: you deal 1d3 damage for every 5 feet you move with a grappled creature
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| 5 |
Hooligans gaze: once as an action you force a creature within 10 feet to make a wisdom save or subtract 1d4 from all d20 rolls until end of your next turn.
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| 6 |
Wall of death: when you make an attack with your armor you can get another ally into the groove, they make an attack with advantage as a reaction
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| 7 |
Boogie, you can use your reaction to add 1d4 to your ac potentially causing an attack to miss.
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| 8 |
Body slam: If you move at least 10 feet towards a creature before making an armor attack you can make them save or be knocked prone.
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Infectious Rage
Once per short rest when you hit a creature with your spiked armor while raging, you can force them to make a wisdom save, on a failure, they lose control. While affected, they must use their turn to make a melee attack against a random creature within reach or move to the nearest creature and attack. They gain resistance to slashing bludgeoning and piercing damage. Creatures that are immune to charm or fear are immune to this effect.
An affected creature may make a wisdom saving throw at the end of their turn. On a successful save the effect ends.
Hero of the Pit
At 10th level, you learn to channel punk power to inspire camaraderie in others. As a bonus action, you unleash a battle cry infused with metal energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
CIRCLE PIT!!!!
You have learned to organize the pit, once per short rest, you may move up to your movement bringing any creatures within 5 feet with you following in your path. Any creature that moves with you loses its reaction if it has one. If a creature is unwilling it must make a Wisdom saving throw, on a failure it is compelled to follow your movement.
As part of this movement, you may make an attack roll with your spiked armor against each creature you pass. You may also force any opportunity attacks made against creatures following you to target yourself instead.
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