Barbarian
Base Class: Barbarian

Anger by its nature is destructive and all-consuming. Those who use its power may be granted strength, but it can consume them in turn. Barbarians harness this destructive force to overcome their foes, entering a short-sighted Rage that brings devastation in its wake. Yet this same power can lead to unintended harm — a heated argument, a friendly sparring match, or a moment of stress may ignite their fury, sometimes with tragic consequences.

In response, some Barbarians choose a different path. They reject the chaos of Rage and instead embrace the Path of the Still Mind — a Zen-like state of perfect clarity and control. Within this focused stillness, they perceive more than they ever could in fury. Though they have left behind the raw power of Rage, they gain new abilities through this unshakable serenity.

Composed Technique

When you unleash a Reckless Attack, your body moves with focused precision. Until the start of your next turn, you gain advantage on Strength saving throws to grapple or shove, allowing you to control your foes with calm determination even amidst your fierce assault.

At 9th level If you use a grapple or shove in place of a weapon attack when performing a Brutal Strike, you do not deal additional damage. Instead, your technique interrupts the target’s focus. The target is Silenced (unable to speak or cast spells with verbal components) until they become ungrappled , and if they are concentrating on a spell, they must immediately make a concentration saving throw as if they had taken damage.

Disarming Control

While grappling a creature in Calm, you may use a bonus action to attempt to disarm them. Make a contested Strength (Athletics) check against the target's Strength (Athletics) or Dexterity (Acrobatics) (their choice). On a success, the target drops one weapon or item they're holding (your choice). The item lands at their feet.

Zen Focus

While in Calm, you gain resistance to bludgeoning, piercing, and slashing damage. You are also immune to the charmed and frightened conditions.

Calming Influence

While in Calm, you may choose a number of allies within 30 feet up to your Wisdom modifier (minimum 1). At the end of your turn, each chosen ally gains +2 AC and temporary hit points equal to half the amount you gain from Calm (rounded down). For each ally affected, your AC is reduced by 1 until the start of your next turn.

calm

You can enter a state of Calm as a bonus action. You may enter Calm a number of times equal to the number of Rages you would have from the Barbarian class. While in Calm:

- You gain +2 AC (increases to +3 at level 8, +4 at 13, +5 at 18).

- At the end of your turn, you gain temporary hit points equal to half your Barbarian level (rounded up) + your Wisdom modifier.

- your Wisdom score increases by 2, to a maximum of 20.

Calm ends early if you fall unconscious; choose to end it as a bonus action or after 1 minute. Choosing this subclass replaces your Rage feature.

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