Barbarian
Base Class: Barbarian

All Barbarians fuel their rage with strong emotions, but barbarians that follow the path of the world beat empower their rage through harmony with music, whether it be an ancient tribal song or fast-paced techno, moving through the battlefield  dancing to the beat your rage conjures while dodging hits, and shattering your foes with thunderous hits

Move to the Rhythm

When you get this subclass at 3rd level, you gain the following benefits  as the beat you follow infuses your hits and allows greater movement during your rages 

Your rage no longer ends if you don't attack or take damage, as long as you have moved to at least half of your maximum movement speed, as your dance-like movement keeps you in harmony with the music

Your unarmed attacks now count as weapon attacks for any abilities that require them and deal 1d6 extra thunder damage while raging (increases to 1d8 at level 6 and d12 at level 10) as the music infuses your hits

You can now also dash as a bonus action while raging 

 

 

Dancing Dodge

at 6th level you gain the following benefits
The dancelike movements of your rage, combined with the tempo of your song, allow you to dodge and even redirect or counterattack hits and spells

As a reaction, when you are targeted with an attack or a spell that uses a hit roll while raging, you can reduce the enemy's hit roll by 5 (if they roll a twenty, they still hit and crit there is only so much music can do) and if they miss after you have used this ability you can choose one of the following options

  • if the attack came from an enemy within your melee range, you may make an attack of opportunity on them
  • You may cause the attack to hit a different target within 30 feet of you (or the range of the enemy's melee weapon)

 

Heart of the Music

at the 10th level, you gain the following feature as music and performance infuse your very being

You gain expertise with performance and the ability to use your strength or constitution modifier for skill checks with it instead of charisma
You gain proficiency with all instruments or musical tools appropriate for your world
You gain immunity to thunder damage and sound-based abilities or effects, such as a siren's song, and if you are hit by thunder damage or a sound-based effect while raging you instead heal 1d8 hitpoints as the sound empowers your song

Become the Beat

At 14th level, you truly become one with the beat you follow, allowing it to literally carry you You gain the following ability

Once per turn, while raging, you can teleport to any point within 60ft You can see by stepping through the music itself, if you choose, you can cause a shockwave of your music to emanate from the point to teleport to or from, causing all creatures within 10 feet (besides yourself) to make a constituion save (dc equal to ten plus your strength modifier) taking 3d6 thunder damage and knocking creatures large or smaller prone (optionally larger creatures could be pushes or slowed down to represent not quite falling over) or half as much and not falling prone on a success

Comments

Posts Quoted:
Reply
Clear All Quotes