Base Class: Barbarian
A calculating warrior from the swampland that is capable of changing their shape to that of the ferocious beasts that stalk the murk and mire.
These barbarians are blessed with the ability to assume the form of a Crocodilian, a bipedal, hunched behemoth that is at home on land and downright terrifying in the water. Known for their dance macabre, the death roll, where the Crocodilian grapples its prey and rolls, jaws clenched, until there is nothing more than viscera waiting to be consumed.
Beast Form
Beginning at 3rd level, when raging, you take on the form of a Crocodilian. A bipedal, hunched crocodile that is the apex amphibious hunter. Your old, yellow eyes attuned to both dark and underwater conditions allow you to see with darkvision for 120 feet. Due to your crocodilian nature, you have advantage on stealth skill checks when swimming as you stalk your prey.
Death Roll
Beginning at 3rd level, you clamp your mouth and claws onto target creature in an attempt to grapple them. Savoring the fear in their eyes as you approach.
If target creature fails its saving throw, you successfully grapple it. A Grappled creature can use its action to escape. To do so, it must succeed on a Strength check contested by your Strength check.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
If target creature succeeds its saving throw, it is not grappled and it now has advantage on saving throws to contest subsequent uses of this attack.
A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.
Rip and Tear
Beginning at 3rd level, while you have a creature grappled, you begin to writhe about with the creature secured in your jaws and claws. If you have a creature that is grappled via Death Roll, every further failed attempt to escape results in another 1d4 + STR of damage to the grappled creature. If the creature should die while being grappled in this way, gain Temporary Hit Points equal to 1d4 + the number of failed saving throws as you consume the pieces of the creature secured in your jaws.
Cold and Calculating
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Rampage
Beginning at 10th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn so long as at least one of the previous attacks has hit.
Crocodile's Smile
Beginning at 14th level, you can use your action to frighten someone with your toothy visage. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/10/2019 12:07:31 PM
|
6
|
0
|
--
|
Coming Soon
|
Comments