Base Class: Barbarian
Level 3 — Tactical Rage
Your rage becomes focused precision.
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Tactic Dice.
You gain three Tactic Dice, which are d8s.
You regain all expended dice when you finish a short or long rest.
You can only use one maneuver per attack. -
Combat Maneuvers.
When you make a Strength-based weapon or unarmed attack, you can expend one Tactic Die to fuel a special effect called a Combat Maneuver.
You learn three maneuvers at 3rd level.
You learn one additional maneuver at 6th, 10th, and 14th level.
Whenever a maneuver requires a saving throw, the DC = 8 + your proficiency bonus + your Strength modifier.
You can use unarmed strikes and grapples for any maneuver that requires a melee weapon attack.
Maneuvers (choose any 3 at 3rd level)
You may later add or swap maneuvers in the Homebrew interface. Each costs 1 Tactic Die unless stated otherwise.
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Crushing Hold. When you hit a creature you’re grappling, add the die to the attack’s damage and force a Strength save. On a fail, it’s restrained until the start of your next turn.
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Knee Break. When you hit a creature, add the die to the damage and reduce its speed to 0 until the end of your next turn.
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Headbutt. As a reaction when a creature within 5 ft hits you, make an unarmed strike and add the die to the damage. On a Con save fail it’s stunned until its next turn.
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Dislocate. When you successfully grapple, deal damage = die + STR mod and impose disadvantage on its attacks until your next turn.
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Reversal. When a creature misses you in melee, make an unarmed strike or shove and add the die to the roll.
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Throw Down. When you hit, add the die to damage and knock the target prone.
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Vicious Leverage. Add the die to damage and push or pull 10 ft.
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Intimidating Focus. Add the die to damage; on a Wis save fail the creature has disadvantage on its next attack not against you.
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Elbow Lock. Add the die to damage; on a Strength save fail, melee attacks deal half damage until your next turn.
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Blood Choke. On a Con save fail, target is silenced and can’t take reactions until your next turn.
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Rib Crush. Add the die to damage; if prone, Con save fail = loses bonus action or reaction.
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Joint Displacement. When a grappled foe fails to escape, deal die + STR damage and it has disadvantage on its next STR or DEX check.
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Nerve Pinch. Add the die to damage; Con save fail = speed 0 until start of your next turn.
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Hammerfall. Knock both you and target prone; deal 2 × die damage and automatically grapple.
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Tendon Snap. Con save fail = speed halved and no reactions until your next turn.
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Reaping Throw. Throw target 10 ft and knock prone (on STR save fail); add die to damage.
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Cross Counter. Reaction when hit: make unarmed strike; Con save fail = disadvantage on next attack.
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Final Pressure. (Uses 2 dice) If target < half HP, Con save fail = stunned; success = extra damage and prone.
Level 6 — Calculated Rage
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You gain +1 Tactic Die (4 total).
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Your Tactic Dice become d10s.
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When you enter Rage, regain 1 expended Tactic Die.
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You may make Intimidation or Perception checks while raging without ending the rage.
Level 10 — Relentless Maneuvers
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When you roll initiative, regain 1 expended Tactic Die.
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When you reduce a creature to 0 HP, you may use a maneuver without expending a die.
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You learn one additional maneuver.
Level 14 — Apex Predator
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Your Tactic Dice become d12s.
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When you score a critical hit, regain one expended Tactic Die.
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When you grapple or restrain a creature, roll one Tactic Die and add it to the damage of your next unarmed strike against that creature.
Subclass Table
| Level | Features | Tactic Dice | Die Size | Maneuvers Known |
|---|---|---|---|---|
| 3 | Tactical Rage, Combat Maneuvers | 3 | d8 | 3 |
| 6 | Calculated Rage | 4 | d10 | 4 |
| 10 | Relentless Maneuvers | 5 | d10 | 5 |
| 14 | Apex Predator | 5 | d12 | 6 |
Tactical Rage
Tactical Rage
When you rage, your fury sharpens into surgical precision. You fight with calculation, using instinct as a weapon.
Tactic Dice.
You gain three Tactic Dice, which are d8s.
You regain all expended dice when you finish a short or long rest.
You can only use one maneuver per attack.
Combat Maneuvers.
When you make a Strength-based weapon or unarmed attack, you can expend one Tactic Die to perform a special effect called a Combat Maneuver.
You learn three maneuvers at 3rd level.
You learn one additional maneuver at 6th, 10th, and 14th level.
Whenever a maneuver requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.
You can use unarmed strikes and grapples for any maneuver that requires a melee weapon attack.
Combat Maneuvers
(Choose any 3 to start)
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Crushing Hold. When you hit a creature you’re grappling, add the die to the damage roll. It must make a Strength save or be restrained until the start of your next turn.
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Knee Break. When you hit a creature, add the die to the damage and reduce its speed to 0 until the end of your next turn.
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Headbutt. As a reaction when a creature within 5 ft hits you, make an unarmed strike and add the die to damage. On a failed Con save, it’s stunned until its next turn.
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Dislocate. When you successfully grapple, deal damage equal to the die + Strength modifier and impose disadvantage on its attacks until your next turn.
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Throw Down. When you hit, add the die to damage and knock the target prone.
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Vicious Leverage. Add the die to damage and push or pull the target 10 ft.
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Blood Choke. When you hit a grappled target, Con save fail = silenced and no reactions until your next turn.
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Reaping Throw. Throw the target 10 ft (Strength save fail = prone). Add die to damage.
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Cross Counter. Reaction when hit: make an unarmed strike; Con save fail = disadvantage on next attack.
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Final Pressure. (Uses 2 dice) If target < half HP, Con save fail = stunned; success = extra damage and prone.
Calculated Rage
Calculated Rage
Your rage becomes methodical, every strike measured and deliberate.
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You gain one additional Tactic Die (4 total).
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Your Tactic Dice become d10s.
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When you enter Rage, regain one expended Tactic Die.
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You can make Intimidation or Perception checks while raging without ending the rage.
Relentless Maneuvers
Relentless Maneuvers
You fight with fluid precision, your instincts honed to an almost mechanical efficiency.
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When you roll initiative, regain one expended Tactic Die.
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When you reduce a creature to 0 hit points, you can immediately use one maneuver without expending a die.
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You learn one additional maneuver of your choice.
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Your Tactic Dice remain d10s.
Apex Predator
Apex Predator
Your mind and body act as one killing instrument.
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Your Tactic Dice become d12s.
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When you score a critical hit, regain one expended Tactic Die.
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When you successfully grapple or restrain a creature, roll one Tactic Die and add it to the damage of your next unarmed strike against that creature
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