Barbarian
Base Class: Barbarian

Level 3 — Tactical Rage

Your rage becomes focused precision.

  • 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.

  • 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.

  • 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.

  • 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.

  • Dislocate. When you successfully grapple, deal damage = die + STR mod and impose disadvantage on its attacks until your next turn.

  • Reversal. When a creature misses you in melee, make an unarmed strike or shove and add the die to the roll.

  • Throw Down. When you hit, add the die to damage and knock the target prone.

  • Vicious Leverage. Add the die to damage and push or pull 10 ft.

  • Intimidating Focus. Add the die to damage; on a Wis save fail the creature has disadvantage on its next attack not against you.

  • Elbow Lock. Add the die to damage; on a Strength save fail, melee attacks deal half damage until your next turn.

  • Blood Choke. On a Con save fail, target is silenced and can’t take reactions until your next turn.

  • Rib Crush. Add the die to damage; if prone, Con save fail = loses bonus action or reaction.

  • Joint Displacement. When a grappled foe fails to escape, deal die + STR damage and it has disadvantage on its next STR or DEX check.

  • Nerve Pinch. Add the die to damage; Con save fail = speed 0 until start of your next turn.

  • Hammerfall. Knock both you and target prone; deal 2 × die damage and automatically grapple.

  • Tendon Snap. Con save fail = speed halved and no reactions until your next turn.

  • Reaping Throw. Throw target 10 ft and knock prone (on STR save fail); add die to damage.

  • Cross Counter. Reaction when hit: make unarmed strike; Con save fail = disadvantage on next attack.

  • Final Pressure. (Uses 2 dice) If target < half HP, Con save fail = stunned; success = extra damage and prone.


Level 6 — Calculated Rage

  • You gain +1 Tactic Die (4 total).

  • Your Tactic Dice become d10s.

  • When you enter Rage, regain 1 expended Tactic Die.

  • You may make Intimidation or Perception checks while raging without ending the rage.


Level 10 — Relentless Maneuvers

  • When you roll initiative, regain 1 expended Tactic Die.

  • When you reduce a creature to 0 HP, you may use a maneuver without expending a die.

  • You learn one additional maneuver.


Level 14 — Apex Predator

  • Your Tactic Dice become d12s.

  • When you score a critical hit, regain one expended Tactic Die.

  • 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)

  • 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.

  • 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.

  • 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.

  • Dislocate. When you successfully grapple, deal damage equal to the die + Strength modifier and impose disadvantage on its attacks until your next turn.

  • Throw Down. When you hit, add the die to damage and knock the target prone.

  • Vicious Leverage. Add the die to damage and push or pull the target 10 ft.

  • Blood Choke. When you hit a grappled target, Con save fail = silenced and no reactions until your next turn.

  • Reaping Throw. Throw the target 10 ft (Strength save fail = prone). Add die to damage.

  • Cross Counter. Reaction when hit: make an unarmed strike; Con save fail = disadvantage on next attack.

  • 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.

  • You gain one additional Tactic Die (4 total).

  • Your Tactic Dice become d10s.

  • When you enter Rage, regain one expended Tactic Die.

  • 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.

  • When you roll initiative, regain one expended Tactic Die.

  • When you reduce a creature to 0 hit points, you can immediately use one maneuver without expending a die.

  • You learn one additional maneuver of your choice.

  • Your Tactic Dice remain d10s.

Apex Predator

Apex Predator

Your mind and body act as one killing instrument.

  • Your Tactic Dice become d12s.

  • When you score a critical hit, regain one expended Tactic Die.

  • 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

Path Of The Crimson Strategist Image

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