Barbarian
Base Class: Barbarian

These Barbarians are no strangers to civilization; they grew up in the environs of great cities, and are familiar with the ways of society. For one reason or another, however, they have become disillusioned with civilization and actively seek to subvert it. They have embraced a wilder and more tribal outlook. To the Rebel Misfit, laws, bureaucracy, social hierarchies and niceties are oppressive. Their rage is directed at those in power and those who enable them. They find themselves at home with other misfits: rebels, anarchists and criminals. They revel in chaos, shun norms, and have a violent antipathy toward anyone or anything that would seek to control them.

Against all Authority

Starting when you choose this path at 3rd level, when you rage, an aura of chaos surrounds you that  negatively affects lawful beings. Any lawful creature, or creature acting under the command of a lawful creature, within 10ft of you, has Disadvantage on ability checks and saving throws.

Fight for Freedom

Beginning at 6th level, your instinct for freedom is so strong that when you rage your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. As well, you gain Advantage on any check to escape from nonmagical restraints, such as manacles or a creature that has you grappled. The effect lasts only as long as you are raging, and this feature can only be used once until you finish a short or long rest.

Riot Starter

At 10th level, you gain the ability to rouse the anger of others around you and incite them to violence. As an action you may influence one creature of your choice, or a number of creatures whose Hit Dice are equal to the number of rages your level allows (maximum six 1HD creatures) to act in a violent or destructive manner. They make a Wisdom Saving throw against a DC which equals 8 + your Charisma modifier + your proficiency bonus. On a failed save they give in to their anger and become hostile toward a subject of your choice. They will not act in an obviously suicidal way. If the subject of hostility is someone for whom the target has strong positive feelings (i.e, a child or spouse) then they have Advantage on their saving throw. Depending on the situation or relationship, the target may or may not attempt to use deadly force, at the DM's discretion. Targets are allowed a new saving throw on any round in which they take damage. The effect lasts up to one minute. This feature can't be used again until you finish a short or long rest.

Master of Mayhem

At 14th level, the aura of chaos created when you rage is so powerful that you cause confusion among those near you. Immediately when you start your rage, all creatures within 30ft of you must make a Wisdom saving throw against a DC which equals 8 + your Charisma modifier + your proficiency bonus (lawful creatures within 10ft of you have Disadvantage on ability checks and saving throws).On a failed save affected targets can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. The effect lasts only as long as you are raging. An affected creature who moves more than 60 ft from you is freed from the influence of the effect. You can’t use this feature again until you finish a short or long rest.

Mayhem Behaviour
1d10 Behaviour
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-3 The creature doesn't move or take actions this turn, except for making as much noise as it can, yelling, roaring or screaming.
4-6 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
7-8 The creature attempts to do damage to any buildings, structures, plants or inanimate objects within its reach. If there is nothing like this within their reach the creature will simply strike the ground in anger.
9-10 The creature can act and move normally.

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2018 12:28:04 AM
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