Base Class: Barbarian
What would happen when a Barbarian uses their wisdom as a greater weapon?
When a barbarian follows the path of the Iron-Hand they learn how to be more ruthless and precise, causing normal everyday hits to deliver devastating blows. Iron-Handed barbarians use their wisdom to make their attacks more fast and efficient. The precision of an Iron-Hand can cause some of the most skillful spellcasters and fighters to stay out of getting themselves in trouble with these Barbarians.
The Iron-Hand is well known among Barbarians as a way of finding the inner strength within how barbarians fight. To mess with just one is a big issue but if you try a small army you better hope you aren't on the receiving end of the blows. Iron-Handed barbarians love to learn from their mistakes and will thrive at trying to overcome that as a challenge.
Iron-Hand Barbarians will have tattoos just limited to their arms with very vague pictures of their past experiences but not impossible to understand. The Iron-Handed's would love to tell you the stories.
Precise Attack
Starting at 3rd level you gain the following:
Precise Attack: Once per turn, when you hit a target you can deal additional damage equal to your wisdom mod+ your proficiency bonus. This damage is the same as your weapons type of damage.
Wise Defense
Starting when you choose this path at level 3 you gain the following:
Wise Defense: Your unarmored defense instead of it being 10+ your Dexterity mod.+ Constitution modifier it instead changes to 10+your Wisdom modifier+ Constitution mod. (Same as a monk)
Overwhelming Strength
Starting at level 6 you've trained with a variety of weapons and now you know how to use your Strength and Wisdom in combat you gain the following:
When you go into a barbaric rage, you can wield normal weapons in ways that would surprise other experienced fighters. the following properties change:
Heavy and Two-Handed: You can wield these weapons with one hand and have another hand for a shield or another weapon but you can't wield 2 great axes or greatswords but you could do a Longsword and Greataxe due to the change in weapon properties.
Versatile and normal weapons with no properties: Versatile weapons can do the max damage as if it were wielded with 2 hands (Longsword with one hand would do 1d10 instead of 1d8 but it can't exceed 1d10). Versatile and Normal weapons with no properties turn to light weapons, making them able to be dual-wielded (2 Longswords for example)
Finesse: When or if you wield a finesse weapon it has the same properties as a versatile weapon in this case. You can dual-wield them and still use your dexterity modifier if you so choose.
Light: Light weapons that already have the light property don't have a major change but while you are dual-wielding you can add your modifier to the damage roll and add your attack bonus as if it were a normal weapon attack for your second weapon.
Ruthless attack
Starting at 10th level you have become utterly ruthless due to your precision and experience, you gain the following trait:
Ruthless Attack: While you are in rage you can make an additional attack on your turn as a bonus action.
Staggering Blow
At level 14, you've become the master of ruthlessness and Precision, you gain the following:
Staggering Blow: When you go into your barbarian rage and make a successful attack on a Large or smaller enemy, you can cause the target to roll a Wisdom saving throw with a DC of 8+Wisdom Modifier+ your proficiency bonus. On a failed save, the creature is frightened until the start of your next turn and knocks itself prone, and the next time that creature takes damage it counts as a critical hit. On a successful save the target is pushed away by 10 feet and the next saving throw or attack it makes the enemy must roll with disadvantage. After you use this feature you must wait till the start of your next turn to use it again.
You can use this feature 3 times per long rest
Previous Versions
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3/22/2020 12:38:43 AM
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3/27/2020 11:34:10 PM
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