Base Class: Barbarian
There are those barbarians who work as mercenaries, guards, and for those who are in need of just sheer brute force. Then there are the Feral. A small percentage of Barbarians sometimes go so far into rage and frenzy that they lose themselves completely and never return whole. These are the ones who become weapons only meant for destruction. The Feral once unleashed will rip through there foes with a type of violence not many have ever seen. They typically live on their own and are not friendly to most however they can be tamed just as many wild animals can. Some still know minor words and have little means of communicating. They are not highly intelligent creatures but they do know the difference from those who want them dead and those who do not.
Bloodlust
Starting at level three you gain the ability once a day to inspire companions with bloodlust. On creature killed by your hand once you use bloodlust you gain advantage on all attack rolls for the remainder of the battle or you get to choose one companion who saw you land a killing blow on an enemy to give them advantage on their next attack roll. If the enemy you landed a killing blow on is brought back bloodlust ends and you gain disadvantage on your next attack roll. Can be used once per level gained and restored with long rest.
Hulking monstrosity
On killing blow of an enemy you cover yourself in the deceased blood/viscera regardless of what it is and begin to scream. All enemies must then make a Wisdom saving roll DC15. On failed roll enemies gain disadvantage against all attacks not on you. This can only be used once per short rest/long rest.
Bloody Tornado
Sometimes being flanked isn't so bad. Once a Day when bloody tornado is used, all within melee range of you in any direction can take damage On successful hit you do 1d6+Str Mod as well as your standard damage roll for held weapon. Enemies must succeed a Str check or they stagger backwards 5 ft. Can be used once a day and be restored with short rest/long rest.
Savage pounce
On landing a killing blow onto an enemy gain use savage pounce to jump onto the next enemy within 10ft of you. The enemy creature must make a Str saving throw to hold you off or be knocked prone for your attack. Deals an additional 1d8+Str Mod damage on failed saving throw. On enemy creatures successful Str saving throw you are pushed back ft away from enemy and movement is halved.
The Reaper
On usage of The Reaper all enemies on the field must make a Wisdom saving throw DC17. On failure you become the one thing they fear. They drop their weapons and must use their action to dash away from you. In enemies minds who failed you become twice your size an cloaked in all black. On critical failure enemy takes an immediate 3d8 psychic damage from being frightened and goes prone. If manage to catch an enemy before their fear ends you gain an advantage on all attacks.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/9/2019 9:31:58 PM
|
5
|
0
|
1
|
Coming Soon
|
|
|
8/10/2019 2:24:56 AM
|
5
|
0
|
--
|
Coming Soon
|
|
|
5/21/2020 9:31:26 PM
|
164
|
1
|
3
|
Coming Soon
|
Comments