Barbarian
Base Class: Barbarian

The path of the dishonored is tread by those who may only find redemption in death at the hands of a worthy foe. These warriors travel the lands, seeking feared and powerful opponents to battle, hoping that every brawl will be both glorious, and their last. Those who find themselves on this path come from a wide range of backgrounds from paladins and noble knights that have disgraced their oaths and tenants to warriors from war lusting communities who have lost a decisive battle or shamed their clan.

Path of The Dishonored

Written by jameswastaken (on UA Reddit).

Art Credits: Barbarian by Kekai Kotaki.

Mapped and published on DnDB by ShutDog1212 (@Yuri_Fanatic_ on Twitter).

Death Seeker

Starting when you choose this primal path at 3rd level, you fight with greater vigor when facing worthy opponents, as you are inspired to make your final battle worthy of tales. While raging, your rage damage bonus is doubled while at or below half your maximum hit points.

Reckless Fighting Style

Also at 3rd level, you learn how to use different weapons to better harm your enemies with no regard for your own safety. Whenever you enter a rage, you can choose to use one of the following reckless fighting styles for the duration of the rage.

Bare Knuckle Brawler

Your unarmed strikes deal 1d4 additional bludgeoning damage. When you reach higher levels in this class this damage increases. Increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. In addition, while making a reckless attack, you may make an additional unarmed strike as a bonus action. On a hit, the target must succeed a Strength saving throw or is knocked prone (DC = 8 + your proficiency bonus + your Strength modifier). You must not be wielding a weapon or shield to gain these benefits.

Chain Breaker

While wielding a war chain, if you hit an enemy with advantage and would have hit them with both rolls, you can expend your reaction to attempt to grapple the creature with the chain. Roll a contested grappling check against the creature. If you are using the war chain as a one handed weapon you suffer disadvantage on this check. If the creature fails it is grappled by the chain. While a creature is grappled by the chain you cannot use the war chain as a weapon.

Curse Tosser

While wielding a melee weapon that lacks the reach and great weapon property, you can choose a target within 30ft of you as a bonus action and roll a contested intimidation check versus the targets insight. If you succeed the target takes an amount of psychic damage equal to your current rage damage bonus and has disadvantage on attack rolls against creatures other than you until the beginning of your next turn. If the target succeeds you take the damage and have disadvantage on attack rolls against creatures other than them until the beginning of your next turn, as your rage boils and burns you.

Great Weapon Crusher

Once per turn while wielding a great weapon, when using reckless attack and both rolls would have hit, you may add your proficiency bonus as damage. Also the enemy is shaken until the beginning of your next turn, suffering disadvantage on their next attack.

Two Weapon Ripper

While wielding two weapons, when an enemy within 5ft of you hits you with advantage and the lower of the attack rolls would have missed, you can expend your reaction to make one weapon attack against them.

"Kill Me You Coward!"

At 6th level while raging you can expend your bonus action to force all enemies within 30ft of you to make a Wisdom saving throw or move up to their speed towards you (DC = 8 + your proficiency bonus + your Charisma modifier + your current rage damage bonus). Once they have failed this save they gain advantage on all future saves against this feature for 1 minute. Also, you can add your current rage damage to any intimidation check you make while raging.

The Rush of Battle

At 10th level, when an enemy misses you with an attack roll, or hits an ally within 5ft of you, you can use your reaction to cause the attack to instead hit you. This allows you to leap towards the enemy, doubling your jump height and distance.

Drastic Measures

Starting at 14th level you take increasingly drastic measures to reach a honorable death as all previous attempts have frustratingly failed. Your reckless fighting styles increase in lethality both for your enemies and yourself.

Bare Knuckle Brawler

Once per round when an enemy within 5ft of you attempts to stand from being prone, you can make one unarmed strike against them without expending your reaction. On a hit, you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.

Chain Breaker

When you hit an enemy with advantage with a war chain and both rolls would have hit, all creatures within 10ft of you take your current rage bonus as slashing damage. Doing this however makes you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.

Curse Tosser

You gain advantage on intimidation checks due to your fearlessness in the face of death. Also, if you successfully intimidate a creature as a result of having advantage and both of your rolls succeed, both you and the creature deal an additional 1d8 damage on successful weapon attacks against each other until the end of your next turn.

Great Weapon Crusher

While wielding a great weapon, whenever you score a critical hit against an enemy, they must succeed a Constitution saving throw or become blinded until the beginning of your next turn (DC = 8 + your proficiency bonus + your Strength modifier). Additionally however if the enemy fails the saving throw you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.

Two Weapon Ripper

When you use your reaction to attack an enemy while wielding two weapons, you can make one additional weapon attack against the target or another creature within 5ft of you. On a hit, you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.

Previous Versions

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10/18/2020 9:25:36 PM
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