Base Class: Barbarian
This subclass uses its absolute sheer strength to destroy and slaughter their enemies. They can dual-wield heavy weapons, one in each hand, and throws a flurry of blades towards its foes. These Barbarians are feared among other adventurers, and train rigorously from the age of childhood, performing amazing feats of strength.
Adrenaline Rush
At level 3, while raging as long as you aren't wearing armor, your AC raises. The amount it gets raised by is relative to your remaining hit points, the more hit points you're missing, the more AC you're given.
- 100-81% of max hit points left grants no extra AC
- 80-61% of max hit points left grants 1 extra AC
- 60-41% of max hit points left grants 2 extra AC
- 40-21% of max hit points left grants 3 extra AC
- 20-1% of max hit points left grants 4 extra AC
The total AC given can't raise the base AC above 21.
Bloodthirsty Charge
At level 3, you can charge towards an enemy within 10ft of you at your first turn of combat, this movement is free movement. This charge does not allow for attacks of opportunity. The range of the charge increases an additional 5ft at levels 6, 10 and 14.
Rallying Warcry
At level 6, while raging, the barbarian yells a bolstering roar, boosting the AC of his nearby teammates within 15 ft of him, by an addition of 2 points. Enemies within the same range must make a CHA save throw (DC15), if they fail the throw they must target the barbarian, drawing their attention towards him for one turn. This action can be used as your primary action in combat, and only once per combat.
Rending Bladestorm
At level 10, you can spin around like a tornado, an unrelenting Bladestorm, damaging anyone around you in a 5ft circle. This ability is a guaranteed hit, and is not made with an attack roll. The damage that's dealt is a combination of your main-hand weapon, and your off-hand weapon. Each enemy damaged in this fashion must make a CON save throw (DC15) or take 1d4 persistent bleed damage for three turns. This action can be used once every long rest. This ability uses both actions (attack action and bonus action).
E.g. if you dual-wield a shortsword (1d6) and a dagger (1d4), using this action will cause the damage to be 1d6+1d4+mods in a 5ft radius around you.
Primal Strength
After reaching level 14, the barbarian can now dual-wield two-handed melee weapons, however doing so makes the barbarian unable to use any damage modifiers to the damage rolls.
E.g. The Greataxe deals 1d12+mods of slashing, but if you dual-wielded it with another great axe its damage roll is now 1d12
Previous Versions
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11/23/2020 2:41:51 AM
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11/23/2020 6:06:19 AM
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11/23/2020 11:15:01 AM
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