Base Class: Barbarian
Once a fierce Samurai, the Shinsengumi have simply become like demons on the battlefield. The Shinsengumi are Samurais who picked up a gun and continued to fight against the changing era in order to follow into the new world. The once orthodox and reform fighting style has been released in favor of an overwhelming presence on the battlefield frightening both enemies and allies alike.
Everchanging Samurai
Starting when you choose this path at 3rd level, you gain proficiencies with Katana, Long Bows, Wakizashi, Naginata, No-Dachi, Tanto, and Firearms. This allows you to add your proficiency bonus to attacks made with these weapons.
Mad Enhancement
Starting when you choose this path at 3rd level, you can trade your consciousness and sanity for a large power boost when in combat. Whenever you make an attack, you can roll an additional 1D4 when dealing melee damage. You also gain advantage on any Strengthor Dexterity roll, but disadvantage on any Wisdom or Intelligence roll. When your Mad Enhancement ends, roll a d20 and if the roll is under 10 you suffer one level of exhaustion. If it's a critical fail, you suffer two levels of exhaustion.
Mad Enhancement can extend the duration of your Rage by one extra minute per level.
Demon of the Battlefield
Beginning at 6th level, whenever you make an attack all creature that can see or hear you within 30 feet, they must succeed on a Wisdom saving throw (DC equal to 8 + Intimidation + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If any creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Disengage
Beginning at 10th level, you can disengage from combat removing all debuffs and conditions on you and you may use one hit dice to recover.
Disengage can be used twice before you need to perform a long rest.
Law of the Shinsengumi
Starting at 14th level, you can take 1d20 of damage (HP cannot fall below 1 from this skill.) to temporarily increase your Strength, Dexterity, and Constitution based on your current HP + 20% as shown on the Stats table.
Law of the Shinsengumi cannot be activated be activated outside of combat unless the creature is preparing for combat.
Law of the Shinsengumi lasts for 1 Hour. It ends early if you are knocked unconscious or receive the condition of Exhaustion Level 3. You can also end your Law of the Shinsengumi during combat as a bonus action.
Formula = 20% + (Current HP/Max HP)
|
HP |
Stat Gain |
|---|---|
|
20% |
+1 |
|
40% |
+2 |
|
60% |
+3 |
|
80% |
+4 |
|
100% |
+5 |
Mad Enhancement
Starting when you choose this path at 3rd level, you can trade your consciousness and sanity for a large power boost when in combat. Whenever you make an attack, you can roll an additional 1D4 when dealing melee damage. You also gain advantage on any Strength or Dexterity roll, but disadvantage on any Wisdom or Intelligence roll. When your Mad Enhancement ends, roll a d20 and if the roll is under 10 you suffer one level of exhaustion. If it's a critical fail, you suffer two levels of exhaustion.
Mad Enhancement can extend the duration of your Rage by one extra minute per level.
Everchanging Samurai
Starting when you choose this path at 3rd level, you gain proficiencies with Katana, Long Bows, Wakizashi, Naginata, No-Dachi, Tanto, and Firearms. This allows you to add your proficiency bonus to attacks made with these weapons.
Demon of the Battlefield
Beginning at 6th level, whenever you make an attack all creature that can see and hear you within 30 feet, they must succeed on a Wisdom saving throw (DC equal to 8 + Intimidation + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If any creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Disengage
Beginning at 10th level, you can disengage from combat removing all debuffs and conditions on you and you may use one hit dice to recover.
Disengage can be used twice before you need to perform a long rest.
Law of the Shinsengumi
Starting at 14th level, you can take 1d20 of damage (HP cannot fall below 1 from this skill.) to temporarily increase your Strength, Dexterity, and Constitution based on your current HP as shown on the Stats table.
Law of the Shinsengumi cannot be activated be activated outside of combat unless the creature is preparing for combat.
Law of the Shinsengumi lasts for 1 Hour. It ends early if you are knocked unconscious or receive the condition of Exhaustion Level 3. You can also end your Law of the Shinsengumi during combat as a bonus action.
Formula = 20% + (Current HP/Max HP)
|
HP |
Stat Gain |
|---|---|
|
20% |
+1 |
|
40% |
+2 |
|
60% |
+3 |
|
80% |
+4 |
|
100% |
+5 |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/8/2018 3:30:50 AM
|
60
|
0
|
1
|
Coming Soon
|
|
|
11/13/2018 7:14:13 AM
|
69
|
0
|
--
|
Coming Soon
|
|
|
11/14/2018 4:21:34 AM
|
36
|
0
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Sep 19, 2019I've always wanted a subclass based off a F/GO character.