Barbarian
Base Class: Barbarian

homebrew for qiran

Environmental Hazard

At 3rd level, you begin to learn how to use your environment as a weapon. You gain proficiency in Improvised Weapons. Also, your unarmed strike becomes 1d6. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. 

In addition, when you attack with an Improvised Weapon, you can use your Unarmed Strike damage die instead.

Panic Surge

At 6th level, you begin to focus your attacks, allowing them to find weak spots in structures. While raging, your attacks gain the siege property (double damage to structures and objects). 

Additionally, you gain the ability to shrug off attacks faster than the normal barbarian. As a reaction, you can add your Strength modifier to your AC, potentially causing the attack to miss. This bonus lasts until the start of your next turn. You can use this reaction a number of times equal to your Strength modifier. You regain all uses after a Long Rest. 

Contagious Conflict

At 10th level, your confusion and conflict becomes infectious to those around you. While raging, as an action, you can force creatures within 15 feet of you to make a Wisdom Saving Throw against your Contagious Conflict DC (8 + your proficiency bonus + your STR modifier). On a fail, the creature is affected by the Confusion spell. 

An affected target can't take Reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take Actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this Effect ends for that target. The Effect ends early if you stop Raging. 

Hyperfixation

Starting at 14th level, you can choose to become hyper-fixated when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, you cannot be knocked prone, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.

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