Barbarian
Base Class: Barbarian

Designed by Dark Star Enterprises, you were commissioned to be a combat tool for the highest bidder. However, when it was revealed that you couldn't be controlled, most of your kind was decommissioned and repurposed. You have lived as a survivor, and your tenacity and rage from the injustices that have been heaped upon you combined with the arcane energy coursing through your wires makes you a formidable force on the battlefield. Incredibly difficult to kill, and able to switch from amiable to ferocious in the blink of an eye, your unpredictability is both your greatest strength and your Achilles' heel.

Natural Weapon

3rd-level Path of the Tactical Sentry feature

When you enter your rage, your fists become the ultimate martial weapons. Until the rage ends, you can deal 1d6 + your Strength modifier bludgeoning damage on a hit with an unarmed strike. Additionally, when you take the Attack action, you can make a bonus action attack with your other fist, provided that you are not using a shield. This attack deals 1d4 bludgeoning damage on a hit as an unarmed strike.

 

Arcane Empowerment

3rd Level Path of the Tactical Sentry feature

Starting at 3rd level, you are able to access to arcane energy powering your body and channel it into combat maneuvers. You can use an Empowerment Charge in one of the following ways:

1. When you take the Attack action, you can expend a Charge to infuse your Attack with arcane energy. You gain a +1 on your Attack roll, and on a hit, you deal an additional 2d8 force damage. 

2. When you are attacked by an enemy, as a reaction, you can expend a Charge to create a suit of arcane armor. You gain a +2 to your AC, and you can't be critically hit. These effects last until the end of your next turn in combat.

3. As an action, you can use expend a Charge to channel your arcane energy into your allies. In doing this, you can target any ally within 15 ft, and they regain 2d6 hit points.

You have a number of Charges equal to your proficiency bonus, and you regain all Charges after a long rest. 

Energy Manipulation

6th-level Path of the Tactical Sentry feature

The arcane power within you increases, causing your fists to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also control and tamper with the arcane energy within you. You can now choose to roll a d6 on the Damage Type table, which will determine the type of damage that you deal this turn.

 

d1: Cold

d2: Thunder

d3: Fire

d4: Acid

d5: Radiant

d6: Necrotic

You can use this feature once per turn.

 

Analytical Fury

10th-level Path of the Tactical Sentry feature

When you hit a creature with your fists while you are raging, as a bonus action,  your arcane energy is able to pinpoint a target's weak spots, either mental or physical. The target must succeed on a Constitution saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target suffers disadvantage on mental saving throws (WIS, INT, CHA) until the end of your next turn.
  • The target suffers disadvantage on melee attacks until the end of your next turn

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Empowerment Mastery

14th-level Path of the Tactical Sentry feature

You have gained a full understanding and complete mastery over the arcane energy that powers you, and your entire body glows in a pulsing golden aura. When you expend an Empowerment Charge, as a bonus action, you can gain a number of temporary hit points equal to 2 times the number of creatures on the battlefield. While these temporary hit points are active, you deal an extra 1d6 radiant damage on any melee attacks that hit.

 

Previous Versions

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4/27/2021 10:16:22 PM
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4/30/2021 10:24:00 PM
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