Base Class: Barbarian
It takes a certain type of warrior to look upon a fully armored enemy and think "I wann punch that thing to death". Those who chose this class use their brawn and might, over their brain and intelligence.
HP
Your hit dice is 1d12
Abilities
STR +3, INT -3, CON +1, WIS -2
Sturdy Build
Your body has been tested and pushed to the utmost limits of physical power. You have a natural AC of 10 + your CON modifier + your STR modifier, up to a maximum of 18.
Natural Born Tank
Starting at level 4 you gain resistance to 1 type of damage of your choice, and once more at level 12. As a bonus action you can try to completely negate damage with a 15% chance. On a fail you take twice as much.
Fists of the Elements
Starting at level 6 you have to option to chose an elemental affinity. In exchange for cutting the base damage done by your melee attacks, you can add 1d6 of your chosen element per level (level 7 would so 3d8 + 1d10 + "4d6 your element") (level 14 would do 7d8 + 1d12 + "7d6 your element")
Luck or Skill?
Starting at level 10, you can roll a 1d12 and do that elemental damage instead of your chosen type
(*NOTE* this erases your chosen element and you must use the random element everytime)
1 fire
2 water
3 earthen
4 air
5 ice
6 lightning
7 necrotic
8 radiant
9 acid
10 curse
11 *life
12 *void
*Life* Roll damage, heal the creature for that many hit points instead of damaging, regardless of friend or foe
*Void* Roll damage as normal, that attack does x2 damage
Stoic Protector
Starting at level 6, as a bonus action you can jump in front of an ally about to take damage and take the damage in their place.
Grappler Baki
Starting at level 10 you can add your proficiency bonus to grapple rolls, also enemies grappled by you have disadvantage on escaping.
Broken Defence
Starting at level 14, whilst grappled, the enemy cannot defend, therefore all outside attacks do maximum damage to both the enemy and the player.
Crushing Grip
Starting at level 12 you can attempt to crush an opponent you have grappled, you both roll and the highest roll wins. On a fail the creature takes 6d10 bludgeoning damage, on a pass the creature is freed.
Not a Place Fit to Die In
Starting at level 18, once per long rest, if you fall below 0 hp, you instead ignore that and gain your maximum hp, fighting on for 1d4 rounds. After those 1d4 rounds have passed you collapse, failing 2 death saves instantly.
*NOTE this feature is ONLY taken at level 18, due to restrictions it was set to 14, but is only TRULY gained at level 18*
Heavy Handed
Starting at level 1, you have no proficiency in any weapons nor can you wield and shield or other tool, but any unarmed attacks do 1d8 base + 1d8 for every level. At level 5 it increases to 1d10, level 12 is 1d12, level 20 is 1d20. (Level 3 would do 3d8 + 1d8, level 7 would do 7d8 + 1d10, level 16 16d8 + 1d12, and level 20 is 20d8 + 1d20)
Lead Footed
Beginning at Level 6, you can chose to do a kick of the same damage as a punch, with the added affect of a 30% chance to knock the enemy prone. On a fail the opponent gets an opportunity attack.
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Posted Sep 30, 2023This subclass is a sin. it gives ASI boosts which is not normal for subclasses. Sturdy Build is redundant for anyone who besides sticklers for super high AC, Natural Born Tank is designed for the wrong system. Fist of the elements is both on the wrong level and so absurdly busted it makes double smite crits look like the wizard's melee attack. I'm not even sure wtf 'Luck or Skill?' is supposed to do, besides ruin your damage and fill space. Stoic Protector is neat, but it both steps on ancestral barbarian's toes and has no range limit set. Grappler Baki is the only acceptable feature in this ENTIRE subclass. Broken Defence is outright absurd, and Crushing Grip is just plain stupid. Not aPlace Fit to Die In is busted. Heavy Handed is out of order and absurdly busted. Lead Footed is in the wrong system.
Discard everything here, this is unworkable. Start again with the basics of either a punching barbarian or an elemental barbarian, and go from there.
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Posted Sep 30, 2023I hope you don't mind, but I decided to make a revised version of this subclass with various balancing tweaks. If you want to check it out, it's posted here. I have no idea if you even care about this subclass anymore lol but I figured the ideas in it were good so I wanted to give it my own spin.
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Posted Sep 30, 2023numbers need adjustment but this is really cool
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Posted Sep 29, 2023Why is this so downvoted? Aside from some wonky damage numbers this is a fantastic idea for a subclass. It's basically Wild Magic Barbarian and that's kickass.
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Posted Sep 29, 2023I am ready for the Redemption arc for this Subclass!
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Posted Sep 29, 2023I'm a ***** for "this is OP! but you got that small chance to kill yourself immediately" things. I dig it!
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Posted Sep 29, 2023This shit is fire
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Posted Sep 29, 2023This guy's subclass might be incredibly unbalanced and all that, but at least it's fun. It could have been like the rest of the subclasses where it's just confusing and all wacky and stuff. But this one is at least original and fun.
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Posted Sep 29, 2023Fire- you deal fire damage
water- applies a special condition? more susceptible to lightning damage? possibly vulnerable or just having advantage, could benefit allies such as spellcasters or the lightning random attribute
earth- force the attacks target to make a strength save (DC equal to 8+ proficiency+ strength=) and be knocked prone upon failed save
air- your attacks knock the target back 10 ft upon failed dex save (see earth above for DC)
lightning- you deal lightning damage? possible synergy with water element
Curse- Forces the target to make a Wisdom save and gain a minus 1d6 to attack rolls, saves, and checks upon failure (basically better bane but single target for a trade off)
Life- this is actually pretty fun as is with the chance to either heal an ally on a lucky roll if your spellcasters dont have any spell slots left for healing or wont spend them to heal, on an unlucky roll you end up healing an enemy which can be pretty ****in funny. HELL for shits and giggles roll percentile die if you heal more than an enemies max hp, on a 5% or lower you give them ****in cancer.
void- basically a secondary chance to crit, possibly stacks with a nat 20
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Posted Sep 29, 2023I agree with XP to Level 3, this is not too bad, the only thing that needs to be dialed down is the damage output.
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Posted Apr 13, 2023of all things I think the worst thing here is that you made unarmored defense better but worse.
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Posted Jan 22, 2023I think it's the fact that any barbarian can just choose this as a subclass
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Posted Nov 20, 2022I feel like some of the ideas are alright but I feel that unless the person who takes this subclass doesn't care at all about their character most of these features of the character would be not be utilised because of the stacked odds and the fairly harsh consequences of those actions. Also, I was staring at heavy handed for like a minute unable to understand what the different level dice meant and what order they were supposed to be in. Lastly, the order of the features confuse me. okey bye
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Posted Oct 17, 2022What's wrong with naming a feature "natural born tank"?
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Posted Oct 17, 2022barbarians normally have d12 hit dice, so that doesn't actually change anything
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Posted Apr 26, 2022hit dice set to d12? OP.
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Posted Apr 21, 2022starting at first level, you can roll a d20+1. If your total roll equals 1, all gods die. You can use this feature 10000000000 times per short rest.
starting at 4th level, anyone who exists in a 30-foot radius dies instantly with no deaths saves and can't be resurrected.
starting at 2nd level you can invent curse damage for some reason.
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Posted Jan 29, 2022I'm impressed, this features are op and shit at the same time.
Also... don't name a feature naturally born tank...
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Posted Nov 3, 2021ur dur punch
Good idea. Bad execution.
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Posted Jun 7, 2021I don't think the person who made this even knows.