Barbarian
Base Class: Barbarian

Through Years of inactivity the blood of these barbarians boils at the thought of doing nothing, with no drive they end up doing something stupid, but when they have no boredom at all they get abit hyper.

Stuck just training or guarding those on this path gain points in boredom, at the end of a long rest the boredom points are reset to 3, going up to 6 at which point the player or DM will roll 1D6 to find out what happens from a boredom scale.
raising to 8 at level 6, 10 at level 10, 12 at level 20

d6 - 1. Gets a quite drunk takes 1d6 of damage and rolls with disadvantage on any checks or attacks
        2. Wanders away to try and find someone for a test of Strength, if they're on watch they'll wake a party member for an arm wrestle
        3. They'll backhand slap the biggest creature in the area, if they're on watch in a forest, they'll backhand a tree and possibly wake party members with a 13 perception roll
        4. They decide to have a mock battle with their shadow, basically pantomiming.
        5. Decides to have a nap, with disadvantage on any perception rolls
        6. If they have a gaming set they will try to start a game with someone, if they're on watch they'll just play with it. 

Once all the Boredom points have been used, the player or DM rolls for a immersion scale

d6. - 1. if in combat, Slaps (unarmed attack) the closest enemy, moves within 5ft of them if not close enough, if out of combat they attempt a backflip with an acrobatics check
         2. if in combat, the next attack roll they make will have a charging action, out of combat they will sprint around, gaining one level of exhaustion
         3. if in combat, they have an extra attack with their next turn. out of combat they will try and haggle with the closest merchant for a useful item
         4. if in combat, they will try to aid the next ally to attack with a throwing weapon, out of combat they will pick up an ally and try to give them a piggy back ride
         5. if in combat, they will pick up a willing ally of medium or smaller size and throw them at an enemy with an advantage on the strength check, and advantage on the attack roll                        from the ally. out of combat, they pick up an ally and see how high they can throw them and try to catch them with a strength check 
         6.  if in combat, they will walk up to an enemy and attempt to make them scared of them with a DC 14 to beat it, if unsuccessful, the enemy gains the Frightened condition for 3 turns. out of combat, they will attempt to intimidate a merchant into giving them a bargain.

Rolling Strike

At level 3, while raging, immediately after an attack, using the momentum of your weapon you bring it back round and strike the enemy again 

uses 1 boredom point

Throwing Fun

At level 6, as a bonus action the character can throw a weapon on their turn, uses 1 boredom point. 
At level 10, gains a second throwing action with disadvantage on the attack roll for 2 boredom points.
At level 14, they no longer have to roll with disadvantage on the second throwing weapon. Gains an option of a third throw for 3 boredom points but with disadvantage.

Rapid Block

At level 10, when raging, if an ally is being attacked within 10ft of those on this path, they can spend 3 Boredom points and move to block the attack, and can do a strength roll of dc 14 to half the damage or spend 1 Boredom point to try and half the damage then strike the enemy for 1d6 damage

Rolling Rolling Strikes

At level 14, while raging, immediately after successfully hitting with a rolling strike you can follow up with another rolling blow

uses 2 boredom point

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