Base Class: Barbarian
Soul of a Wrestler
Level 1
Countless hours of training and performing has altered you down to your very core. You cannot multi-class
Proficiency changes
Remove and replace all previous class proficiency with:
Armor: 'Ring Gear' 10+ Dexterity modifier+ Constitution modifier
Weapons: Improvised weapons
Skills: Athletics, Acrobatics, Performance, Intimidate, Persuasion, Deception
Fighting Style: Grappling
Chop/Moveset deals 1d4 +STR, this increases to 1d6 at level 6, and 1d8 at level 12
Advantage on all grapple checks of creatures large and smaller, including to escape/resist
Enemies your size or smaller grappled with 2 hands have the restrained condition, must specify.
On a successful shove action with an enemy you have grappled, you may instead choose to slam or throw it.
Slam/throw adds 1d6+str bludgeoning dmg to the shove action, critical on a natural 20.
Persona
You become your Persona, capable of shrugging off damage and performing amazing feats of strength
While in your Persona you gain the following benefits if you're unarmored:
• You have advantage on Strength/Constitution checks and saving throws
• You have resistance to bludgeoning, piercing, and slashing damage.
• You have advantage on Performance checks and one more of your choosing: Acrobatics, Intimidate, Persuasion and Deception. You must choose one of these at the creation of your character and it cannot be changed.
Your persona lasts for 1 minute. It ends early if you are knocked unconscious. You can drop your Persona as a bonus action.
Once you have used your Persona the number of times equal to your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can enter your persona again.
Unparralled Strength
Level 3
Incredible strength: Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. You can move at full speed while grappling enemies your size category or smaller.
Crushing Grip: As a bonus action you can deal bludgeoning damage equal to your STR to enemies you have grappled.
Spectacle to behold
Level 6
You have learned to put on an amazing show, a champions body, enemies cowering, objects shattering, entertaining the masses
Ability score improvement only.
Your unarmed and grapple attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures).
While in Persona you may use your strength with charisma for performance checks
On successful grapple based attacks you can give an ally Bardic inspiration 1d6
Unmatched technique
Level 10
You have honed your technique and are unmatched in the art of the grappling and striking, you can really put on a show.
You may grapple creatures 1 size category larger than you
When an enemy misses you with an attack you may use your reaction to attempt a grapple
You gain half cover while grappling
Slam/throw now deals 2d6+STR
An enemy that has the restrained condition from your grapple can be put into a choke-hold with a successful sleight of hand using your bonus action. While in a choke-hold the enemy cannot speak and is suffocating, if an enemy you are choking attempts to cast a spell you may use your reaction to interrupt it. You contest the spell attack with your grapple attack action, if the spell attack score does not exceed your grapple the spell fails. To maintain the choke you must continue to use your bonus action each turn.
Persona of Legend
Level 14
the story of your persona is starting to become something of legend, the love and admiration of fans pushing it beyond normal mortal limits.
While in Persona you gain the following benefits
You can use Bardic Inspiration twice, die goes up to 1d8
You are immune to mind altering effects
Resistant to physic and magical damage
Getting knocked unconscious does not end your Persona, however on a failed death save it ends.
SUPERKICK-PARTAAAYYY
While under you're persona, you can choose to start a super kick party. You can make a single melee attack as a bonus action on each of your turns after this one. When your persona come to a end, you suffer one level of exhaustion
Two-Sweet
You can’t be charmed or frightened while you're persona is active.. If you are charmed or frightened when you hit a Two-Sweet, the effect is suspended for the duration of you're Persona.
Heel-Turn
You can frighten a creature that you can see within 30 ft. If it can see and hear you, it must succeed on a WIS saving throw or be frightened until the end of your next turn. You can use your action to extend the duration of this effect each turn, unless it moves out of line of sight or more than 60 ft. away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Chop Back
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack or grapple against that creature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/4/2021 5:34:19 AM
|
16
|
1
|
1
|
Coming Soon
|
|
|
5/19/2021 6:51:39 AM
|
44
|
3
|
--
|
Coming Soon
|
|
|
5/19/2021 8:25:43 AM
|
45
|
1
|
2
|
Coming Soon
|
Comments