Barbarian SC: Path of the Berserker
Barbarian | Classic
Berserker, the Classic Barbarian |
The Classic Barbarian is the definition of 'simple, but effective' eschewing complex rulesets for raw damage with blows from a powerful weapon (or weapons). They are also incredibly difficult to take down, being a good choice for players newer to CHASE and TTRPGs as a whole.
Subclass Features |
(2nd) Juggernaut of Fury |
When you Rage, it is incredibly hard to stop you.
Spending the resources to enter Rage, or using a free action / ◇ while you are already raging once per Swift Rest grants you a number of temporary HP equal to your class level + CON. This temporary HP lasts for 10 minutes, or until you take a Swift Rest.
Uniquely, this temp HP stacks with the HP given by Frenzied Rage. This combined total lasts for Juggernaut of Fury's full duration.
(2nd) Berserker Array |
Your ability to deal devastating blows becomes a bit more baneful.
You gain the Improved Critical Range common feature, and you gain the benefit of the Barbarian's Favorite Class bonus.
(3rd) Berserker Blows |
While Raging, you generating attacks generates an Additional Attack, much like the Additional Attack common feature you will get later.
(6th) Berserker's Resolve |
While Raging, you can't gain the Compelled, Enthralled, or Frightened conditions. Also, when you activate Rage or an Enrage effect on you, those conditions are suspended, though not cured.
At 14th class level, if you cure one of these conditions using this effect, you regain health equal to 1d12 + CON.
(9th) Intimidating Persuasiveness |
You've learned to weaponize your Rage in ways that can unnerve people in all the right ways.
You may use ◈ to shout, causing all enemies within a 30 ft radius to make a Will Saving Throw vs. 10 + your Proficiency Bonus + your CHA or STR, OR 10 + your Intimidation (your choice. You must use whichever you decide). If they fail, they become Frightened and Off-Guard for 1 minute. Enemies do not need to hear or understand you for the shout to be effective.
Additionally, you may use your Intimidation in the stead of any Diplomacy, Deception, Sleight-of-Hand, or Stealth checks you make.
(12th) Deadly Calm |
At 12th level, you don't seem to know how to stop, not that it has negatively affected you.
Your Frenzied Rage no longer runs the risk of fatiguing you or applying the Exhausted condition to you.
Additionally, your Rage has no duration, and you are always under the effect of your Rage and the benefits it confers, even while you are Unconscious. You may turn this off by using a ◇, and re-enter your Rage normally consuming the normal resources and actions.
(15th) Classic Bonus Feat |
This class level, all "Classic" subclasses gain an an instance of the Bonus Feat Choice common feature, allowing them to gain a Primary Feat or two Secondary Feats (including Ability Augment Feats).
(18th) Unstoppable |
At 18th level, you're able to shrug off damage like it was nothing. You gain damage reduction to everything equal to your Barbarian Class level.
(!!th) Subclass Capstone: Devastator |
Your attacks are so devastating that you you can bypass any defense, and break down any barrier.
Your attacks ignore damage reduction, resistances, and blockstun breakpoints. If a creature would be immune to your attack's damage, they take half-damage, as if they were resistant and had no damage reductions.
Champion Mastery Talents
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4th | |
7th | |
10th | |
13th | |
16th | |
19th |