Barbarian: Path of the Agitator
Life is tough in the big city, and the city creates tough people, you grew up in the shadow of the bustling streets and learned to survive by being bigger and tougher than everyone else. Your tenacity and streetwise way of fighting have served you well, and sometimes that's all you need.
With the Steel Chair!
When you choose this path at 3rd level, you know how to best utilise the objects in your environment and your own bare fists in a fight. You gain proficiency with improvised weapons, which deal at least 1d6 + your Strength modifier damage on a hit, and you may add your Rage damage to the damage total of an improvised weapon that you throw. Additionally, your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. At 11th level, the minimum damage of your improvised weapons and the damage of your unarmed strikes increases to 1d8.
Beatdown
Also at 3rd level, you know to keep pressing your attack to finish out a fight. When you use the Attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike or improvised weapon attack as a bonus action.
Titanic Grappler
At 6th level, you can use your strength to throw creatures who you have in your grasp. When you grapple a creature on your turn, you can choose to throw them. You can only throw a creature of your current size or smaller, and when you do so, you can throw them a number of feet equal to five times your Strength modifier (minimum of 5 feet). If the creature is 1 or more sizes smaller than you, the distance you can throw them is doubled. A thrown creature takes bludgeoning damage equal to 1d12 + your barbarian level when it impacts something and is knocked prone. If it impacts another creature, both creatures take the damage and the creature being hit must make a Strength saving throw (DC= 8 + your proficiency bonus + your Strength modifier) or also be knocked prone.
Stop Hitting Yourself
At 10th level, you know that the best defense is a good offense. When you are hit by a melee weapon attack, you can use your reaction to attempt to counter the blow. When you do so, the damage you take from the attack is reduced by 2d12 + your Strength modifier + your barbarian level (after Rage resistance is applied). If you reduce the damage to 0, you can make an unarmed strike or improvised weapon attack against the attacker as part of the same reaction.
Crippling Blow
At 14th level, your attacks can devastate an enemy, leaving them vulnerable. When you score a critical hit against a creature, you can cause one of the following effects:
With the Steel Chair!
When you choose this path at 3rd level, you know how to best utilise the objects in your environment and your own bare fists in a fight. You gain proficiency with improvised weapons, which deal at least 1d6 + your Strength modifier damage on a hit, and you may add your Rage damage to the damage total of an improvised weapon that you throw. Additionally, your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. At 11th level, the minimum damage of your improvised weapons and the damage of your unarmed strikes increases to 1d8.
Beatdown
Also at 3rd level, you know to keep pressing your attack to finish out a fight. When you use the Attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike or improvised weapon attack as a bonus action.
Titanic Grappler
At 6th level, you can use your strength to throw creatures who you have in your grasp. When you grapple a creature on your turn, you can choose to throw them. You can only throw a creature of your current size or smaller, and when you do so, you can throw them a number of feet equal to five times your Strength modifier (minimum of 5 feet). If the creature is 1 or more sizes smaller than you, the distance you can throw them is doubled. A thrown creature takes bludgeoning damage equal to 1d12 + your barbarian level when it impacts something and is knocked prone. If it impacts another creature, both creatures take the damage and the creature being hit must make a Strength saving throw (DC= 8 + your proficiency bonus + your Strength modifier) or also be knocked prone.
Stop Hitting Yourself
At 10th level, you know that the best defense is a good offense. When you are hit by a melee weapon attack, you can use your reaction to attempt to counter the blow. When you do so, the damage you take from the attack is reduced by 2d12 + your Strength modifier + your barbarian level (after Rage resistance is applied). If you reduce the damage to 0, you can make an unarmed strike or improvised weapon attack against the attacker as part of the same reaction.
Crippling Blow
At 14th level, your attacks can devastate an enemy, leaving them vulnerable. When you score a critical hit against a creature, you can cause one of the following effects:
- Their speed is reduced to 0 until the end of your next turn
- They have disadvantage on attack rolls until the end of your next turn
- Attack rolls against them score a critical hit on a roll of 19 or 20 until the end of your next turn
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