Barbarian: Battle Raver in Myths of Mudora | World Anvil
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Barbarian: Battle Raver

Deep within the Goron tribes, the rare Goron drummer take up the recent practice of the Battle Rave, weaving the rhythmic thunder of Wardrums into the very fabric of their battles. Clad in war paint and pounding on massive drums, these Barbarians unleash a primal symphony in the midst of combat, their beats resonating through the earth itself. With each strike of their Wardrums, enemies are deafened, pushed away, and surrounded by a dazzling light, creating an aura of chaotic yet controlled power. Beyond the battlefield, drummers harness the healing rhythm of the Soothing Beat, making them formidable forces of both destruction and restoration.  

Battle Rave

    When you choose this path at 3rd level, you gain proficiency in Drums. While you are raging, you can use Strength instead of Charisma when making Performance or Instrument checks. During this time, your drums are considered Wardrums and crackle with primal energy.   When you enter your rage and at the start of each of your turns while raging, you can play your Wardrum to release a booming beat around you in a 15 foot aura. During this time, two invisible spectral hands appear on either side of you, which can be used to carry your weapons, shield, or other tools and equipment. With these spectral hands, you can make your normal attacks and have the benefit of a shield, even as you are playing your Wardrum.   When a creature enters or starts its turn in your aura, you can choose to overwhelm it with the beat. The creature gains the Deafened status and loses the benefits of Blindsight. The first time you hit a creature inside your aura, you deal an extra 2d4 Force damage and the creature can be pushed five feet away from you. This damage increases by another d4 each time your Rage damage increases at 9th and 16th level.  

Spotlight

  Beginning at 6th level, your Wardrum radiates with flashing lights within your aura while you are raging, casting bright light for 15 feet and dim light for another 10 feet. When a creature lands an attack on you or an ally within your aura, you can use your reaction to flash a dazzling light on the attacker. The attacker must make a Wisdom Saving Throw (DC = 8 + your PB + your Strength modifier) or take Radiant damage equal to your Rage Damage and be blinded until the start of its next turn. You can use this reaction a number of times equal to half your uses of Rage (max of 3) during each Rage.  

Bass Drop

  Beginning at 10th level, you can cause your Battle Rave to become even more intense. When you enter your Rage, the aura increases to twenty-five feet. Creatures within that aura have the effects of the Silence spell, as your Wardrums drown out all other sounds. You can use this feature once and cannot use it again unless you complete a long rest or expend an extra charge of Rage.  

Soothing Beat

  Additionally at 10th level, as a Bonus Action when you aren’t raging, you can play your drums to grant an ally temporary hit points equal to half your Barbarian level. Once an ally has received these temporary hit points, they can’t benefit from this feature again until they complete a short or long rest. If your ally has these temporary hit points remaining when they make a skill check or saving throw, they can expend those temporary points and add it to the roll after it has been made, but before they know the result.  

Turned Up To Death

  Starting at 14th level, the aura from Battle Rave becomes powerful enough that hostile creatures must make a Constitution Saving Throw (DC = 8 + your PB + your Strength modifier) when they enter or start their turn in your aura. On a fail, the creature has disadvantage on Attack Rolls and takes Force damage equal to twice your Rage Damage.
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