D&D 5E Homebrew: Barbarian Path of the Juggernaut

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Inspired by recent thread(s) about Strength-based monks. First draft. Feedback welcome.

(And, yes, it was very tempting to name at least one of the abilities "HULK SMASH!")

Barbarian: Path of the Juggernaut

“Hamfisted”
Starting at 6th level when you choose this path, your unarmed strike damage is 1d6 (+ your Strength modifier). When you use your unarmed strike as part of the Attack action, you can make on additional unarmed strike as a bonus action.

“Mighty Blows”
Also at 3rd level, when you score a critical hit with your unarmed strike, or when attacking with advantage with your unarmed strike and both rolls would succeed, roll on the following table. The saving throw DC against these effects is equal to 8 + your proficiency modifier + your Strength modifier.

1d6Effect
1The target must succeed on a Strength saving throw or be knocked prone.
2The target must succeed on a Strength saving throw or be moved 5’ in a direction of your choice, other than toward you. If the space is occupied, the occupant must also make a Strength saving throw or be knocked prone.
3The target must succeed on a Constitution saving throw or make any attack rolls with disadvantage until the start of your next turn.
4The target must succeed on a Constitution saving throw or be deafened until the start of your next turn.
5The target must succeed on a Constitution saving throw or be unable to take reactions until the beginning of your next turn.
6The target must succeed on a Constitution saving throw or be stunned until the beginning of your next turn.

“Immovable”
Starting at 6th level, while raging you are immune to being knocked prone, and have advantage on any ability checks or saving throws made to avoid being moved against your will.

“Unstoppable”
Also at 6th level, if you move up to 10’ before attempting a shove action, the target of your shove make the contested ability check with disadvantage. If you succeed, you can move the creature and knock it prone, and the distance you move it increases to 10’.

“Demolisher”
At 10th level, your unarmed strikes become more powerful:
  • Their damage increases to 1d8 (+ your Strength modifier)
  • They score a critical strike on a roll of 19 or 20.
  • While raging, they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

“The Beast Within”
Starting at level 14, when you are raging, your size increases by one step, and creatures smaller than you roll with disadvantage when making saving throws against your Mighty Blows, or in resisting your Shove action.

Also at level 14 you gain proficiency with Tailoring toolkit.
 
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