Post by Tyranius on May 18, 2017 6:35:27 GMT
I have a new player to D&D who loves his character but isn't enjoying the low mobility, limited options of his Berserker Barb
Every other party member has either magic abilities or is very versatile & he is left running around the battle field often being less impactful or wasting rage charges.
So I've homebrewed up a new path for him based around maximising mobility & giving his a bit more utility & fun factor.
I've got the bones of this from a Fighter: Dragoon build i saw by Logosloki on the giantitp forums.
Just want to run it by some other Dm's to make sure it doesn't look too OP or overly weak.
Path of the Sabre Cat
All those who dwell in the mountains know to fear the hulking Sabre Cats.
These feral beasts leap unseen upon their prey before tearing them apart with bestial fury.
Some barbarian tribes have learnt to imitate these fearsome beasts, leaping upon their enemies with reckless abandon, releasing roars of primal strength that cast fear into the heart of even the bravest men.
Cat’s grace: You cannot be knocked prone as a result of a fall or throw.
Leap: If you move at least 10ft in a straight line as part of your normal movement you can make a jump ignoring remaining move distance restrictions.
Level 3 – Pounce: If the Barbarian moves at least 10 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the Barbarian can make one attack against it as a bonus action.
The save for the throw is 8 + (your proficiency modifier) + (your strength modifier)
Level 6 - Crash: When you end your movement after a jump you deal your weapon dice as bludgeoning damage to each enemy target within 10ft of where you stop.
Level 10 - Soar: Once per short or long rest you may jump a distance up to your movement.
Level 14 - Roar: Each target of the Barbarians choosing within 40ft must make a strength saving throw or be frightened for 1 minute. At the end of each turn a target can attempt to shake off the frightened condition by repeating the saving throw. On a success the target is immune to roar for 24 hours. You may only use this ability once per long rest.
The save for the throw is 8 + (your proficiency modifier) + (your strength modifier)