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View Full Version : D&D 5e/Next Path of the Iron Will - Barbarian Subclass [PEACH]



Bjarkmundur
2019-05-09, 11:36 AM
Alright! Here's mark 1 of my Iron Will barbarian subclass!


Path of The Iron Will
Hard work beats talent when talent fails to work hard. For many, strength may come naturally. For you, it does not. Only by digging deeper and pushing yourself to your limit can you ascend to greatness.

Maximum Effort
When you choose this Path at 3rd level, you learn barbarian maneuvers that are fueled by your Hit Dice.

Barbarian Maneuvers: You learn two barbarian maneuvers of your choice, which are detailed under “Barbarian Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn an additional Maneuver of your choice at 6th, 14th, and 16th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Additional Hit Dice: You gain four additional Hit Dice which you regain at the end of a long rest in addition to the hit dice you’d normally regain. For example, at 4th level, you regain 2 hit dice at the end of a long rest as usual, and also the additional 4 hit dice, recovering a total of 9 hit dice.

You gain one additional hit die at 6th level, and one more at 16th level.

Persistent Effort
You have advantage on constitution saving throws to endure a forced march.

Remarkable Recovery
Starting at 6th level, you recover at an accelerated rate. When you finish a short rest with no hit dice remaining, you regain hit points equal to 1d12 + your constitution modifier.

Improved Maneuvers
At 10th level, whenever a Barbarian Maneuver allows you to roll a hit die, you can roll twice and use either result.

Relentless
Starting at 16th level, when you roll initiative and have no hit dice remaining, you regain 1 hit die.

Barbarian Maneuvers
Brace for your life: When you are subjected to an effect that allows you to make a Dexterity, Constitution or Strength saving throw, you can use a hit die and add the result to the saving throw.
Brace your mind: When you are subjected to an effect that allows you to make a Wisdom or Charisma saving throw you can expend a hit die and add the result to the saving throw.
When the goings get tough: When you enter a rage you may expend a hit die and gain Temporary Hit Points equal to the result + your Constitution modifier.
Parry: When a creature damages you with a melee attack, you can use your reaction and expend one hit die to reduce the damage by the number you roll on your hit die + your Constitution modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one hit die to make a melee weapon attack against the creature, adding the hit die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one hit die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature the second creature takes damage equal to the result of your hit dice. The damage is of the same type as dealt by the original attack.
Sacrificial Leap: When a creature you can see makes an attack against a target other than you that is within 5 feet of you, you can use your reaction and expend one hit die to impose disadvantage on the attack roll. If the attack hits, reduce the damage dealt by the result of the hit die.
Punishing Strike: When an ally within 30 feet of you is hit by an attack or a spell, you can expend a hit die to use your reaction to move up to your speed toward the attacker and make a single melee weapon attack against it. Add the hit die to the damage roll.
Shove Attack: When you hit a creature with a melee weapon attack, you can expend a hit die to attempt to Shove the target. The creature must be no bigger than to two size categories larger than you. If you successfully shove the target, it takes bludgeoning damage equal to the result of the hit die.
Bear Hug: When you hit a creature with a melee weapon attack, you can expend a hit die to attempt to grapple the target. The creature must be no bigger than to two size categories larger than you. If you successfully grapple the target, it takes bludgeoning damage equal to the result of the hit die.
Suplex: When a creature would escape your grapple, you can use a hit die to attempt to shove the creature as a reaction. If you successfully shove the creature it takes bludgeoning damage equal to the result of the hit die. The grapple then ends.
Unstoppable Force: You can expend a hit die to take the Dash, Disengage and Dodge actions as one Bonus Action.
Immovable Obstacle: When an effect would move you or knock you prone, you can expend a hit die to keep your ground. If the creature that targeted you is within your reach, it takes bludgeoning damage equal to the result of your hit die.
Throw ****: You can expend a hit die to give your weapon, whatever it is, the thrown property with a range of 20 feet. Add the hit die to the attack roll. It still counts as a melee weapon attack.
Living weapon. You can expend a hit die to temporarily turn your body into a weapon. Until the start of your next turn, your unarmed attacks deal damage equal to 1d4 + your Strength Modifier and you can make an unarmed strike as a Bonus Action. Add the hit die to the damage roll of the next unarmed attack you make.

Bjarkmundur
2019-05-16, 02:30 PM
Updated to our first full version!

Playtesting soon!

If hit dice don't work as a resource, we'll try:



Maximum Effort
When you choose this Path at 3rd level, you learn barbarian maneuvers that are fueled by your Hit Points.

Barbarian Maneuvers: Maneuvers now reduce your maximum hit points by 5 when used.

Additional Hit Points: Your hit point maximum is increased by 20.

Your maximum hit points are further increased by 5 at 6th level, and again at 16th level.

Remarkable Recovery
Starting at 6th level. If your hit points are reduced at the end of a long short, reduce the amount by 5.