Avatar of War, 2nd Variant (5e Class)
Avatar of War, 2nd Variant[edit]
Barbarian Variant 5.5e edition
You are the War in mortal form. Or inmortal should i say?
Primal Instincts[edit]
Not all warriors learn to fight from expert soldiers or formal schools of war. Those known as Barbarians are born with a lust for battle in their blood. They are able to wield weapons of war with deadly force based on pure instinct. What they lack in technique, these wild warriors make up for with pure brute force. Like an animal backed into a corner, a Barbarian will fight with near-supernatural strength and ferocity.
Avatars of War are Barbarians that go beyond normal limits of a Barbarian, they learned to control their rage enough to learn martial techniques, and funnel their rage in tactical ways on the battlefield
Creating a Avatar Of War[edit]
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"Tyr", The First and Strongest Avatar of War, (Beast Monarch by Gi So-Ryeong and Jang Sung-Rak) |
When creating an Avatar of War one must ask, what awakened thjeir rage, and what makes them keep a cool head while using it. Do you have something to protect? Did you have a master that wanted discipline? Maybe you once let your rage make you blind, resulting in the dead of a close friend or familiar by your own hands?
Also, consider the form your rage takes on the battlefield. Is it a frothing bestial fury that causes you to lose your sense of self? Is it an ancient trance passed down from the elders of your tribe so that you may defend your people? Or, does it manifest as a supernatural instinct in battle that allows you to predict the weak points of your enemies and shrug off deadly blows that would slay any other mortal?
- Quick Build
You can make an Avatar of War quickly by following these suggestions. First, Strenght should be your highest ability score, followed by Constitution. Second, choose the Soldier or Outlander background. Third, choose any martial weapon
Class Features
As a Avatar of War you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Avatar of War level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Avatar of War level after 1st
- Proficiencies
Armor: all armor and shields
Weapons: simple and martial weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose any 3: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) greataxe or (b) any martial weapon
- (a) 2 hand axes or (b) any simple weapon
Level | Proficiency Bonus |
Features | Unarmed Attack | Rages | Rage Damage |
---|---|---|---|---|---|
1st | +2 | Rage, Tempered Body | 1d6 | 2 | 3 |
2nd | +2 | Reckless Attack, Danger Sense, Monstrous Strength, Rage Enhancement, Savage Exploits | 1d6 | 2 | 3 |
3rd | +2 | Primal Path, Primal Knowledge | 1d8 | 3 | 3 |
4th | +2 | Ability Score Improvement, Grasp of the Titan | 1d8 | 3 | 3 |
5th | +3 | Extra Attack, Fast Movement | 1d10 | 3 | 3 |
6th | +3 | Ability Score Improvement, Destructive Force | 1d10 | 4 | 4 |
7th | +3 | Feral instinct, Rip and Tear, Resilience of War | 1d10 | 4 | 4 |
8th | +3 | Ability Score Improvement, Shoulder of the World | 1d12 | 4 | 4 |
9th | +4 | Brutal Strike | 1d12 | 4 | 4 |
10th | +4 | — | 1d12 | 4 | 4 |
11th | +4 | Relentless Rage | 1d12 | 4 | 5 |
12th | +4 | Ability Score Improvement | 2d8 | 5 | 5 |
13th | +5 | Improved Brutale Strike | 2d8 | 5 | 5 |
14th | +5 | — | 2d8 | 5 | 5 |
15th | +5 | Persistent Rage | 2d8 | 5 | 6 |
16th | +5 | Ability Score Improvement | 2d8 | 5 | 6 |
17th | +6 | Improved Brutale Strike | 2d10 | 6 | 6 |
18th | +6 | Indomitable Might | 2d10 | 6 | 6 |
19th | +6 | Ability Score Improvement, Epic Boon | 2d10 | 6 | 7 |
20th | +6 | War Champion | 3d8 | Unlimited | 7 |
Rage[edit]
In battle, you fight with primal ferocity. On your turn, you can enter a spartan rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- Phisical Advantage
- You have advantage on Strength and Constitution checks and Strength, Constitution saving throws.
- Damage Bonus
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Spartan Warrior, as shown in the Rage Damage column of the table. All other weapon attacks only gain half of this bonus rounded up.
- Damage Resistances
- You have resistance to bludgeoning, piercing, and slashing damage.
- Duration
- The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following: Make an attack roll against an enemy. Force an enemy to make a saving throw. Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Tempered Body[edit]
Beginning at 1st level, your life as a warrior has turned your fists into dangerous weapons. You gain the following benefits:
You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain levels, as shown in the Unarmed Attack column of the table. Additionally when you attack with your unarmed strikes using the attack action, you can make one additional unarmed strike as a bonus action.
You can choose one weapon that you are holding to use your unarmed damage rather than its normal damage.
While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack[edit]
At 2nd level you can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Danger Sense[edit]
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Monstrous Strength[edit]
Starting at 2nd level, you count as a Huge size when determining your carrying capacity and the weight you can push, drag, lift or grapple (You times the total by 10 when it is calculating your carrying capacity). In addition, starting at 6th level, you instead count as a Gargantuan creature for the purposes of determining your carry capacity and the weight you can push, drag, lift or grapple. And lastly, at 9th level you instead count as Colossal size when determining your carrying capacity and the weight you can push, drag, lift or Grapple. In addition; you may use a two-hand and/or heavy weapon in one-hand for the purposes of duel-wielding or using a weapon as a weapon and shield where you gain proficiency in all melee attacks made with a Str-Based Melee Weapon on your turn aswell as being able to add your proficiency bonus to your damage rolls.
Rage Enhancement[edit]
When you reach 2nd level, and again at 4th, 6th, 10th, 14th and 18th level, your rage takes on a unique form. You gain an additional effect from raging chosen from any of the following choices below:
- Assault
When you kill or get a critical hit on a creature, you may move up to half your movement speed towards another creature.
- Blank Mind
You have advantage on Intelligence, Wisdom and Charisma saving throws when raging.
- Relentless
Your unarmed attack damage gains the Rage Damage bonus to all attacks and a +2 to the attack rolls.
- Primal Fury
On the turn when you enter a rage, your first two attack rolls are made with advantage. If chosen again, you make your first four attack rolls with advantage on the turn when you enter a rage.
- Resilience
You gain resistance to another damage type of your choice while raging. Once chosen the damage type can not be changed.
- Savage Attacks (Simple Weapons)
Your simple melee weapons and simple ranged weapons deal 2 additional damage while raging.
- Savage Attacks (Martial Weapons)
Your martial melee weapons and martial ranged weapons deal 2 additional damage while raging.
- Controlled Rage (Simple Weapons)
Your simple melee weapons and simple ranged weapons gain a +2 to attack rolls.
- Controlled Rage (Martial Weapons)
Your martial melee weapons and martial ranged weapons gain a +2 to attack rolls.
Savage Exploits[edit]
Starting at 2nd level, you can use your savageries, wich are partly martial skills and partly supernatural feats of strenght and resilience.
- Exploit Dice
You start with 2 exploit dices, and gain a new dice whenever you level up. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d6s and increase in size as you gain levels in this class, d8 at level 5, d10 at level 11 and finally d12 at level 17
- Exploits Known
At 2nd level, you learn two Savage Exploits from the list at the end of this class. You learn a new exploit at every even level (4, 6, 8, 10...). To learn an Exploit you must meet any prerequisites that it may have, like a minimum ability score or level.
Each time you finish a long rest, you can replace one of the Savage Exploits you know with another Exploit of your choice, so long as you meet that Exploit's prerequisites.
- Exploit damage
While in rage, you can add your Exploit Die tò the damage of attacks that uses your Strength modifier
Primal Path[edit]
At 3rd level, you chose a Primal Path. Choose between primal paths in the base manual, detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th and 14th
Primal Knowledge[edit]
When you reach 3rd level you gain proficiency in one skill of your choice from the list of skills available to the avatar of war at 1st level. In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Grasp of the Titan[edit]
- Starting at 4th level, you gain proficiency in Athletics if you already have proficiency you gain expertise.
- You have an advantage on attack rolls against a creature that is grappled by you.
- Your speed is not reduced if you are carrying or dragging a grappled creature with you
- When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times instead of twice, whenever you take the Attack action.
Fast Movement[edit]
Upon reaching 5th level, your movement speed increases by 10 feet, your movement speed increases by another 10 feet once you reach 10th level. Starting at 17th level, your base speed increases by 10ft and cannot be reduced by difficult terrain or spells. In addition, you you have advantage on all saving throws against being knocked prone, stunned or paralyzed conditions
Destrutive Force[edit]
Starting at the 6th level, you deal double damage to objects, structures and constructs. Furthermore, weapons that use your Strength modifier gain a bonus to damage equal to your proficiency bonus
Feral Instinct[edit]
At 7th level, your instincts are so honed that you have Advantage on Initiative rolls. Additionally as part of the Bonus Action you take to enter your Rage, you can Move up to half your Speed.
Rip and Tear[edit]
Starting at 7th level, all forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target possesses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to half your proficiency bonus rounded up. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. Magic armor is unaffected by this feature unless the weapon damage is also magical. Finally, this feature cannot reduce a target below 10 + the targets Dexterity modifier.
Resilience of War[edit]
Starting at 7th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shoulder of the World[edit]
Starting at 8th level, whenever you attempt to grapple a creature whose size is no larger than two sizes larger than yours, they have disadvantage when attempting to escape, and you can crush them in your grip, dealing 2d8 bludgeoning damage at the start of your turn every turn you hold them. You can also throw them a number of feet equal to your Strength modifier x your proficiency bonus, dealing 6d6 bludgeoning damage on impact plus any damage they may have sustained from the fall to them as well as other creature you hit with the throw.
Brutal Strike[edit]
At 9th level, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d12 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Furthermore when you score a critical hit you add one die to the damage dealt
- Forceful Blow: The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
- Hamstring Blow; The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
This feature improves at level 13 and again at level 17
Relentless Rage[edit]
At 11th level Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.
When you reach 0 hit points you are stabilized
Improved Brutal Strike[edit]
When you reach 13th level you have honed new ways to attack furiously. The following effects are now among your Brutal Strike options. Additionally your critical range oncrease by 1, for a total of 2
- Staggering Blow: The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.
- Sundering Blow: Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
Persistent Rage[edit]
At 15th level your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage ends early if you have the Unconscious or don Heavy Armor.
Improved Brutal Strike[edit]
At 17th level the extra damage your Brutal Strike deals increases to 2d12. In addition, you can use two different Brutal Strike effects when you use your Brutal Strike feature. and your critical range ncrease by 1 for a total of 3
Indomitable Might[edit]
At 18th level if your total for a Strength or Constitution check or saving throw is less than your Strength or Constitution score, you can use that score in place of the total.
Epic Boon[edit]
At 19th level you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
War Champion[edit]
Starting at 20th level, you embody the power of war itself. Your Strength and Constitution scores increase by 4, up to a maximum of 25.
Path of the Berserker[edit]
Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.
- Berserker Exploits
You learn certain Exploits at the Barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.
Level | Exploit |
---|---|
3 | cunning instinct, savage rebuke |
5 | bloodthirsty critical, menacing shout |
9 | roar of triumph |
- Frenzy (Level 3)
If you use Reckless Attack while your Rage is active, once per turn you deal extra damage to the first target with a Strength-based attack in. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
- Mindless Rage (Level 6)
You have immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, that condition ends on you.
- Retaliation (Level 10)
When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.
Rule Clarification: this Attack Is made in another creature's turn that differs from your. So you can deal the bonus damage from the Frenzy feature with Retaliation
- Intimidating Presence (Level 14)
As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Path of the Champion[edit]
At the front of every great fighting force stands a Champion. These elite warriors are masters of battle who stand as paragons of honorable combat and fair play. Often, they seek out the most powerful of their foes and look to swiftly end conflicts with honorable duels or athletic competitions.
- Champion Exploits
You learn certain Exploits at the Barbarian levels notedin the table below. They don't count against your number of Exploits Known and can't be switched upon gaining a level.
Level | Exploit |
---|---|
3 | feat of strength, mighty leap |
5 | honor duel, thunderous blow |
9 | mythic resilience |
- Fighting Style (Level 3)
You supplement your Rage with martial training. You learn a Fighting Style from the list below
Whenever you gain a level in this class, you can switch your Fighting Style for another option from the list below:
- Dual Wielding When you take the Attack action while two-weapon fighting, you can make the single additional attack with your off-hand weapon as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage.
When you do, you cannot also make a bonus action attack.
- Great Weapon Fighting When you make a two-handed melee attack with a heavy weapon as part of your Attack action, you treat a total roll
of 5 or lower on the weapon's damage dice as a 6.
- Improvised Fighting You gain proficiency in improvised weapons, and when you use an object to make an improvised weapon attack you can roll the damage die twice and take the higher roll. When you do, the object is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.
- Strongbow You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
- Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
- Versatile Fighting While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or take the Use an Object action.
- Martial Training (Level 3)
Your combat training has enhanced the potency of your Rage. Your total number of Exploit Dice increases by a number equal to your constitution modifier.
- Mighty Blow
6th-level Path of the Champion feature You can focus the full might of your Rage into a single mighty blow. When you hit a creature with a Strength-based weapon attack while you are Raging, you can instantly end your Rage and turn that attack into an automatic critical hit.
Once you use this feature you must finish a short or long rest before you can do so again.
- Peak Athlete (Level 6)
Your physical abilities are peerless. When you enter a Rage, you gain the benefits of the Dash action. When you use the dash action, opportunity attacks against you are made at disadvantage
- Invigorating Critical (Level 10)
A solid strike on a foe renews your will to fight. Whenever you score a critical hit with a Strength-based weapon attack, you can regain hit points equal to one roll of your Exploit Die + your Constitution modifier (minimum of 1 hit point).
- Survivor (Level 14)
You are a nearly perfect physical specimen and have become exceedingly hard to kill. Whenever you start your turn with at least 1 hit point, you gain temporary hit points equal to your Constitution modifier (minimum of 1 temporary hit point).
Path of the Wild Heart[edit]
Barbarians who follow the Path of the Wild Heart view themselves as kin to the animal inhabitants of the natural world. They learn magical means to connect and communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.
- Wildheart Exploits
You learn certain Exploits at the Barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.
Level | Exploit |
---|---|
3 | mighty leap, rustic intuition |
5 | arresting critical, greater hurl |
9 | savage defiance |
- Animal Speaker (Level 3)
You can cast the Beast Sense and Speak with Animals spells, but only as Rituals. Wisdom is your spellcasting ability for them.
- Rage of the Wilds (Level 3)
Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the follwing options of your choice.
Bear: The resilient spirit of the Bear increases your ability to take physical hits. When you activate your Rage, choose two damage types, other than Force or Psychic. You have Resistance to the chosen types until the Rage ends.
- Eagle: The fierce spirit of the Eagle grants you the ability to move fast as the wind. While Raging, you can use a bonus action to gain the benefits of the Dash and Disengage action, including the bonus action that you use to enter a Rage.
- Elk: The noble spirit of the Elk makes you extraordinarily swift. While Raging, your walking speed increases by 15 feet.
- Tiger. The ruthless spirit of the Tiger empowers your leaps in battle. Once per turn while Raging, you can use mighty
leap at its lowest level without expending an Exploit Die.
- Wolf: While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.
- Aspect of the Wilds (Level 6)
You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
- Elephant. The spirit of the Elephant lends you its power. When you make a Strength (Athletics) or a Wisdom (Insight) check you can add your Constitution modifier to your roll.
- Owl. The spirit of the Owl grants you its sight. When you make an Intelligence (Investigation) or Wisdom (Perception) check you can add your Constitution modifier to your roll. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
- Panther. The spirit of the Panther increases your cunning. When you make a Dexterity (Stealth) or Wisdom (Survival) check you can add your Constitution modifier to your roll.
- Nature Speaker (Level 10)
You can cast the Commune with Nature spell, but only as a Ritual. Wisdom is your spellcasting ability for it.
- Power of the Wilds (Level 14)
Whenever you activate your Rage, you gain one of the follwing options of your choice.
- Falcon: While your Rage is active, you have a Fly Speed equal to your Speed if you aren’t wearing any armor.
- Lion: While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.
- Ram: While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack
Path of the World Tree[edit]
Barbarians who follow the Path of the World Tree believe that their Rage links them to the cosmic ash tree Yggdrasil. This “world tree” grows among the Outer Planes, connecting them to each other and to the many worlds of the Material Plane, and the greatest plants on every world are said to be distant descendants of mighty Yggdrasil. These Barbarians draw on their connection to the world tree as a source of vitality and as a means of travel across the multiverse.
- Yggdrasil Exploits
You learn certain Exploits at the Barbarian levels noted in the table below. They don't count against your number of Exploits Known and can't be switched upon gaining a level.
Level | Exploit |
---|---|
3 | bonebreaking critical, heroic fortitude |
5 | Concussive blow, shattering slam |
9 | savage defiance |
- Vitality of the Tree (Level 3)
Barbarian World Tree DnD 2024Your Rage taps into the lifeforce of the World Tree. You gain the following benefits:
Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.
Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose other creatures within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
Idunn's apples: over the course of a short rest you can grow a short tree with Golden apples growibg from it's branches. You can create a number of magical apples equal to your profitiency bonus, a creature can eat One as an action, regaining 2d8 plus your Constitution modifier hit points
- Branches of the Tree (Level 6)
While your Rage is active, whenever a creature you can see starts its turn within 30 feet of you, you can use your Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. The space the target teleports to must be on a surface or liquid that can support it; otherwise, the target doesn’t teleport.
After the target teleports, you can reduce its Speed to 0 until the end of the current turn.
- Battering Boots (Level 10)
Tendrils of the World Tree extend from your Melee weapons. During your turn, while you wield a Melee weapon with the Heavy or Versatile property, your reach with that weapon increases by 10 feet. When you hit with this weapon, you can activate the Push or Topple property in addition to any other Mastery property you are using with that weapon.
Chose One damage type between: acid, cold, fire, thunder, or lightning. While you wield weapon, it deals an extra 1d6 damage of that elements, if the weapon is benefitting front the Battering Roots
- Travel along the Tree (Level 14)
You can briefly travel along the World Tree. When you activate your Rage and as a Bonus Action while it’s active, you can teleport up to 60 feet to an unoccupied space you can see.
In addition, when you teleport using this feature, you can bring up to six willing creatures who are within 10 feet of yourself, and the range you can teleport increases to 500 feet. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space. You can teleport other creatures with you only once per Rage.
Path of Perdition[edit]
Some Barbarians gain their power from faith, some have power through their ancestors , others have power from a feral bestial side. Not you, you gained power through the understanding of primordial rage, found in the beings of the lower planes. Demons, Devils and Yugoloths all have a source of primordial rage and you have given yourself over to this to gain power unlike anything else.
- Infernal Exploits
Level | Exploit |
---|---|
3 | commanding presence, trampling rush |
5 | bloodthirsty critical, menacing shout |
9 | primal terror |
- Lash of the Dark One (Level 3)
Your inner fiend lashes out in the form of a fiery strike towards everyone. You may substitute one of your attacks this turn with a 15-foot cone of damage. You make separate attacks for each person in the cone. The damage is 1d12 of fire damage and is considered an attack for the purposes of maintaining rage. This damage increases to 2d12 by level 10.
- Mantle of Perdition (6th Level)
Your inner fiend now protects from the harshest of magics. While raging you gain advantage on all saving throws towards Spells and Magical Effects.
- Fiendish Fury (Level 10)
The flames of perdition that you house grow even stronger. Your Lash of the Dark One is now a bonus action and any fire damage you deal ignores resistance to fire damage. You also gain resistance to fire damage at all times.
- Avatar of Damnation (Level 14)
You have reached the apex of destruction and now assume a form representing your inner fiend. When you enter a rage you can choose between two forms to enter- Balor of Pit Fiend.
Balor- As a part of your rage, You emit a 15-foot fiery aura around you. You may target anyone within the aura for damage equal to your proficiency bonus. The damage is your Strength modifier Plus your Proficiency bonus in Fire Damage. You also have a 40-foot flying speed. This damage takes effect at the start of each affected creature’s turn.
Pit Fiend- As a part of your rage, You emit a 15-foot aura of pure terror, causing any creature of your choice to make a Wisdom saving throw against your DC or they become frightened of you. This effect lasts for 1 minute. Your DC equals 8+Strength Modifier + Proficiency Bonus. You also gain a 40-foot flying speed. At the start of each creature’s turn they may make the saving throw again until sucessful.
These forms last as long as you are raging or until you choose to end them.
Savage Exploits[edit]
Below are the Exploits available to Barbarians. If an Exploit has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites.
(Credits to laserllama for the system)
The DM can choose to give some low Level exploits tò other martial classes that meets the Level and Strength prerequisites
1st-Degree Exploits[edit]
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.
- Bonebreaking Critical
Prerequisites: Strength of 11
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to cripple the target. For 1 minute, that creature deals only half damage with any attacks it makes that use its Strength.
The creature can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.
- Brace Up
Prerequisites: Constitution of 11
You steel yourself for combat, preparing yourself to take a hit. As a bonus action, you can expend one Exploit Die and gain temporary hit points equal to 1 + your Constitution modifier.
- Commanding Presence
Prerequisites: Charisma or Strength of 11
Whenever you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
- Crushing Grip
Prerequisites: Strength of 11
When you grapple a creature, you can expend one Exploit Die to enhance your grip. When you initiate this grapple, and at the start of each of the grappled creature's turns, it takes bludgeoning damage equal to one roll of your Exploit Die.
- Cunning Instinct
Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
- Destructive Strike
Prerequisites: Strength of 11
When you hit a nonmagical object with an attack, you can expend an Exploit Die, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.
- Feat of Strength
Prerequisites: Strength or Constitution of 11
When you make a Strength or Constitution ability check you can expend Exploit Dice (up to your proficiency bonus), roll those dice, and add the result to your ability check. You can do so after you roll the d20, but before you know the result.
- Heroic Fortitude
Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
- Hurl
Prerequisites: Strength of 11
In place of an attack, you can expend an Exploit Die to throw an object that you are holding at a target you can see within 60 feet. You can make a ranged attack using your Strenght modifier or both the object and target take bludgeoning damage equal to your unarmed damage + one roll of your Exploit Die + your Strength modifier + your rage damage if you are in rage.
At 11th level, the range of this Exploit becomes 120 feet.
- Mighty Leap
Prerequisites: Strength of 11
When you move at least 10 feet immediately before you jump, you can expend Exploit Dice (up to your proficiency bonus) to increase the distance of your jump by 10 feet for each Exploit Die expended, even if this exceeds your remaining speed.
- Mighty Thrust
Prerequisites: Strength of 11
In place of an attack, you can expend an Exploit Die to force a target you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier. Targets that are more than one size larger than you have advantage on this saving throw.
- Rustic Intuition
Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
- Ruthless Strike
Prerequisites: Strength of 11
When you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your proficiency bonus), roll the dice, and add them to the damage roll of that attack.
- Savage Rebuke
When a creature you can see hits you with a melee attack, you can use your reaction to expend one Exploit Die to make a melee weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Exploit Die.
- Take Down
Prerequisites: Strength of 11
As a bonus action, you can expend one Exploit Die to touch a creature and attempt to Shove or Grapple it, and add one roll of your Exploit Die to your Strength (Athletics) check.
- Trampling Rush
Prerequisites: Strength of 11
When you move at least 20 feet toward a creature and hit it with a melee weapon attack, you can expend an Exploit Die and attempt to trample the creature. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Exploit Die and is knocked prone.
2nd-Degree Exploits[edit]
Exploits of the 2nd-degree represent the peak of martial skill and ability achievable by warriors without dedicated training. These can be learned at 5th level or higher.
- Aggressive Sprint
As a bonus action, you can expend one Exploit Die to move up to your walking speed toward a hostile creature that you can see and make a single melee weapon attack against it.
- Arresting Critical
Prerequisites: 5th level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to critically disable its movement. For 1 minute, its speed is reduced to 0.
The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.
- Bloodthirsty Critical
Prerequisites: 5th level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to instantly make one additional weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Exploit Die.
If you score a critical hit with the attack granted by this Exploit, you cannot use this Exploit again to make another attack.
- Concussive Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower the attack and force it to make a Constitution saving throw. On a failed save, the target suffers the effects below until the beginning of your next turn:
Its speed becomes 0. It can speak only falteringly. It has disadvantage on all attack rolls, ability checks, and Dexterity saving throws. Attack rolls against it have advantage.
- Greater Hurl
Prerequisites: 5th level, Strength of 13
As an action, you can expend an Exploit Die to touch one creature at least one size smaller than you for grappling and attempt to throw it. It must succeed on a Strength saving throw or be thrown at a space that you can see within 30 feet. A creature can choose to fail.
If the creature lands in an unoccupied space it falls prone. But, if it hits another creature, that creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to your unarmed damage + one roll of your Exploit Die + your Strength modifier.
If a feature causes you to count as a size larger for your carrying capacity or the size of creatures you can grapple, you also count as one size larger for the creatures you can throw.
- Honor Duel
Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.
- Immovable Stance
Prerequisites: 5th level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can instantly grapple it or knock it prone.
- Menacing Shout
Prerequisites: 5th level, Constitution or Charisma of 13
As a bonus action, you can expend one Exploit Die and force one creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn and must use its action to move as far from you as possible without harming itself.
- Shattering Slam
Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend an Exploit Die to strike the ground at your feet with a melee weapon. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier and fall prone. On a successful save, they take half as much damage and don't fall prone.
Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.
- Thunderous Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Exploit Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. A creature that is more than one size larger than you has advantage on its saving throw.
- You Will Not Fall
When a creature within your movement speed range becomes targeted by an attack or spell, you can spend 1 Exploit Diee as a reaction to move up to your movement speed towards an unoccupied space within 5 feet of them, becoming the target of the effect instead. This moviment do not trigger opportunity attacks and you can not receive a opportunity attack in the movement path.
You can spend 1 additional Exploit Die to give this creature resistance to bludgeoning, slashing and piercing damage until the start of your next turn, or until the creature is no longer within 5 feet.
3rd-Degree Exploits[edit]
3rd-degree Exploits are feats of savagery, and can be learned at level or higher. Each 3rd-degree Exploit you know can only be used once per short or long rest.
- Confounding Critical
Prerequisites: 9th level, Strength of 15
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to strike at the head, weakening its ability to think. For 1 minute, its thoughts are muddled and whenever it makes an attack roll, ability check, or Constitution saving throw to maintain its concentration, it must roll one of your exploit dices and subtract the result from its roll.
The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.
- Destructive Slam
Prerequisites: 9th level, Strength of 15
In place of an attack, you can expend Exploit Dice (up to your proficiency bonus) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall prone. Objects in this area take the maximum amount of damage.
Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
- Primal Terror
Prerequisite: 9th level
As an action, you can expend one Exploit Die to attempt to drive a creature within 5 feet into a fit of primal fear, forcing it to make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. Each time it takes damage, it repeats the saving throw, ending this effect on a success.
The creature must choose the target of each attack and spell at random from among the creatures it can see in range.
If a creature provokes an opportunity attack from the affected creature, it must make that attack if it is able to.
- Mythic Resilience
Prerequisites: 9th level, Constitution of 15
When you take damage from an effect you can see, you can expend Exploit Dice (up to your proficiency bonus) to reduce the incoming damage. For each Exploit Die you expend you roll three Exploit Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total.
If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
- Roar of Triumph
Prerequisites: 9th level
When you score a critical hit, you can expend an Exploit Die to let out a cry that can be heard up to 300 feet away. You and a number of creatures of your choice who can hear you equal to your Constitution modifier (minimum of 1) gain temporary hit points equal to your level + your Constitution modifier.
- Savage Defiance
Prerequisites: 9th level
As an action you can expend an Exploit Die to issue a savage challenge. Creatures of your choice within 60 feet that can hear you have disadvantage on attacks against targets other than you for 1 minute, or until they hit you with an attack.
- War Cry
Prerequisites: 9th level
As an action, you can expend one Exploit Die and issue a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.
4th-Degree Exploits[edit]
Exploits of this degree can only be learned by Barbarians of 13th level or higher, and each 4th-degree Exploit that you know can only be used once per short or long rest.
- Devastating Critical
Prerequisites: 13th level, Strength of 17
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to shatter its focus. If it was concentrating on a spell or effect, it automatically loses concentration, and for 1 minute, it has disadvantage on all Intelligence, Wisdom, and Charisma saving throws, and any saving throws it makes to maintain concentration.
The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.
- Staggering Blow
Prerequisites: 13th level, Strength of 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with near-supernatural power, dealing additional damage equal to three rolls of your Exploit Die. The target must succeed on a Wisdom saving throw, or for the next minute it has disadvantage on all ability checks and attack rolls and it cannot take reactions.
The creature can make a Wisdom saving throw at the start of each of its turns, ending these effects on a success.
- Strength of the Colossus
Prerequisites: 13th level, Strength of 17
As a bonus action you can expend Exploit Dice (up to your proficiency bonus) to enhance your strength to mythic levels, though you must concentrate on this Exploit's effect as if you were concentrating on a spell. For 10 minutes, or until you lose concentration, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:
Exploit Dice Total Weight Without Exploit 30 x Strength score
Exploit Dice | Total Weight |
---|---|
1 | 50 x Strength score |
2 | 100 x Strength score |
3 | 150 x Strength score |
4 | 200 x Strength score |
5 | 250 x Strength score |
6 | 300 x Strength score |
For each size category you are above Medium, the amount of weight you can move as part of this Exploit is doubled.
For example, a Medium-sized Barbarian with 20 Strength could expend 3 Exploit Dice to use this Exploit, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they would double this weight to 6,000 pounds.
A Colossal size barbarian, with 25 Strength and spending 6 exploits die, could lift up to 60,000 pounds, or 27 tons
When this Exploit ends you must succeed on a DC 17 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of Exploit Dice you spent.
- Unbreakable
Prerequisites: 13th level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can spend Exploit Dice (up to your proficiency bonus) and fall to 1 hit point. For each Exploit Die you spent, you roll three Exploit Dice, and you gain temporary hit points equal to the total rolled.
5th-Degree Exploits[edit]
Exploits of the 5th degree are primal feats that rival mythic monsters and demigods. These Exploits can only be learned by Barbarians of 17th level or higher. Each 5th-degree Exploit that you know can only be used once per long rest.
- Cataclysmic Slam
Prerequisites: 17th level, Strength of 19
As an action on your turn, you can expend Exploit Dice (up to your proficiency bonus) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Constitution saving throw. On a failure, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone, and on a success, they take half as much damage and don't fall prone. Objects in this area take maximum damage.
The area becomes difficult terrain, and a creature can use its action to clear one 5-foot square of this difficult terrain.
- Spartan Stomp:
Prerequisites: 17th level, Strength of 19 As an action, you slam your foot to the ground that disrupts all nearby enemies. Creatures within 20 feet of you most roll a Constitution saving throw, or take 3 x your unarmed strike damage + your Exploit Die + Strenght modifier thunder damage and be knocked prone. On a successful save, creatures take half damage and aren't knocked prone.
- Vorpal Critical
Prerequisites: 17th level, Strength of 19
When you score a critical hit with a melee attack on a creature, you can expend one Exploit Die to strike with brutal legendary force and deal additional damage equal to three rolls of your Exploit Die. If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you instantly cut off one of the its heads. If it can't survive without that head, it is killed.
Creatures can use Legendary Resistance to avoid being beheaded. Any creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the additional damage on hit.
Advanced Savage Exploits[edit]
Below are additional Exploits available to Barbarians. If an Exploit has a prerequisite, like a minimum Ability Score or level, you can learn it when you meet the prerequisites.
Advanced Exploits are more fantastical in nature, and are balanced based on spells that are available to casters in 5e. Check with your DM before using the Exploits below.
1st-Degree Exploits[edit]
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.
- Breathless Critical
Prerequisites: Strength of 11
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to knock the air from your target's lungs. For 1 minute, that creature can speak only falteringly and its speed is halved.
The creature can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.
- Lightstep
Prerequisites: Dexterity of 11
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
- Skilled Rider
Prerequisites: Wisdom of 11
When your trained mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
- Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Exploit Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.
2nd-Degree Exploits[edit]
Exploits of the 2nd-degree represent the peak of martial skill and ability achievable by warriors without dedicated training. These can be learned by any Barbarian of 5th level or higher.
- Feral Senses
Prerequisites: 5th level, Constitution or Wisdom of 13
As an action, you can expend an Exploit Die to temporarily heighten your senses. For 10 minutes you gain a bonus to any Wisdom (Insight) Wisdom (Perception) or Wisdom (Survival) checks you make equal to one roll of your Exploit Die, so long as the checks rely on your sense of sight or smell.
You can also smell the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you, and identify the kind of poison, poisonous creature, or disease.
Your senses cannot detect anything behind full cover.
- Glancing Blow
Prerequisites: 5th level
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
- Intimidating Command
Prerequisite: 5th level, Charisma of 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at one creature that can hear you within 30 feet. It must succeed on a Wisdom saving throw, or it is compelled to obey your command to the best of its ability on its next turn unless its actions would be directly harmful to it.
- Rending Strike
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to rend its armor. It must succeed on a Dexterity saving throw or it takes additional damage equal to one roll of your Exploit Die and its Armor Class is reduced by 1 until the damage is repaired, or it finishes a long rest.
- Ringing Critical
Prerequisite: 5th level, Strength of 13 When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to daze your target. For 1 minute, that creature must roll a d4 and subtract the result from any attack roll and saving throw it makes. The creature can make a Wisdom saving throw at the beginning of each of its turns, ending this effect on a success.
- Whirlwind Strike
Prerequisites: 5th level, Strength or Dexterity of 13
In place of an attack, you can expend an Exploit Die and force each target within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Exploit Die + your Strength or Dexterity modifier (your choice) on a failed save, and half as much damage on a success.
3rd-Degree Exploits[edit]
3rd-degree Exploits are feats of savagery that can only be learned by Barbarians of 9th level and up. Each of these Exploits can only be used once per short or long rest.
- Adrenaline Rush
Prerequisites: 9th level, Strength or Constitution of 15 As a bonus action on your turn, you can expend one Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including as part of the bonus action that you use this Exploit.
- Bewildering Blow
Prerequisites: 9th level, Strength or Dexterity of 15
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike at its head with great force, dealing additional damage equal to two rolls of your Exploit Die and it must make a Wisdom saving throw. On a failure, it cannot take reactions and must roll a d10 at the beginning of each of its turns to determine its behavior, consulting the table below and the corresponding d10 roll:
1 = It uses all its movement to move in a random
direction. To determine the direction, roll a d8
and assign a direction to each die face. It does
not take an action this turn.
2-5 = It does not move or take actions this turn.
6-7 = It uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature in its reach, It does nothing this turn.
8-9 = It can act and move normally.
10 = It lays prone on the ground and takes no further actions or movement this turn.
This effect lasts for 1 minute, but the creature can make a Wisdom saving throw at the end of each of its turns, instantly ending the effects of this Exploit on a successful save.
- Disorienting Blow
Prerequisites: 9th level, Strength of 15
When you hit with a creature with a melee weapon attack, you can expend an Exploit Die to strike with overwhelming force, dealing additional damage equal to two rolls of your Exploit Die and it must succeed on a Wisdom saving throw or suffer the following effects for 1 minute:
- Its speed is halved and it cannot take reactions.
- Its Armor Class is reduced by 2.
- It has disadvantage on Dexterity saving throws.
- On its turn it can only take an action or a bonus action.
- It cannot make more than one attack during its turn.
- It can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.
This Exploit's effects do not stack with the slow spell.
- Mythic Athleticism
Prerequisites: 9th level, Strength or Constitution of 15
As a bonus action, you can expend Exploit Dice (up to your proficiency bonus) to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. You gain the benefits listed below:
- Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
- Your walking speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
- You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
- The effects last for 10 minutes for each Exploit Die spent as part of this Exploit, and end early if you are incapacitated.
- Pack Tactics
Prerequisites: 9th level, Wisdom of 15
As a bonus action, you can expend one Exploit Die to signal your allies to fight as a pack. Until the end of your next turn, creatures of your choice that can see or hear you within 30 feet have advantage on attack rolls, so long as a conscious allied creature is within 5 feet of their target.
You can use a bonus action on your next turn to extend the effects of this Exploit to the end of the turn after that, though you do not need to expend an Exploit Die when you do so.
You cannot maintain this Exploit longer than 1 minute.
- Primal Terror
Prerequisite: 9th level
As an action, you can expend one Exploit Die to attempt to drive a creature within 5 feet into a fit of primal fear, forcing it to make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. Each time it takes damage, it repeats the saving throw, ending this effect on a success.
Whenever the affected creature chooses another creature as a target of an attack or spell, it must choose its target at random from among the creatures it can see within range.
If a creature provokes an opportunity attack from the affected creature, it must make that attack if it is able to.
- Survey Wilderness
Prerequisite: 9th level, Strength or Wisdom of 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- Once you use this Exploit to survey an area of wilderness you must finish a long rest before you can use it there again.
4th-Degree Exploits[edit]
Exploits of this degree can only be learned by Barbarians of 13th level or higher, and each 4th-degree Exploit that you know can only be used once per short or long rest.
- Subjugate Beast
Prerequisite: 13th level
As an action, you can expend one Exploit Die and attempt to intimidate one beast that can see or hear you within 30 feet, bending it to your will. The beast must succeed on a Wisdom saving throw or be considered charmed by you for 1 minute.
While it is charmed, you can use a bonus action to issue it a command, which it does its best to obey. You can specify a simple and general course of action. If it doesn’t receive direction from you, it defends itself to the best of its ability.
Each time the beast takes damage, it repeats the saving throw, ending the effects of this Exploit on a success.
- Sundering Strike
Prerequisite: 13th level, Strength of 17
In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon you are wielding. Any magical creations created with a spell slot of 3rd-level or lower are instantly destroyed by your strike.
If the magical creation was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the level of the spell slot used to create it. On a successful check, the magical creation is instantly destroyed by your strike.
5th-Degree Exploits[edit]
Exploits of the 5th degree are mythic feats that can only be learned by Barbarians of 17th level or higher, and each 5th-degree Exploit you know can only be used once per long rest.
- Banishing Strike
Prerequisites: 17th level, Strength of 19
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Exploit Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Avatar Of War class, you must meet these prerequisites: You mush have 13 Strength in and 13 in Constitution Proficiencies. When you multiclass into the Avatar of war class, you gain the following proficiencies: Light and medium armor, all weapons and shields
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