Path of the Mundane Maker (5e Subclass)

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Mundane Maker[edit]

Barbarian Subclass

Punching out the teeth of their enemies to stop them from speaking correctly, or sticking their fingers in someone's eyes to stop them from aiming. A mundane maker has many ways to stop their foes from fighting back to the best of their ability, especially if those foes are spellcasters. They are just as likely to run head first through a Wall of Force as they are to grab their foes by the arm, stopping them from attacking anyone within their reach. Any Barbarian following this path has envy, a grudge, a conviction or any other reason to hamper their enemies' abilities while protecting their allies from harm.


Fighting dirty

At 3rd level when you start this path, you learn ways to make more precise attacks to mess with your opponents. When a feature of this subclass calls for a saving throw, the save DC is 8 + your proficiency bonus + your Strength modifier. Once a turn, when you hit an enemy with a weapon attack you can choose one trick to add on to or replace the attack.

Splintering smack On a failed Dexterity saving throw you target an Object the opponent is holding and make the attack against that instead. (Wood has 15 ac, Iron and Steel 19 ac. Hp depends on size: Tiny varies from 2-5 and Small from 3-10. Your GM might have other AC and HP in mind)

Skull shaker: If this attack triggers a saving throw to maintain Concentration, the creature gets a penalty to that saving throw equal to your Strength modifier.

Handshake Whenever you grapple a creature you also pin one of their limbs if they have any, preventing them from using that limb for somatic components of spells and giving them disadvantage on weapon attacks using that limb.

Hatred of Magic

Also at 3rd level, your rage does not end early if you notice the effect of a spell or see a creature casting a spell.


Unbridled Destruction

At 6th level you have gained such willpower and hatred of magic that you can destroy magical effects by simply punching them REALLY hard. To you, magical effects are considered Objects with an AC of 10 + the spell level and HP equal to the spell level * 10. If the spell is affecting a Creature you can choose for the magical effect to be the target of your attack instead of that creature, in that case the spell's AC is the same as the creature's minus any bonuses from the spell itself. Any excess damage carries over to the creature or another spell affecting them (your choice) if damage exceeds the current hit points of the spell.

Also at this level, you deal double damage to Structures and Objects.


Fighting dirtier

Now at 10th level you have been fighting nerds for so long that your tricks have become even more heinous, you learn two more tricks to use when you hit with an attack roll:

Eye skewer On a failed Dexterity saving throw you hit them on, in or through their eyes. They become blinded until the start of your next turn.

Teeth ripper: On a failed Constitution saving throw they lose one or many teeth, preventing them from speaking properly until they finish a long rest or get magical healing equal to or greater than the damage of the triggering attack. If a creature can't speak properly they are unable to perform the verbal components of spells or issue verbal commands.

Musclebrained

Also at 10th level you now add your Strength modifier to your Wisdom, Charisma and Intelligence saving throws.


Counteryell

At 14th level you have learned to distract any spellcaster who is casting a spell by yelling really loud at them and potentially distracting them. As a reaction when you see, hear or feel a creature within 60 feet casting a spell, you can enter your rage and let out a roar to distract them, therefore expending a use of your rage. If they fail a Wisdom saving throw the spell fails and has no effect. You can use this feature even while raging. When you reach 20th level in this class this feature does not consume a use of your rage.

Additionally at 14th level you can use any amount of tricks per turn but only one per attack.


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