Path of the Troublemaker (5e Subclass)

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Path of the Troublemaker[edit]

Barbarian Subclass

Barbarians following the troublemaker path are more versatile, adaptable warriors, not restricted to the use of strenght weapons nor weapons, even. They can channel his wrath and use it of other forms than strike heavy and take damage, although that doesn't mean they don't withstand a fight or hit less hard, through blood and sweat they can accomplish as much as they porpose.

You never knew your father and your early years were spent taking care of your sick mother, but not for long until she passed away. Alone, orphaned and poor you had no one to watch over you or to provide for you, so you learned to do it yourself. You weren't the only one young and alone in those streets, but when the most basic is scarce, there is no time for friends, or so you thought. One day, a common dispute over a piece of food attracted certain glances and you ended up risking your life, but this time, in a ring. Years passed and the eyes that saw talent in your desperate tussle couldn't be more right, you have been crowned pit champion several times and the street kids see you as a hero, even though you survive by combining the fights with dirty work for the street mob bosses, who, in fact, are also the ones who organize those fights.

Today, you know this is not life and you feel like this city could end you any day. Yes, you made some money on the street and you have the respect of people, but things haven't been going well lately and it's been a while since your last public fight. You need to get out of the circle, stop drinking, get yourself together and get out of this place. There are some favors you can collect and maybe get a clue about your father, you're not a child anymore and you need answers.

                                                                                                                                                           Wave, urchin troublemaker background.

These well-rounded and capable fighters are a very valuable asset in any situation and very dangerous on their own terms. On the battlefield, whether armed with a chair, a knife, or nothing but rage, they are a constant problem for their enemies, although their experience can also prove useful outside of combat.

Bold Fury

You are angry, a lot, you don't even remember a time when you weren't, but now you are determined, you have a goal and you intend to achieve it, your whole life has been a preparation for this and you know you are ready.

First at level 3 you can boldy channel a primal ferocity. On your turn, you can enter a bold fury as an action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • If you are able to cast spells, you can't cast them or concentrate on them while raging.
  • When a hostile creature misses you with a melee weapon attack, you can use your reaction to retaliate with your equipped weapon. You can do this a number of times equal to your anger charges*2 per short rest, starting by 3 to unlimited.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged*2 times, you must finish a long rest before you can rage again.

Rage in levels
Level Rages*2 Rage DMG*1
1-2 2 +2
3-5 3 +2
6-8 4 +2
9-11 4 +3
12-15 5 +3
16 5 +4
17-19 6 +4
20 - +4

Dextrous:[edit]

You dont need magical artifacts or fancy swords to do what needs to be done, axes are useful, but your hands are unmatched.

At level 3 your unarmed capacities expand.

Bruiser ways:[edit]

Years of fighting for your life and the entertainment of others has served you well, not only do you have the talent for this, but you've already mastered the art of breaking bones and looking really cool while doing it.

When first unlocked at level 6, you can select two bruiser ways from the Bruiser ways list. You can select one more at level 10 and 18 each.

Brutal fist:[edit]

You are just as deadly holding a dagger as you are empty-handed after throwing it.

At level 9 now your unarmed strike works on your brutal critical class feature.

Towering presence[edit]

A burly, hooded man enters the tavern, so large that he cannot be missed,with only a torn poncho and a few bandages poorly covering his scarred torso. You can't see his face, but you wouldn't say he's here to make friends.

By level 10 now you can add your Constitution modifier as a bonus to intimidation checks.

Conspicuous performance[edit]

Your body is the pinnacle of physical ability, you are capable of withstanding any punishment and subjecting others to them with it.

At level 14 you can use the Conspicuous Performance action and consume 33% of your total HP to immediately gain an extra action to use this turn.

Bruiser ways list.[1][edit]

* Float like a butterfly -> extra attack (3) (available at lvl 18)

* Sting like a bee -> while raging, your unarmed attacks may daze enemies. (CON save, 1 turn) (available at lvl 10)
     
* His hands can’t hit what his eyes can’t see -> +2 AC while raging. Also, you gain acrobatics proficiency. (available at lvl 10)
     
* Seasoned -> +1 fighting style.
   
* Zealot warrior -> gain religion proficiency. Also, at 50% or lower of your total HP, while raging, the number you need to roll a critical hit attacking is reduced by 1 (this effect can stack).
  
* Pit fighter -> gain proficiency in performance. Also, can use defiant cry*1 and captivate the audience*2 once per SR each.
   *1[defiant cry: 5m AoE taunt action. (force all enemies within 5m to make a WIS save or become goaded for two turns.)]
   *2[captivate the audience: 8m AoE rally action. (grant allies 5 turns of 8 temporary hit points.)]
   
* Studious thug -> gain arcana proficiency and learn one ritual spell of your choice. 

* Lucky bastard -> you can draw a weapon with thrown property as part of your action to attack with it and, when you miss a ranged attack with a thrown weapon, you can use your reaction to target the same one or another creature within 20 feet of the first target with that attack. Also, your ranged attacks with improvised and thrown weapons ignore resistances and immunities to non-magical damage. 
 
* Submission fighter -> you have advantage in athlethics checks grappling a creature and now can try to grapple creatures one size larger than you.

* Chance strike -> deal 1d6 (+1d6 at lvl 12) extra damage to a foe you have advantage against. (once per turn) 

* Overwhelming beating -> your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

* Conditioning training -> you can choose one feat from this list.
   - Charger: You gain Charger: Weapon attack and Charger: Shove.
   - Defensive duelist: When attacked while wielding a finesse weapon you're proficient with, you can use a reaction to add your proficiency bonus to your AC, possibly causing the attack to miss.
   - Dual wielder: You can use two-weapon fighting even if your weapons aren't light, and you gain a +1 bonus to AC while wielding a melee weapon in each hand. You cannot dual-wield heavy weapons.
   - Great weapon master: When you land a critical hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn. Attacks with heavy melee weapons you are proficient with, can 
   deal an additional 10 damage at the cost of a -5 attack roll penalty. (You can toggle this on and off.)
   - Martial adept: You learn two manoeuvres from the battle master subclass and gain a superiority dice to fuel them. You regain expended superiority dice after a Short Rest or long rest.
   - Mobile: Your movement speed increases, and difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, you don't provoke opportunity attacks from your target.
   - Savage attacker: When making a melee weapon attack, you roll your damage dice twice and use the highest result.
   - Tavern brawler: When you make an unarmed attack, use an improvised weapon, or throw something, your STR modifier is added twice to the damage and Attack Rolls.
   - Tough: Your hit point maximum increases by 2 for every level you have gained.
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