Barbarian - Path of the Gladiator

by CaelReader

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Primal Path

Path of the Gladiator

You relish in the sport and challenge of combat, your rage fueled by the cheering of the crowds and the spectacle of combat. Whether you are a professional fighting in a grand arena, or a slave thrown into a bloody fighting pit, your prowess is best with an audience.

Blood Sport

Starting when you choose this archetype at 3rd level, the glory and thrill of battle feeds back into your rage. You gain proficiency in Performance.

When you reduce a hostile creature to 0 hitpoints, a friendly creature within 60 feet of you that can see you, and that you can hear, can use their reaction to cheer you on. If they do so, you gain temporary hitpoints equal to your Charisma modifier + half your barbarian level (minimum of 1), which last for 10 minutes. Your rage can't be ended early, and can persist beyond its normal duration, as long as you have these temporary hitpoints.

Brawler

At 3rd level, you become adept with the bare knuckle combat often found in the arena. Your unarmed strike uses a d4 for damage, and when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

At 6th level, your unarmed strike die increases to a d6. At 14th level, it increases to a d8.

Crowd-pleaser

Starting at 6th level, whenever you make a Charisma (Performance) check, you gain a bonus to the check equal to your Strength or Constitution modifier (your choice). While raging, you have advantage on Charisma checks and Charisma saving throws.

Pit Fighter

Beginning at 10th level, you can exploit any advantage that you have to gain an edge in combat. When you make a weapon attack roll with advantage and hit a creature, you can force the target to succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Once you use this feature against a creature, you can't use it against that creature again until the start of your next turn.

Signature Moves

At 14th level, you develop your own signature moves, devastating maneuvers that can only be performed with ideal skill and timing. You learn the following moves:

Leaping Open. As part of your action used to rage, you can leap onto a creature within 15 feet of you, landing in an unoccupied space within 5 feet of it. If the target is no more than one size larger than you, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone and become grappled by you.

Savage Finisher. When you reduce a creature to 0 hitpoints with a critical hit, you can use your reaction to tear a trophy from it and strike terror into those you face. Each creature within 15 feet of you that can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. While they are frightened, you have advantage on attack rolls against the creatures.

 

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