Path of the Baba Yaga - A John Wick Subclass

by DumpStat

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Path of the Baba Yaga - A John Wick Subclass

You have been trained to use your speed and agility in combat, and this has made you into a deadly weapon. Trained in the use of ranged weapons and hand to hand combat, you are a deadly force no matter where you are on the battlefield. No matter the weapon, you excel in one thing, and that is killing.

Agile Destruction

Starting at 3rd level, your attacks now focus less on brute strength and more on agility and reflexes. When raging and you make a melee weapon attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

Ranged Rage

At 3rd level, you have mastered the use of all weapons that allow you to attack from a distance. You can add your rage damage to all Ranged weapons and Thrown weapons.

You're Not Going Anywhere

At 6th level, you know how to get in close and easily grab your target. You have advantage on all Grapple checks.

Grappling Master

At 10th level, you can use use your superior reflexes and quickness to not only grapple a creature, but inflict additional damage to them. If you have successfully grappled your targets, you may make one of the following attacks.

  • Arm Strike - You choose an arm on the creature. You then make an Dexterity (Acrobatics) or Strength (Athletics) check, contested by the target's Dexterity (Acrobatics) or Strength (Athletics). If you succeed, you chop down on the target's arm doing 1d4 damage + your rage damage, and they drop any item held in that arm.
  • Head Butt - You make an unarmed melee attack roll versus the target. On a successful hit, the target takes damage equal to your unarmed strike damage. The creature must also succeed on a DC 15 Constitution saving throw or be blinded till the end of their next round.
  • Kneecapping - You make an unarmed melee attack roll versus the target. On a successful hit, the target takes damage equal to your unarmed strike damage and the creature's speed is reduced to zero until the end of their next turn.
  • Leg Sweep - You make a Dexterity (Acrobatics) or Strength (Athletics) check, contested by the target's Dexterity (Acrobatics) or Strength (Athletics). If you succeed, the target is pushed 5 ft. back and is knocked prone.
  • Takedown - You then make an Dexterity (Acrobatics) or Strength (Athletics) check contested by the target's Dexterity (Acrobatics) or Strength (Athletics). If you succeed, both you and the target are knocked prone, with the target landing on top of you, providing 1/2 cover. Both you and the target are under the restrained condition for the length of the grapple.

Art Credit - CDL113

Triple Threat

At 14th level, you gain the ability to cause more destruction with less. As an action, you can target up to three creatures that are within 10 feet of each other. You then throw any weapon that has the Thrown property and it slams into them, bouncing from target to target. You make a separate attack roll for each target, and on a miss the attack ends early.

 

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