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Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu on March 16, 2024, 11:30:51 PM »FRAWGHEMOTH
As a child you were possessed by angry, vengeful spirits. The spirits of frogs, angry at the tribes for hunting them for their sweet, delicious legs. At least that's what the spirits said. Granted their resemblance to frogs was kind of...superficial. The tribes shaman tried exorcisms, but to no avail. You really didn't want the spirit to go away. You'd always been shunned by the tribe for being different, and now you had a friend. A friend who gave you super powers and neat advice. Advice such as "Running at people screaming out of the darkness is socially acceptable."
Then, one day, the Frog Council visited the village. "Let us train the lad" they said. The village, eager to be rid of you, agreed. Now you get to keep your friend! And assist in the dispensing of froggy justice! Which is mostly making people crap themselves by hulking out into ragefrog mode.
LOOMING TERROR
At 3rd Level, when you are Raging, you are surrounded by the spectral form of a hulking, hideous frog thing. All Barbarians are spooky during rage, but few are haunted by their own personal nightmare fuel. Any creature of your choice within 10 feet of you takes 2 psychic damage at the start of your turn. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Additionally, the first successful attack you make each turn does frog damage instead of it's normal damage type. Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.
POWER OF THE FROG
At 6th Level, you may choose to end your Rage early voluntarily as a Bonus Action to release the Frog Soirit. For the next Minute (or until you Rage again, whichever comes first). one target of your choice within 30 feet must make a Charisma Saving Throw (Save DC is 8 + your Proficiency Bonus + your Constitution modifier) or take 3d8 Psychic damage on a failed save (half that much if the save is successful) as it is savaged by the Frog Spirit. If it fails the Saving Throw it is also Frightened of the Frog Spirit until the beginning of your next turn, and will not approach the Frog Spirits current position (i.e. it's current target).
RIBBIT STRONG!
At 10th Level you may choose to succeed at any one Saving Throw once per Rage. This is not an Action, and you may see the result of the Saving Throw before deciding..
THE SHAPE OF FRAWGS YET TO COME
At 14th Level, you now do psychic damage to any creature of your choice within 30 feet. Additionally, while you are Raging, when a creature of your choice that can see you starts its turn within 30 feet of you, you can force it to make a Charisma saving throw if you aren’t incapacitated. If it fails, it takes 1d6 frog damage. Save DC is 8 + your Proficiency Bonus + your Constitution modifier.
As a child you were possessed by angry, vengeful spirits. The spirits of frogs, angry at the tribes for hunting them for their sweet, delicious legs. At least that's what the spirits said. Granted their resemblance to frogs was kind of...superficial. The tribes shaman tried exorcisms, but to no avail. You really didn't want the spirit to go away. You'd always been shunned by the tribe for being different, and now you had a friend. A friend who gave you super powers and neat advice. Advice such as "Running at people screaming out of the darkness is socially acceptable."
Then, one day, the Frog Council visited the village. "Let us train the lad" they said. The village, eager to be rid of you, agreed. Now you get to keep your friend! And assist in the dispensing of froggy justice! Which is mostly making people crap themselves by hulking out into ragefrog mode.
LOOMING TERROR
At 3rd Level, when you are Raging, you are surrounded by the spectral form of a hulking, hideous frog thing. All Barbarians are spooky during rage, but few are haunted by their own personal nightmare fuel. Any creature of your choice within 10 feet of you takes 2 psychic damage at the start of your turn. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Additionally, the first successful attack you make each turn does frog damage instead of it's normal damage type. Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.
POWER OF THE FROG
At 6th Level, you may choose to end your Rage early voluntarily as a Bonus Action to release the Frog Soirit. For the next Minute (or until you Rage again, whichever comes first). one target of your choice within 30 feet must make a Charisma Saving Throw (Save DC is 8 + your Proficiency Bonus + your Constitution modifier) or take 3d8 Psychic damage on a failed save (half that much if the save is successful) as it is savaged by the Frog Spirit. If it fails the Saving Throw it is also Frightened of the Frog Spirit until the beginning of your next turn, and will not approach the Frog Spirits current position (i.e. it's current target).
RIBBIT STRONG!
At 10th Level you may choose to succeed at any one Saving Throw once per Rage. This is not an Action, and you may see the result of the Saving Throw before deciding..
THE SHAPE OF FRAWGS YET TO COME
At 14th Level, you now do psychic damage to any creature of your choice within 30 feet. Additionally, while you are Raging, when a creature of your choice that can see you starts its turn within 30 feet of you, you can force it to make a Charisma saving throw if you aren’t incapacitated. If it fails, it takes 1d6 frog damage. Save DC is 8 + your Proficiency Bonus + your Constitution modifier.