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Barbarian: Path of Twisted Steel

Once a tribe of traditional barbarians, the Path of Twisted Steel evolved along with the technology of Cathar, inventing new ways to combat the increasingly hardened automata being used by the Catharian military. Focusing on their physical bodies in order to push their battle rage to brand-new heights, the Path of Twisted Steel excels at smashing their way through machines, discarding bladed weapons in favor of delivering crushing strikes against enemy armor with fists, flails, and hammers. They are toughened to cope with the massive damage output of their mechanized foes, and have been known to survive entire volleys from automated ballista without so much as a scratch. The more damage they take, the angrier they become, and the more damage they deal.
hit dice: 1d12 per barbarian level
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins
  • spellcasting:
    class features:

    Hardened Rage

    Starting when you choose this path at 3rd level, you gain 1d4 temporary hit points whenever you enter rage. These hit points disappear when your rage ends. This amount increases by 1d4 per barbarian level after 3rd.  

    Frenzied Regeneration

    Beginning at 6th level, you regenerate hit points while enraged. When you enter rage, regain hit points equal to one of your hit dice. While enraged, you regenerate 1d4 of your temporary hit points at the beginning of every turn. You can regenerate temporary hit points up to the maximum number available to you.   As a bonus action, you may heal yourself for hit points equal to one of your hit dice. Once you've used this ability twice, you can't use it again until you complete a short or long rest.  

    Platesmasher

    Starting at 10th level, whenever you make an attack with a bludgeoning weapon, it ignores 2 points of AC. When you are enraged, you can add your strength modifier to the hit roll. In addition, whenever you make a successful attack against a Construct of size medium or larger, it has its AC reduced by 2 for five minutes.  

    Rage Unbound

    At 14th level, your rage transforms you into something that can barely be considered human. When you are enraged, you have resistance to nonmagical ranged attacks, and regenerate hit points equal to your constitution modifier at the beginning of your turn, in addition to regenerating 1d4 temporary hit points.   In addition, your damage output increases as you take damage. When enraged, your melee attacks deal and additional 1d8 damage of their respective type for every 10 points of damage you take while enraged.
    subclass options:

    Created by

    ajpichner.

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