Barbarian:Improvised 1.1.1

by BipBop

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Path of the Tavern Wrecker

You've been forged in the harshest of all battlefields. A place where no rules are followed, where the unthinkable can happen, and from which you can't escape. The tavern.

Years of perils have led to developing an essential skill. Anything can be a weapon, if you try hard enough.

No circumstance is a bad circumstance for your kind, adept at turning the tables (sometimes literally) to be able to live another day.

Use the Pointy End

3rd-level Path of the Tavern Wrecker feature

A master in adaptation and improvisation, you can add your proficiency bonus when wielding improvised weapons, and all attacks you make with improvised weapons deal 1d8 damage bludgeoning, piercing, or slashing damage (depending on their nature) if their damage die would be lower.

Additionally, when you're raging and you hit a creature with an attack using an improvised weapon, you can choose to break the weapon, dealing an extra 1d8 of damage.

Always keep One Eye Open

3rd-level Path of the Tavern Wrecker feature

If you want to live to fight another day, you need to always be ready for danger. Or at least that's what you think (and it has worked so far).

You gain proficiency in Perception checks if you do not have it already, and you cannot be surprised while you're conscious.

Poke the Eyes

6th-level Path of the Tavern Wrecker feature

Attacks made with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, all improvised weapons you wield gain the thrown(15/30) property.

Bear's Hug

6th-level Path of the Tavern Wrecker feature

In a brawl, you are bound to take hits, but you want to make sure everyone thinks twice before approaching you. Whenever you see a creature making a melee weapon attack against you, you can use your reaction to make a grapple check against the attacker.

Fool's Throw

10th-level Path of the Tavern Wrecker feature

As an action you can throw either a weapon you're wielding or a creature that you are grappling that's your same size or smaller. Your shot covers a 30 feet long, 5 feet wide line. Creatures in the area must make a Dexterity saving throw or take 6d6 bludgeoning damage. They take half damage on a success. If you threw a creature, they take 2d6 bludgeoning damage for each creature or object they collide with.

You can use this feature a number of times equal to your proficiency modifier, and regain all spent uses after a long rest.

Hit'em As Hard as You Can

14th-level Path of the Tavern Wrecker feature

You've perfected your craft, honed your skills beyond their limits, and it shows.

The minimum damage die of your improvised weapons changes to 1d10. Additionally, all improvised weapons you wield gain the thrown(40/80) and light properties.

Art Credits

The artwork is done by Alix Branwyn, and owned by Wizards of the Coast.

Changelog

1.0 ------- 1.1

  • Typos and other text clarifications.
  • Bear's Hug disadvantage if the grapple connects removed.
  • Poke the eyes now gives improvised weapons the light property.