Difference between revisions of "Path of the Street Fighter (5A)"
m (→See Also: * Gangbanger for Apath) |
(wk) |
||
Line 3: | Line 3: | ||
''Not all barbarians come from the wilderness—some find their mettle in the brawls and contests of the urban jungle. | ''Not all barbarians come from the wilderness—some find their mettle in the brawls and contests of the urban jungle. | ||
− | Often of | + | Often of wilderness barbarian heritage, the Street Fighter honed their skills in the riots, gang wars, ritual challenges, and fighting pits of civilization. |
− | Some barbarian societies foster street fighter barbarians as ritual champions. | + | Some wilderness barbarian societies foster street fighter barbarians as ritual champions. |
== Subclass features == | == Subclass features == | ||
Line 10: | Line 10: | ||
=== Crowd Control === | === Crowd Control === | ||
− | Starting when you choose this path at 3rd level, you master moving through crowds and opponents. Crowds never count as difficult ground to you or otherwise impede your movement, and you can move through the space of enemies and bystanders, though enemy spaces are still difficult ground to you. You must still end your movement in a legal space. | + | Starting when you choose this path at 3rd level, you master moving through crowds and opponents. Crowds never count as difficult ground to you or otherwise impede your movement, and you can move through the space of enemies and bystanders, though enemy spaces are still difficult ground to you. |
+ | You must still end your movement in a legal space and provoke attacks of opportunity normally. | ||
=== Combat Culture === | === Combat Culture === | ||
Line 17: | Line 18: | ||
If you are already proficient in this skill, you can choose another skill or language to become proficient with. | If you are already proficient in this skill, you can choose another skill or language to become proficient with. | ||
− | You have advantage on Intelligence (History) checks to understand the rules and conventions of ritual | + | You have advantage on Intelligence (History) checks to understand the rules and conventions of combat, ritual challenges, and sports. |
=== Combat Charisma === | === Combat Charisma === | ||
Line 24: | Line 25: | ||
If you are already proficient in this skill, you can choose another skill or language to become proficient with. | If you are already proficient in this skill, you can choose another skill or language to become proficient with. | ||
− | You can take a bonus action to make a Charisma (Intimidation) check against an opponent within 10 ft. of you. The DC is the opponent's passive Charisma (Intimidation) or passive Wisdom Save (the | + | You can take a bonus action to make a Charisma (Intimidation) check against an opponent within 10 ft. of you. The DC is the opponent's passive Charisma (Intimidation) or passive Wisdom Save (use the highest). If there is an audience to draw cheers from, you have advantage on this check. |
If you succeed, you can choose to either gain advantage on your attacks against this opponent, or the opponent suffers disadvantage on their next attack against you. Either effect ends at the start of your next turn. | If you succeed, you can choose to either gain advantage on your attacks against this opponent, or the opponent suffers disadvantage on their next attack against you. Either effect ends at the start of your next turn. | ||
=== Display of Superiority === | === Display of Superiority === | ||
− | At 10th level, when you score a critical hit, cause an opponent to become prone, or cause an opponent to become unconscious or dead, you can use your Combat Charisma ability as a reaction and affect all opponents within 30 ft. of you. Use the highest DC among your targets for the roll. | + | At 10th level, when you score a critical hit, cause an opponent to become prone, or cause an opponent to become unconscious or dead, you can use your Combat Charisma ability as a reaction and affect all opponents within 30 ft. of you. Use the highest DC among your targets for the roll. |
=== Champion's Challenge=== | === Champion's Challenge=== | ||
− | At 14th level, when you enter a rage, you can | + | At 14th level, when you enter a rage, you can use Combat Charisma against all enemies within 30 ft. who can see or hear you. |
== Designer's Notes == | == Designer's Notes == | ||
− | This began as a 5E version of the urban barbarian, but ended up as an expert in ritual combat and challenges. | + | This began as a 5E version of the PF1 urban barbarian, but ended up as an expert in ritual combat and challenges. |
A name change might be in order, but that would also force a change to the lvl 3 ability. | A name change might be in order, but that would also force a change to the lvl 3 ability. | ||
I kind of like it as it is. | I kind of like it as it is. |
Revision as of 13:13, 10 March 2022
Starfox's 5th Edition Fan Page |
This is a Barbarian subclass for 5A.
Not all barbarians come from the wilderness—some find their mettle in the brawls and contests of the urban jungle. Often of wilderness barbarian heritage, the Street Fighter honed their skills in the riots, gang wars, ritual challenges, and fighting pits of civilization. Some wilderness barbarian societies foster street fighter barbarians as ritual champions.
Subclass features
All these abilities can be used in or out of rage.
Crowd Control
Starting when you choose this path at 3rd level, you master moving through crowds and opponents. Crowds never count as difficult ground to you or otherwise impede your movement, and you can move through the space of enemies and bystanders, though enemy spaces are still difficult ground to you. You must still end your movement in a legal space and provoke attacks of opportunity normally.
Combat Culture
At 3rd level you gain an instinctive understanding of the written and unwritten rules of ritualized combat and sports. You gain proficiency in the History skill. If you are already proficient in this skill, you can choose another skill or language to become proficient with.
You have advantage on Intelligence (History) checks to understand the rules and conventions of combat, ritual challenges, and sports.
Combat Charisma
Beginning at 6th level, you master the art of psyching out your opponent and pulling the cheers of the crowd. You gain proficiency in the Intimidation skill. If you are already proficient in this skill, you can choose another skill or language to become proficient with.
You can take a bonus action to make a Charisma (Intimidation) check against an opponent within 10 ft. of you. The DC is the opponent's passive Charisma (Intimidation) or passive Wisdom Save (use the highest). If there is an audience to draw cheers from, you have advantage on this check. If you succeed, you can choose to either gain advantage on your attacks against this opponent, or the opponent suffers disadvantage on their next attack against you. Either effect ends at the start of your next turn.
Display of Superiority
At 10th level, when you score a critical hit, cause an opponent to become prone, or cause an opponent to become unconscious or dead, you can use your Combat Charisma ability as a reaction and affect all opponents within 30 ft. of you. Use the highest DC among your targets for the roll.
Champion's Challenge
At 14th level, when you enter a rage, you can use Combat Charisma against all enemies within 30 ft. who can see or hear you.
Designer's Notes
This began as a 5E version of the PF1 urban barbarian, but ended up as an expert in ritual combat and challenges. A name change might be in order, but that would also force a change to the lvl 3 ability. I kind of like it as it is.
See Also
- Urban Barbarian for Apath
- Gangbanger for Apath
External Links
- Urban Barbarian for Pathfinder