Difference between revisions of "Path of the Street Fighter (5A)"

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This is a [[Barbarian_(5A)|Barbarian]] subclass for [[5A]].
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''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 ritualistic barbarian societies foster street fighter barbarians as champions in formal challenges.
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== Subclass features ==
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All these abilities can be used in or out of rage.
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=== Crowd Control ===
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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.
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You must still end your movement in a legal space and provoke attacks of opportunity normally.
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=== Combat Culture ===
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At 3rd level you gain an instinctive understanding of the written and unwritten rules of ritualized combat and sports.
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You gain proficiency in the History skill.
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If you are already proficient in this skill, you can choose to learn Arcana, Nature, Religion, or two languages.
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You have advantage on Intelligence checks to understand the rules and conventions of combat, ritual challenges, and sports.
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=== Combat Charisma ===
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Beginning at 6th level, you master the art of psyching out your opponent and pulling cheers if there is an audience.
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You gain proficiency in the Intimidation skill.
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If you are already proficient in this skill, you can choose any other skill.
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You can take an 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. 
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If you succeed, you can choose to either give you and your allies advantage on all attacks against this opponent, or the opponent suffers disadvantage on all their attacks. Either effect lasts until the end of your next turn.
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=== Display of Superiority ===
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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 10 ft. of you. Use the highest DC among your targets for the roll. 
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=== Champion's Challenge===
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At 14th level, when you enter a rage, you can use Combat Charisma against all enemies within 10 ft. who can see or hear you.
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== Designer's Notes ==
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This began as a 5E version of the PF1 urban barbarian, but ended up as an expert in ritual combat and challenges.
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A name change might be in order, but that would also force a change to the lvl 3 ability.
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I kind of like it as it is.
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== See Also ==
 
== See Also ==
* [[Urban_Barbarian_(Apath)|Urban Barbarian]]
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* [[Urban_Barbarian_(Apath)|Urban Barbarian]] for Apath
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* [[Gangbanger (Apath)|Gangbanger]] for Apath
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== External Links ==
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* [https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/urban-barbarian/ Urban Barbarian] for Pathfinder

Latest revision as of 14:02, 26 May 2023

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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 ritualistic barbarian societies foster street fighter barbarians as champions in formal challenges.

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 to learn Arcana, Nature, Religion, or two languages. You have advantage on Intelligence 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 cheers if there is an audience. You gain proficiency in the Intimidation skill. If you are already proficient in this skill, you can choose any other skill.

You can take an 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 give you and your allies advantage on all attacks against this opponent, or the opponent suffers disadvantage on all their attacks. Either effect lasts until the end 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 10 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 10 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

External Links