10th Level Barbarian Feats

Come and Get Me [A] (Feat 10)

Barbarian
Concentrate
Rage

You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.


Determined Dash [AA] (Feat 10)

Barbarian
Rage

Nothing can keep you from your enemy. Stride twice. During this movement you ignore difficult terrain, greater difficult terrain, and any effects that would impose a penalty to Speed. You can attempt an Athletics check instead of an Acrobatics check to Balance when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain. You can increase the number of actions this activity takes to 3 to Stride three times instead.


Furious Sprint [AA] (Feat 10)

Barbarian
Rage

You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.


Great Cleave (Feat 10)

Barbarian
Rage

Prerequisites Cleave


Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.


Knockback [A] (Feat 10)

Barbarian
Rage

Requirements Your last action was a successful Strike.


The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove.


Overpowering Charge (Feat 10)

Barbarian
Rage

Prerequisites Barreling Charge


You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes flat-footed until the end of your next turn.


Resounding Blow [AA] (Feat 10)

Barbarian
Rage

Requirements You are wielding a melee weapon that deals bludgeoning damage.


You strike your enemy in the head with such force that their ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for 1 minute on a critical hit).


Silencing Strike [A] (Feat 10)

Barbarian
Incapacitation
Rage

A quick strike to the face or mouth silences your opponent. Make a melee Strike against a foe. The foe must succeed at a Fortitude save against your class DC.

Success The target is unaffected.

Failure The target is dazed and can barely vocalize. It's stunned 1 and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or supply verbal spellcasting components until the end of its next turn.

Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.


Tangle of Battle [R] (Feat 10)

Barbarian
Rage

Trigger You critically hit an adjacent enemy.


Your incredibly vicious Strike pulls you right in close, giving you the opportunity to grab your foe. Attempt to Grapple the triggering enemy. If your Strike was a critical success, you treat the result of the Grapple as one step better.


Terrifying Howl [A] (Feat 10)

Auditory
Barbarian
Rage

Prerequisites Intimidating Glare


You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each enemy within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute.

No comments:

Post a Comment