Base Class: Barbarian
RAGE PERSONIFIED Starting when you choose this path at 3rd level, you can roll a d6 in place of the normal damage of your unarmed strikes, you also gain proficiency with unarmed strikes and improvised weapons, This die changes to a d8 when you are raging.
Additionally your physical prowess grants you advantage with Strength checks. While raging your size size increases by one category, this effect ends when your rage ends.
INHUMAN RAGE By 6th level, your rage has grown to such strength that it is beyond physical might, while raging your strikes are considered magical.
Your rage has become hazardous even to those who target your mind sending a psionic feedback at them. While raging, upon a successful saving throw against an enemy's Divination or Enchantment spell that targets you, deal 1 point of psychic damage to the castor for each level of the spell that was casted on you.
At 8th level, you gain the ability to restore your hp equal to 1d12 + your Constitution modifier at the start of your turns. You may use this feature a number of times equal to your constitution modifier (minimum one). If you are above half of your hit points and are not raging, you cannot use this feature. You regain uses after a long rest.
SMASH By 10th level, Your strength is an endless rage fueled power, when raging, you may perform a stomp or smash as an attack.
All creatures within a 10 foot cone of you must make a Dexterity saving throw, The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus
. On a failure, they are knocked prone. Once you make a stomp or smash attack, you can't make another one until you complete a short or long rest.
At 15th level this action also creates difficult terrain within the area of the 10 foot cone.
STRONGEST THERE IS Beginning at 14th level, the your rage that fuels you, allows you to shrug most fatal blows, gain the following:
If you fail the constitution save during your "Relentless Rage" feature, you can choose to succeed instead, if you use this feature you can not use it again until you finish a long rest. Whilst raging, you count as two sizes (huge) larger when determining the weight you can carry, push, drag, or lift. When you land a critical hit on a creature it is knocked prone.
At 20th level once on each of your turns, if you are attacking a creature who attacked you on their previous turn, you can add a +10 to damage on any strength related attack at the cost of a -5 penalty to the to hit
roll. You must chose to use this feature before you roll. You can only use this successfully on one attack during your turn.
Rage Personified
Starting when you choose this path at 3rd level, you can roll a d6 in place of the normal damage of your unarmed strikes, you also gain proficiency with unarmed strikes and improvised weapons, This die changes to a d8 when you are raging.
Additionally your physical prowess grants you advantage with Strength checks. While raging your size size increases by one category, this effect ends when your rage ends.
Inhuman Rage
By 6th level, your rage has grown to such strength that it is beyond physical might, while raging your strikes are considered magical.
Your rage has become hazardous even to those who target your mind sending a psionic feedback at them. While raging, upon a successful saving throw against an enemy's Divination or Enchantment spell that targets you, deal 1 point of psychic damage to the castor for each level of the spell that was casted on you.
At 8th level, you gain the ability to restore your hp equal to 1d12 + your Constitution modifier at the start of your turns. You may use this feature a number of times equal to your constitution modifier (minimum one). If you are above half of your hit points and are not raging, you cannot use this feature. You regain uses after a long rest.
Inhuman Rage
By 6th level, your rage has grown to such strength that it is beyond physical might, while raging your strikes are considered magical.
Your rage has become hazardous even to those who target your mind sending a psionic feedback at them. While raging, upon a successful saving throw against an enemy's Divination or Enchantment spell that targets you, deal 1 point of psychic damage to the castor for each level of the spell that was casted on you.
At 8th level, you gain the ability to restore your hp equal to 1d12 + your Constitution modifier at the start of your turns. You may use this feature a number of times equal to your constitution modifier (minimum one). If you are above half of your hit points and are not raging, you cannot use this feature. You regain uses after a long rest.
Smash
By 10th level, Your strength is an endless rage fueled power, when raging, you may perform a stomp or smash as an attack.
All creatures within a 10 foot cone of you must make a Dexterity saving throw, The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus
. On a failure, they are knocked prone. Once you make a stomp or smash attack, you can't make another one until you complete a short or long rest.
At 15th level this action also creates difficult terrain within the area of the 10 foot cone.
Strongest There is
Beginning at 14th level, the your rage that fuels you, allows you to shrug most fatal blows, gain the following:
If you fail the constitution save during your "Relentless Rage" feature, you can choose to succeed instead, if you use this feature you can not use it again until you finish a long rest. Whilst raging, you count as two sizes (huge) larger when determining the weight you can carry, push, drag, or lift. When you land a critical hit on a creature it is knocked prone.
At 20th level once on each of your turns, if you are attacking a creature who attacked you on their previous turn, you can add a +10 to damage on any strength related attack at the cost of a -5 penalty to the to hit
roll. You must chose to use this feature before you roll. You can only use this successfully on one attack during your turn.
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